Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
T
Alex Noir bd646fb23e Implements identity system! If your mask hides your face (e.g. oxygen mask, clown mask and diving suit), the game will either use the name of the ID card owner in your ID card slot or will give you a "?" name.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.
2017-12-16 19:52:25 +03:00

153 lines
6.8 KiB
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="-100.0" 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.">
<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="-100.0"/>
<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="Copper Bar"/>
<Item name="Polycarbonate Bar"/>
</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>