Files
barotrauma-localmods/Brighter Lights/bl_tools.xml
2025-04-13 10:56:23 +02:00

65 lines
3.9 KiB
XML

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