Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Content/Items/Diving/divinggear.xml
T
Alex Noir 2cb0ee73be Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
2017-12-29 17:41:18 +03:00

162 lines
7.1 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.">
<Deconstruct time="30">
<Item name="Steel Bar"/>
<Item name="Aluminium"/>
<Item name="Aluminium"/>
<Item name="Polycarbonate Bar"/>
<Item name="Polycarbonate Bar"/>
</Deconstruct>
<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" sound="footstep_armor" sourcerect="30,100,20,25" origin="0.5,0.5" depth="0.13" inheritlimbdepth="false" hidelimb="true"/>
<sprite texture="DivingSuit.png" limb="LeftFoot" sound="footstep_armor" 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="Polycarbonate Bar"/>
<Item name="Polycarbonate Bar"/>
<Item name="FPGA Circuit"/>
</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>