65 lines
3.9 KiB
XML
65 lines
3.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Items>
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<Override>
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<!--
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Updating instuctions:
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1) Copy-paste each Item (eg.: "divingsuit") entirely
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2) Replace relative paths of textures to their absolute ones: (Notepad++, CTRL+F)
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a) [everything is okay here]
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3) Replace 'Content/Lights/divinghelmetlight.png' with '%ModDir%/Lights/divinghelmetlight.png' (Notepad++, CTRL+F)
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4) Replace 'Content/Lights/lightcone.png' with '%ModDir%/Lights/lightcone.png' (Notepad++, CTRL+F)
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5) Change the 'range' of 'LightComponent' in:
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a) flashlight: 800 -> 1000 (undecided yet)
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6) Make sure you haven't replaced the instructions above
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-->
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<!-- flashlight -->
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<Item name="" identifier="flashlight" category="Equipment" Tags="smallitem,tool,provocative" cargocontaineridentifier="metalcrate" Scale="0.5" impactsoundtag="impact_metal_light">
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<PreferredContainer primary="divingcab" minamount="1" maxamount="2" spawnprobability="1" notcampaign="true" />
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<PreferredContainer secondary="wreckstoragecab,abandonedstoragecab,wrecksupplycab,beaconsupplycab" amount="1" spawnprobability="0.05" />
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<PreferredContainer secondary="outpostcrewcabinet" amount="1" spawnprobability="0.1" />
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<Price baseprice="200" minavailable="2">
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<Price storeidentifier="merchantoutpost" />
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<Price storeidentifier="merchantcity" multiplier="0.9" minavailable="3" />
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<Price storeidentifier="merchantresearch" multiplier="1.25" />
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<Price storeidentifier="merchantmilitary" multiplier="1.25" />
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<Price storeidentifier="merchantmine" />
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</Price>
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<Fabricate suitablefabricators="fabricator" requiredtime="10">
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<RequiredSkill identifier="mechanical" level="25" />
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<RequiredItem identifier="aluminium" amount="2" />
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<RequiredItem tag="lightcomponent" />
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</Fabricate>
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<Deconstruct time="15">
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<Item identifier="aluminium" />
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<Item identifier="lightcomponent" />
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</Deconstruct>
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<InventoryIcon texture="Content/Items/InventoryIconAtlas.png" sourcerect="704,320,64,64" origin="0.5,0.5" />
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<Sprite texture="Content/Items/Tools/tools.png" sourcerect="293,185,49,18" depth="0.55" origin="0.5,0.5" />
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<Body width="48" height="15" density="15" />
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<Holdable slots="Any,RightHand,LeftHand,Head" holdpos="30,-50" aimpos="60,0" handle1="-20,0" msg="ItemMsgPickUpSelect">
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<StatusEffect type="OnActive" targettype="Contained" Condition="-0.2">
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<RequiredItem items="mobilebattery" type="Contained" />
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</StatusEffect>
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<!-- the child LightComponent is only active when the Holdable is active, i.e. when the item is being held -->
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<LightComponent LightColor="0.5,0.5,0.5,1.0" directional="true" Flicker="0.02" range="800" powerconsumption="10" IsOn="true">
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<LightTexture texture="%ModDir%/Lights/lightcone.png" origin="0.0, 0.5" size="1.0,1.0" />
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<IsActive targetcontaineditem="true" condition="gt 1.0" />
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</LightComponent>
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<LightComponent LightColor="0.5,0.5,0.5,1.0" directional="true" range="800" powerconsumption="10" IsOn="true" flicker="0.8" flickerspeed="1.0" pulsefrequency="0.1" pulseamount="0.5">
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<LightTexture texture="%ModDir%/Lights/lightcone.png" origin="0.0, 0.5" size="1.0,1.0" />
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<IsActive targetcontaineditem="true" condition="lte 1.0" />
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</LightComponent>
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</Holdable>
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<ItemContainer capacity="1" maxstacksize="60" hideitems="true" containedstateindicatorstyle="battery">
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<SlotIcon slotindex="0" texture="Content/UI/StatusMonitorUI.png" sourcerect="128,448,64,64" origin="0.5,0.5" />
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<Containable items="mobilebattery">
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<StatusEffect type="OnContaining" targettype="This" Voltage="1.0" setvalue="true" />
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</Containable>
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</ItemContainer>
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<AiTarget sightrange="3000" />
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<Upgrade gameversion="0.10.0.0" scale="0.5" />
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</Item>
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<!-- -->
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<!-- -->
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</Override>
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</Items> |