04bcc6b9b1
- Armor values aren't reduced from the damage taken, but instead multiply the damage (e.g. an item reduces damage by 10% instead of 10 hp). Now armor doesn't make characters invulnerable to small amounts of damage. - Armoring isn't defined as a single "armor value", but instead there are "damage modifiers" which can be added to items and limbs. The modifiers can only affect specific types of damage and have separate multipliers for the damage amount and bleeding amount. - Having a fire proof item on a limb doesn't make that limb invulnerable to burn damage. Item's that protect against fire now have a damage modifier for the Burn damage type.
63 lines
2.7 KiB
XML
63 lines
2.7 KiB
XML
<Items>
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<Item
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name="Body Armor"
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category="Equipment"
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tags="smallitem"
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description="While the body armor won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board.">
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<Sprite texture ="securitygear.png" sourcerect="68,0,60,31" depth="0.6"/>
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<Body width="52" height="17" density="40"/>
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<Wearable slots="Any,Torso">
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<damagemodifier damagetype="Burn" armorsector="0.0,360.0" damagemultiplier="0.9"/>
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<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.3" bleedingmultiplier="0.3" damagesound="LimbArmor" deflectprojectiles="true"/>
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<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
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<sprite texture="securitygear.png" limb="Torso" sourcerect="0,0,38,58" origin="0.52,0.48"/>
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<sprite texture="securitygear.png" limb="RightArm" sourcerect="41,0,21,21" origin="0.5,1.1"/>
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</Wearable>
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</Item>
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<Item
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name="Ballistic Helmet"
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category="Equipment"
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tags="smallitem"
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description="While the helmet won't offer adequate protection against most of the inhabitants of the subsurface ocean, it can be extremely useful if there are traitors on board.">
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<Deconstruct time="10">
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<Item name="Polycarbonate Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture ="securitygear.png" sourcerect="40,32,34,25" depth="0.6"/>
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<Body radius="12" density="50"/>
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<Wearable slots="Any,Head" armorvalue="20.0">
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<damagemodifier damagetype="Blunt" armorsector="0.0,360.0" damagemultiplier="0.2" bleedingmultiplier="0.2" damagesound="LimbArmor" deflectprojectiles="true"/>
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<damagemodifier damagetype="Slash" armorsector="0.0,360.0" damagemultiplier="0.1" bleedingmultiplier="0.0" damagesound="LimbArmor" deflectprojectiles="true"/>
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<sprite texture="securitygear.png" limb="Head" sourcerect="39,31,29,22" origin="0.51,0.9"/>
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</Wearable>
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</Item>
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<Item
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name="Handcuffs"
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category="Equipment"
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tags="smallitem" >
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<Sprite texture = "securitygear.png" sourcerect="0,63,32,14" depth="0.6"/>
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<Body width="30" height="12" density="30"/>
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<Wearable slots="Any,RightHand+LeftHand">
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<sprite texture="securitygear.png" limb="RightHand" sourcerect="32,62,16,16" origin="0.5,-0.5" depth="0.01"/>
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<sprite texture="securitygear.png" limb="LeftHand" sourcerect="32,62,16,16" origin="0.5,-0.5" depth="0.01"/>
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<StatusEffect type="OnWearing" target="Character" lockhands="true" setvalue="true"/>
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</Wearable>
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</Item>
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</Items>
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