a2a4225598
Made syringes have a "projectile" component for syringe guns Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator Adds support for status effects applied to characters from onImpact Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause? Added itemlist console command
277 lines
8.7 KiB
XML
277 lines
8.7 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Items>
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<Item
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name="Spear"
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category="Equipment"
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interactthroughwalls="true"
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price="50">
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<Deconstruct time="5">
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<Item name="Steel Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,50,65,7" depth="0.55"/>
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<Body width="64" height="5" density="20"/>
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<Pickable slots="Any"/>
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<Projectile launchimpulse="20.0" doesstick="true">
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<Attack damage="20" bleedingdamage="2" structuredamage="50" damagetype="Blunt" stun="0.2" targetforce="50"/>
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</Projectile>
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</Item>
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<Item
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name="Harpoon Gun"
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category="Equipment"
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price="500"
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tags="weapon">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,25,98,25" depth="0.55"/>
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<Body width="90" height="30" density="50"/>
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<Holdable slots="Any,RightHand+LeftHand" controlpose="true"
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holdpos="35,-10" aimpos="35,-10" handle1="-15,-6" handle2="26,7"/>
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<RangedWeapon barrelpos="49,10" spread="1" unskilledspread="10">
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<Sound file="harpoon1.ogg" type="OnUse"/>
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<Sound file="harpoon2.ogg" type="OnUse"/>
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<StatusEffect type="OnUse">
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<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" flash="false" sparks="false" camerashake="5.0"/>
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</StatusEffect>
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<RequiredItems name="Spear" type="Contained" msg="Spear required to shoot"/>
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<RequiredSkill name="Weapons" level="30"/>
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</RangedWeapon>
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<ItemContainer itempos="27,10" iteminterval="0,-4" hideitems="false">
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<Containable name="Spear"/>
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</ItemContainer>
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</Item>
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<Item
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name="Syringe Gun"
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category="Equipment"
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price="700"
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tags="weapon">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="62,97,44,24" depth="0.55"/>
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<Body width="40" height="25" density="50"/>
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<Holdable slots="Any,RightHand,LeftHand" controlpose="true"
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aimpos="90,10" handle1="-10,-7"/>
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<RangedWeapon barrelpos="30,13" spread="0" unskilledspread="10">
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<Sound file="syringegun.ogg" type="OnUse"/>
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<RequiredItems name="Medical Syringe" type="Contained" msg="Please load a Syringe"/>
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<RequiredSkill name="Weapons" level="15"/>
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<RequiredSkill name="Medical" level="30"/>
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</RangedWeapon>
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<ItemContainer capacity="1" itempos="10,10" hideitems="false">
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<Containable name="Medical Syringe"/>
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</ItemContainer>
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</Item>
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<Item
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name="Revolver Round"
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category="Equipment"
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interactthroughwalls="true"
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price="10"
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tags="smallitem">
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<Sprite texture="weapons.png" sourcerect="52,99,8,3" depth="0.55"/>
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<Body width="8" height="3" density="40"/>
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<Pickable slots="Any"/>
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<Projectile hitscan="true" doesstick="false" removeonhit="true" >
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<Attack damage="40" bleedingdamage="3" structuredamage="100" damagetype="Blunt" stun="0.5" targetforce="50"/>
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</Projectile>
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</Item>
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<Item
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name="Revolver"
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category="Equipment"
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price="700"
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tags="weapon">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Aluminium"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="26,97,25,19" depth="0.55"/>
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<Body width="25" height="15" density="50"/>
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<Holdable slots="Any,RightHand,LeftHand" controlpose="true"
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aimpos="90,10" handle1="-11,-7"/>
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<RangedWeapon barrelpos="14,6" spread="0" unskilledspread="2">
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<Sound file="revolver.ogg" type="OnUse" range="3000"/>
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<StatusEffect type="OnUse">
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<Explosion range="150.0" force="5" shockwave="false" smoke="false" flames="false" sparks="false" camerashake="5.0"/>
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</StatusEffect>
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<RequiredItems name="Revolver Round" type="Contained" msg="Out of ammo"/>
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<RequiredSkill name="Weapons" level="40"/>
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</RangedWeapon>
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<ItemContainer capacity="4" hideitems="true">
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<Containable name="Revolver Round"/>
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</ItemContainer>
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</Item>
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<Item
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name="Stun Grenade"
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category="Equipment"
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price="200"
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tags="smallitem,weapon">
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<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="25" force="0.1" smoke="false"/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Incendium Grenade"
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category="Equipment"
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tags="smallitem,weapon">
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<Sprite texture="weapons.png" sourcerect="98,0,11,24" depth="0.55"/>
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<Body width="11" height="24" density="30"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0">
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<sound file="Content/Items/Weapons/stungrenade.ogg"/>
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<Explosion range="500" damage="5" stun="1" force="0.1"/>
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<Fire size="300.0"/>
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</StatusEffect>
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</Throwable>
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</Item>
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<Item
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name="Stun Baton"
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category="Equipment"
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Tags="smallitem,weapon"
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price="100"
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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.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="21,0,77,22" depth="0.55"/>
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<Body width="90" height="30" density="30"/>
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<MeleeWeapon slots="Any,RightHand,LeftHand"
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aimpos="50,0" handle1="-5,0" holdangle="10" reload="1.0">
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<Attack damage="2" stun="0.2" damagetype="Blunt" sound="Content/Items/Weapons/smack.ogg"/>
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-25.0" stun="15.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/stunbaton.ogg"/>
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<RequiredItem name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
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<Explosion range="100.0" force="0.1" shockwave="false" flames="false" smoke="false" camerashake="5.0"/>
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</StatusEffect>
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<StatusEffect type="OnUse" target="Contained,Character" Condition="-15.0" stun="30.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/stunbaton.ogg"/>
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<RequiredItem name="Fulgurium Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
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<Explosion range="100.0" force="0.5" shockwave="false" flames="false" camerashake="5.0"/>
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</StatusEffect>
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</MeleeWeapon>
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<ItemContainer capacity="1" hideitems="true">
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<Containable name="Battery Cell"/>
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<Containable name="Fulgurium Battery Cell"/>
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</ItemContainer>
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</Item>
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<Item
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name="Battery Cell"
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category="Equipment,Electrical"
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tags="smallitem,loadable"
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price="50"
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description="Used as a power source for various handheld devices. Most submarines have several stationary backup batteries with recharge docks for battery cells.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="Copper Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Body width="20" height="9" density="30"/>
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<Pickable slots="Any,RightHand,LeftHand"/>
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</Item>
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<Item
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name="Fulgurium Battery Cell"
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category="Equipment,Electrical"
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tags="smallitem,loadable"
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description="A battery cell contructed of the rare and poorly understood compound Fulgurium.">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="FPGA Circuit"/>
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<Item name="Fulgurium Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Body width="20" height="9" density="30"/>
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<Pickable slots="Any,RightHand,LeftHand"/>
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</Item>
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<Item
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name="Bike Horn"
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category="Equipment"
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tags="weapon,smallitem"
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description="HONK">
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<Sprite texture="Content/Items/Jobgear/clownshirt.png" sourcerect="32,50,32,14" depth="0.55"/>
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<Body width="30" height="10" density="10"/>
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<Holdable slots="Any,RightHand,LeftHand" aimpos="100,0" handle1="-5,0"/>
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<RangedWeapon reload="2">
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<Sound file="honk.ogg" type="OnUse"/>
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</RangedWeapon>
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</Item>
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</Items>
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