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.
141 lines
4.7 KiB
XML
141 lines
4.7 KiB
XML
<Items>
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<Item
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name="Railgun"
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category="Machine"
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focusonselected="true"
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offsetonselected="700"
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linkable="true"
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>
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<Sprite texture="railgunbase.png" depth = "0.01"/>
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<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
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rotationlimits="180,360"
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powerconsumption="20000.0"
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showchargeindicator="true"
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showprojectileindicator="true"
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hudtint="0.4,0.6,0.7,0.05">
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<StatusEffect type="OnUse" target="This">
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<sound file="Content/Items/Weapons/railgun.ogg" range="5000"/>
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<Explosion range="1000.0" structuredamage="0" force="0.01" camerashake="10.0"/>
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</StatusEffect>
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<Crosshair texture="crosshair.png"/>
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<DisabledCrosshair texture="disabledCrosshair.png"/>
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</Turret>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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<requireditem name="Screwdriver,Wire" type="Equipped"/>
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<input name="power_in"/>
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<input name="position_in"/>
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<input name="trigger_in"/>
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</ConnectionPanel>
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</Item>
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<Item
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name="Railgun Controller"
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category="Machine"
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type="Controller"
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linkable="true"
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>
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<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="182,0,61,97"/>
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<Controller UserPos="-35.0, -50.0" direction ="Right" canbeselected = "true">
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<limbposition limb="Head" position="-5,-62"/>
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<limbposition limb="Torso" position="-5,-108"/>
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<limbposition limb="LeftHand" position="43,-85"/>
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<limbposition limb="RightHand" position="43,-85"/>
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</Controller>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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<requireditem name="Screwdriver,Wire" type="Equipped"/>
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<input name="power_in"/>
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<output name="position_out"/>
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<output name="trigger_out"/>
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</ConnectionPanel>
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</Item>
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<Item
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name="Railgun Loader"
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category="Machine"
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linkable="true"
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>
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<Sprite texture ="railgunetc.png" depth="0.8" sourcerect="0,0,177,128"/>
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<ItemContainer hideitems="false" drawinventory="true" capacity="6" slotsperrow="6" itempos="24,-75" iteminterval="26,0" itemrotation="90" canbeselected = "true">
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<Containable name="Railgun Shell"/>
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<Containable name="Nuclear Shell"/>
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<Containable name="Ancient Weapon"/>
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</ItemContainer>
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</Item>
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<Item
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name="Railgun Shell"
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category="Misc"
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price="200">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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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="0,58,88,20" depth ="0.55"/>
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<Body width="87" height="18" density="30"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>
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<Projectile launchimpulse="80.0">
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<Attack damage="100" bleedingdamage="10" structuredamage="200" damagetype="Blunt" severlimbsprobability="1.0"/>
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<StatusEffect type="OnActive" target="This">
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<ParticleEmitter particle="bubbles" anglemin="0" anglemax="360" particleamount="10" velocitymin="0" velocitymax="50" scalemin="2" scalemax="5"/>
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</StatusEffect>
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</Projectile>
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<ItemContainer hideitems="true" capacity="1" canbeselected = "true">
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<Containable name="smallitem"/>
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</ItemContainer>
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</Item>
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<Item
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name="Nuclear Shell"
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category="Misc"
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price="500">
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<Deconstruct time="10">
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<Item name="Steel Bar"/>
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<Item name="Steel Bar"/>
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<Item name="Uranium Bar"/>
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<Item name="Polycarbonate Bar"/>
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</Deconstruct>
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<Sprite texture="weapons.png" sourcerect="0,77,88,20" depth ="0.55"/>
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<Body width="87" height="18" density="35"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>
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<Projectile launchimpulse="80.0">
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<Attack damage="1000" bleedingdamage="10" structuredamage="200" damagetype="Blunt" severlimbsprobability="1.0"/>
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<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/bigexplosion.ogg"/>
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<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="0.8" decal="explosion" decalsize="1.0"/>
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</StatusEffect>
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<StatusEffect type="OnActive" target="This">
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<ParticleEmitter particle="bubbles" anglemin="0" anglemax="360" particleamount="10" velocitymin="0" velocitymax="50" scalemin="2" scalemax="5"/>
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</StatusEffect>
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</Projectile>
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<ItemContainer hideitems="true" capacity="1" canbeselected = "true">
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<Containable name="smallitem"/>
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</ItemContainer>
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</Item>
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</Items>
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