Barotrauma

Barotrauma

Squidd's Expansion🐙
squidd  [developer] 15 Jan, 2022 @ 5:24pm
Suggestions/Bug Reports
post feedback here
< >
Showing 1-8 of 8 comments
CatNotImpressed 18 Mar, 2022 @ 10:05am 
Add an option to turn the the Operative suit's lights
CatNotImpressed 18 Mar, 2022 @ 5:48pm 
Also, since you already have a Nuke OPS suit, why not have a Nuke OPS mech? (probably like the mech suits in BWeapons)
SpiderXDGaming 15 Feb, 2023 @ 1:27pm 
When I try to enable the mod, It gives me an error, saying there's a duplicate affliction (The only custom affliction there)
I have checked myself, and there's no duplicates anywhere, not in the xml, nor the folder.
How do I fix this?
K_BOMBA 25 Nov, 2023 @ 1:11pm 
So i think ill just post my changes here. Its copypastable.

Made cargoscooter a RequiredItem, so it wouldnt be pointless tallent for enginear.
<Item name="Utility Scooter" identifier="utilityscooter" category="Equipment" interactthroughwalls="true" Tags="mediumitem,provocative,scooter,mobilecontainer,tool,toolbelt" cargocontaineridentifier="metalcrate" description="A general utility scooter with space for tools and small cargo. It can be hooked on the belt for portability, but it's pretty heavy. It also looks a bit like a bee." Scale="0.5" impactsoundtag="impact_metal_heavy" isshootable="true"> <Price baseprice="270"> <Price locationtype="outpost" multiplier="0.9" sold="false"/> <Price locationtype="city" multiplier="0.85" sold="false"/> <Price locationtype="research" multiplier="1" sold="false"/> <Price locationtype="military" multiplier="1" sold="false"/> <Price locationtype="mine" multiplier="1.25" sold="false"/> </Price> <PreferredContainer primary="divingcab" minamount="0" maxamount="0" spawnprobability="0.0"/> <Deconstruct time="20"> <Item identifier="aluminium"/> <Item identifier="aluminium"/> <Item identifier="titaniumaluminiumalloy"/> </Deconstruct> <Fabricate suitablefabricators="fabricator" requiredtime="30"> <RequiredSkill identifier="mechanical" level="30"/> <RequiredItem identifier="cargoscooter"/> <RequiredItem identifier="aluminium"/> <RequiredItem identifier="aluminium"/> <RequiredItem identifier="titaniumaluminiumalloy"/> </Fabricate> <InventoryIcon texture="%ModDir:2667756090%/utilityscooter.png" depth="0.55" sourcerect="295,195,149,105" origin="0.5,0.5"/> <Sprite texture="%ModDir:2667756090%/utilityscooter.png" depth="0.55" sourcerect="295,195,149,105" origin="0.5,0.5"/> <Body width="140" height="100" density="10"> </Body> <Wearable limbtype="Torso" slots="Bag" msg="ItemMsgEquipSelect" canbeselected="false" canbepicked="true" pickkey="Select" displaycontainedstatus="true"> <sprite name="Backpack Wearable" texture="%ModDir:2667756090%//spaghetti_code.png" limb="Torso" hidelimb="false" inheritlimbdepth="true" inherittexturescale="false" hideotherwearables="false" sourcerect="0,0,0,0" origin="0,0" scale="0.35"/> <StatusEffect type="OnWearing" target="Character" SpeedMultiplier="0.6" setvalue="true" disabledeltatime="true"/> </Wearable> <Holdable slots="RightHand+LeftHand" aimpos="90,0" handle1="-35,36" handle2="-37,38" msg="ItemMsgPickUpSelect" canbeselected="false" pickkey="Use" allowswappingwhenpicked="false"> </Holdable> <Propulsion force="150" usablein="water" particles="bubbles"> <RequiredItems items="mobilebattery" targetslot="0" type="Contained" msg="ItemMsgBatteryCellRequired"/> <StatusEffect type="OnUse" target="Contained" targetslot="0" Condition="-0.25"> <RequiredItem items="batterycell" type="Contained"/> </StatusEffect> <StatusEffect type="OnUse" target="Contained" targetslot="0" Condition="-0.125"> <RequiredItem items="fulguriumbatterycell" type="Contained"/> </StatusEffect> <StatusEffect type="OnUse" target="Contained" targetslot="0" Condition="-0.25"> <RequiredItem excludedidentifiers="batterycell,fulguriumbatterycell" type="Contained"/> </StatusEffect> <sound file="Content/Items/Diving/ScooterLoop.ogg" type="OnUse" range="500.0" loop="true"/> <LightComponent LightColor="1.0,1.0,1.0,0.8" range="1000"> <LightTexture texture="Content/Lights/lightcone.png" origin="-0.01, 0.5" size="1.0,1.0"/> </LightComponent> </Propulsion> <ItemContainer capacity="1" maxstacksize="1" slotsperrow="4" hideitems="true" containedstateindicatorslot="0" containedstateindicatorstyle="battery"> <Containable items="mobilebattery"/> <SlotIcon slotindex="0" texture="Content/UI/WeaponUI.png" sourcerect="64,961,32,22" origin="0.5,0.45"/> <SubContainer capacity="15" maxstacksize="64"> <Containable items="smallitem,mediumitem" excludeditems="toolbelt,toolbox,bandolier,cargoscooter,utilityscooter"/> </SubContainer> </ItemContainer> <AiTarget soundrange="3000" maxsightrange="3000"/> <LightComponent lightcolor="255,204,181,25" IsOn="true" castshadows="false" range="155.0"> <LightTexture texture="Content/Lights/pointlight_bounce.png" origin="0.5,0.5"/> </LightComponent> </Item>
Last edited by K_BOMBA; 25 Nov, 2023 @ 1:13pm
K_BOMBA 25 Nov, 2023 @ 1:18pm 
Made Fixfoam Shell like a Fixfoam grenade. Felt weird in the original.

<Item name="Fixfoam Shell" identifier="repaircannon_ammo" description="It's heavy and ice-cold to the touch. According to the label, it's full of highly pressurized repair foam." category="Equipment" maxstacksize="4" interactthroughwalls="true" cargocontaineridentifier="metalcrate" Scale="0.5" tags="mediumitem,explosive,demolitionsexpert" impactsoundtag="impact_metal_light"> <Price baseprice="50" minleveldifficulty="15"> <Price locationtype="outpost" multiplier="1.1" minavailable="0"/> <Price locationtype="city" multiplier="1.1" minavailable="0"/> <Price locationtype="research" multiplier="1" minavailable="0"/> <Price locationtype="military" multiplier="0.9" minavailable="0"/> <Price locationtype="mine" multiplier="0.9" minavailable="0"/> </Price> <Deconstruct time="10"> <Item identifier="sodium"/> <Item identifier="phosphorus"/> <Item identifier="steel"/> </Deconstruct> <Fabricate suitablefabricators="fabricator" requiredtime="20"> <RequiredSkill identifier="mechanical" level="40"/> <RequiredItem identifier="sodium"/> <RequiredItem identifier="phosphorus"/> <RequiredItem identifier="steel"/> </Fabricate> <PreferredContainer primary="engcab" minamount="1" maxamount="1" spawnprobability="0.01"/> <PreferredContainer secondary="wreckstoragecab,abandonedstoragecab" minamount="1" maxamount="1" spawnprobability="0.01"/> <InventoryIcon texture="%ModDir:2667756090%/fixfoam_shell_inventory.png" sourcerect="0,0,60,60" origin="0.5,0.5"/> <Sprite texture="%ModDir:2667756090%/fixfoam_shell.png" sourcerect="0,0,60,60" depth="0.55" origin="0.5,0.5"/> <Body width="29" height="30" density="15"/> <Pickable slots="Any" msg="ItemMsgPickUpSelect"/> <Projectile characterusable="false" hitscan="false" launchimpulse="20.0" launchrotation="-90" removeonhit="false"> <ParticleEmitter particle="FlareBubbles" emitacrossrayinterval="50"/> <StatusEffect type="OnBroken" target="This"> <sound file="Content/Items/Weapons/StunGrenade.ogg" range="2000"/> <Explosion range="200" force="0.5" smoke="false" flames="false" underwaterbubble="false" sparks="false"/> </StatusEffect> <StatusEffect type="OnBroken" target="This" duration="3.0" soundselectionmode="All"> <sound file="Content/Items/Tools/Sprayer.ogg" range="1000" volume="0.5"/> <sound file="Content/Items/Tools/FlareLoop.ogg" range="1000"/> <ParticleEmitter particle="fixfoam" anglemax="360" velocitymin="4000" velocitymax="4000" particlespersecond="64"/> <ParticleEmitter particle="fixfoamgoosplash" anglemax="360" distancemax="10" particlespersecond="60"/> <ParticleEmitter particle="fixfoamgoosplash" anglemax="360" distancemax="10" scalemultiplier="2.0,2.0" particlespersecond="20"/> </StatusEffect> <StatusEffect type="OnImpact" target="This" Condition="-100.0" disabledeltatime="true"> <Explosion range="1000" force="0.0" camerashake="0" smoke="false" flames="false" flash="false" sparks="false" underwaterbubble="false" structuredamage="-200"/> <Remove/> </StatusEffect> </Projectile> <Upgrade gameversion="0.10.0.0" scale="0.5"/> </Item>
Last edited by K_BOMBA; 6 Dec, 2023 @ 11:02am
K_BOMBA 25 Nov, 2023 @ 1:27pm 
Made Operative Hardsuit Deconstructable, changed headlight because it was too bright and long, and felt weird because there was like no flashlight on it. Removed explosiondamage resistance, because its no longer works i believe. Swapped it for general damage reduction and concussion since it has a helmet. Added pressure resistance to the description.

<Item name="Operative Hardsuit" identifier="squidd_operativehardsuit" category="Equipment" tags="mediumitem,diving,deepdiving,provocative,toolbelt" scale="0.55" fireproof="true" description="A rare, compact spacefaring hardsuit used by elite underground operatives. How it got down here is a mystery. Protects against damage and high pressure all the way down to 10,000 meters." allowdroppingonswapwith="" impactsoundtag="impact_metal_heavy" allowasextracargo="true"> <PreferredContainer primary="armcab"/> <PreferredContainer secondary="wreckstoragecab" spawnprobability="0.02"/> <PreferredContainer secondary="wreckarmcab" spawnprobability="0.03"/> <PreferredContainer secondary="wrecksecarmcab" spawnprobability="0.03"/> <Price baseprice="755" soldeverywhere="false" canbespecial="false"> <Price locationtype="outpost" sold="false"/> <Price locationtype="city" sold="false"/> <Price locationtype="research" sold="false"/> <Price locationtype="military" sold="false"/> <Price locationtype="mine" sold="false"/> </Price> <Deconstruct time="30"> <Item identifier="titaniumaluminiumalloy"/> <Item identifier="rubber"/> </Deconstruct> <InventoryIcon texture="%ModDir:2667756090%/red_hardsuit_item.png" sourcerect="0,0,124,103" origin="0.5,0.5"/> <!-- <Sprite name="Diving Suit" texture="DivingSuit_Item.png" sourcerect="157,0,90,307" depth="0.55" origin="0.4888889,0.5439739" /> --> <Sprite name="Operative Hardsuit Item" texture="%ModDir:2667756090%/red_hardsuit_item.png" sourcerect="0,0,124,103" origin="0.5,0.5" depth="0.55"/> <ContainedSprite name="Operative Hardsuit In Vertical Locker" spritecolor="0,255,0" allowedcontainertags="divingsuitcontainervertical" texture="Content/Items/Diving/Combat_DivingSuit_Items.png" sourcerect="181,0,70,192" depth="0.55" origin="0.5,0.5" /> <ContainedSprite name="Operative Hardsuit Behind Window" spritecolor="0,255,0" allowedcontainertags="divingsuitcontainerwindow" texture="Content/Items/Containers/containers.png" sourcerect="215,379,80,207" depth="0.55" origin="-0.12,-0.14" /> <ContainedSprite name="Operative Hardsuit In Horizontal Locker" spritecolor="0,255,0" allowedcontainertags="divingsuitcontainerhorizontal" texture="Content/Items/Diving/Combat_DivingSuit_Items.png" sourcerect="0,193,230,63" depth="0.55" origin="0.6,0.5" /> <Body radius="45" width="34" density="15"/> <Wearable slots="OuterClothes" msg="ItemMsgEquipSelect" displaycontainedstatus="true" canbeselected="false"> <sprite name="Operative Hardsuit Helmet Wearable" texture="%ModDir:2667756090%/red_hardsuit_helmet.png" limb="Head" inheritlimbdepth="true" inheritscale="true" ignorelimbscale="true" scale="1.15" hidelimb="true" hideotherwearables="true" sourcerect="0,0,62,64" origin="0.5,0.6"> <LightComponent range="20" lightcolor="113,255,95,255" Offset="0,0" Rotation="0" Directional="False" powerconsumption="10" IsOn="true" allowingameediting="false"> <StatusEffect type="OnWearing" target="This,Character" Voltage="1.0" setvalue="true"> <Conditional IsDead="false"/> </StatusEffect> <LightTexture texture="Content/Lights/pointlight_falloff.png" origin="0.35, 0.45" size="1.5,1.5"/> </LightComponent> </sprite> <sprite name="Operative Hardsuit Torso" texture="%ModDir:2667756090%/red_hardsuit.png" limb="Torso" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Hand" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightHand" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Hand" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftHand" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Lower Arm" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightArm" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Lower Arm" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftArm" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Upper Arm" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightForearm" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Upper Arm" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftForearm" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Waist" texture="%ModDir:2667756090%/red_hardsuit.png" limb="Waist" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Thigh" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightThigh" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Thigh" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftThigh" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Leg" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightLeg" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Leg" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftLeg" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Left Shoe" texture="%ModDir:2667756090%/red_hardsuit.png" limb="LeftFoot" sound="footstep_armor_heavy" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <sprite name="Operative Hardsuit Right Shoe" texture="%ModDir:2667756090%/red_hardsuit.png" limb="RightFoot" sound="footstep_armor_heavy" hidelimb="true" inherittexturescale="true" hideotherwearables="true" inheritorigin="true" inheritsourcerect="true"/> <StatusEffect type="OnWearing" target="Character" OxygenAvailable="0.0" UseHullOxygen="true"/> <StatusEffect type="OnWearing" target="Character" HideFace="true" ObstructVision="true" PressureProtection="10000.0" SpeedMultiplier="1" PropulsionSpeedMultiplier="1.4" setvalue="true" disabledeltatime="true"> <Sound file="Content/Items/Diving/DivingSuitLoop1.ogg" range="500"/> <Sound file="Content/Items/Diving/DivingSuitLoop2.ogg" range="500"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0"> <Conditional IsDead="false"/> <Conditional HullOxygenPercentage="lt 50"/> <Conditional InWater="false"/> <RequiredItem items="oxygentank" type="Contained" targetslot="0"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1000.0" Condition="-0.3" comparison="And" targetslot="0"> <Conditional InWater="true"/> <RequiredItem items="oxygentank" type="Contained" targetslot="0"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" Oxygen="-20.0" Condition="-0.5" targetslot="0"> <Conditional IsDead="false"/> <RequiredItem items="weldingfueltank" type="Contained" targetslot="0"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" Oxygen="-20.0" Condition="-0.5" targetslot="0"> <Conditional IsDead="false"/> <RequiredItem items="incendiumfueltank" type="Contained" targetslot="0"/> <Affliction identifier="burn" amount="0.1"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1500.0" Condition="-0.1" comparison="And" targetslot="0"> <Conditional IsDead="false"/> <Conditional HullOxygenPercentage="lt 50"/> <Conditional InWater="false"/> <RequiredItem items="oxygenitetank" type="Contained" targetslot="0"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" UseHullOxygen="false" OxygenAvailable="1500.0" Condition="-0.1" comparison="And" targetslot="0"> <Conditional InWater="true"/> <RequiredItem items="oxygenitetank" type="Contained" targetslot="0"/> </StatusEffect> <StatusEffect type="OnWearing" target="Contained,Character" SpeedMultiplier="1.3" setvalue="true" comparison="And" targetslot="0"> <Conditional IsDead="false"/> <Conditional HullOxygenPercentage="lt 50"/> <Conditional InWater="false"/> <RequiredItem items="oxygenitetank" type="Contained" targetslot="0"/> </StatusEffect> <damagemodifier armorsector="0.0,360.0" afflictionidentifiers="blunttrauma,gunshotwound,bitewounds,lacerations,bleeding" damagemultiplier="0.55" damagesound="LimbArmor" deflectprojectiles="true"/> <damagemodifier armorsector="0.0,360.0" afflictiontypes="burn" damagemultiplier="0.55" damagesound="" deflectprojectiles="true"/> <damagemodifier armorsector="0.0,360.0" afflictiontypes="damage" damagemultiplier="0.8" damagesound="" deflectprojectiles="true"/> <damagemodifier armorsector="0.0,360.0" afflictionidentifiers="radiationsickness" damagemultiplier="0.5" damagesound="LimbArmor"/> <damagemodifier armorsector="0.0,360.0" afflictionidentifiers="huskinfection" damagemultiplier="0.5" probabilitymultiplier="0.5" damagesound="LimbArmor"/> <damagemodifier afflictionidentifiers="concussion" armorsector="0.0,360.0" damagemultiplier="0.0" damagesound=""/> <StatValue stattype="FlowResistance" value="1"/> <ItemComponent> <IsActive HullOxygenPercentage="lt 50"/> <StatusEffect type="OnActive" target="Contained,Character" targetslot="0" comparison="And"> <RequiredItem items="oxygensource" type="Contained" targetslot="0"/> <Conditional condition="lt 5.0"/> <Sound file="Content/Items/WarningBeepSlow.ogg" range="500"/> </StatusEffect> <StatusEffect type="OnActive" target="Contained" targetslot="0" playsoundonrequireditemfailure="true"> <RequiredItem items="oxygensource" type="Contained" targetslot="0" matchonempty="true"/> <Conditional condition="lte 0.0"/> <Sound file="Content/Items/WarningBeep.ogg" range="500"/> </StatusEffect> </ItemComponent> </Wearable> <Holdable slots="RightHand+LeftHand,Any" controlpose="true" holdpos="0,-50" handle1="-10,-20" handle2="10,-20" holdangle="45" msg="ItemMsgPickUpUse" canbeselected="false" canbepicked="true" pickkey="Use"/> <ItemContainer capacity="1" maxstacksize="1" slotsperrow="2" hideitems="true" containedstateindicatorslot="0" containedstateindicatorstyle="tank"> <Containable items="oxygensource,weldingtoolfuel"/> <SlotIcon slotindex="0" texture="Content/UI/ContainerIndicators.png" sourcerect="1,93,120,29" origin="0.5,0.45"/> <SubContainer capacity="3" maxstacksize="64"> <Containable items="smallitem" excludeditems="toolbelt,toolbox"/> </SubContainer> </ItemContainer> <aitarget maxsightrange="1500"/> </Item>
Last edited by K_BOMBA; 2 Dec, 2023 @ 7:21pm
K_BOMBA 25 Nov, 2023 @ 1:38pm 
Small fix for Precision Laser, it wasnt reducing bleeding.

<Item name="Precision Laser" identifier="cauterytool" interactthroughwalls="true" aliases="cauterytool" category="Equipment" Tags="smallitem,weldingequipment,tool,flashlight,medical" cargocontaineridentifier="metalcrate" description="A battery-operated precision laser used by surgical specialists and as a precision welding tool. It'll quickly seal up bleeding wounds, but it's not very effective at fixing hull breaches." Scale="0.5" impactsoundtag="impact_metal_light"> <!-- i stole most of this from ek's arc welder. thanks for figuring out that nightmare for me --> <PreferredContainer primary="wreckstoragecab" minamount="0" maxamount="1" spawnprobability="0.075"/> <PreferredContainer primary="outpostcrewcabinet" minamount="0" maxamount="1" spawnprobability="0.01"/> <Price baseprice="350" minleveldifficulty="15"> <Price locationtype="outpost" multiplier="1" minavailable="1"/> <Price locationtype="city" multiplier="0.9" minavailable="2"/> <Price locationtype="research" multiplier="1.25" minavailable="2"/> <Price locationtype="military" multiplier="1.25" minavailable="2"/> <Price locationtype="mine" multiplier="0.9" minavailable="1"/> </Price> <Deconstruct time="10"> <Item identifier="lightcomponent"/> <Item identifier="titanium"/> <Item identifier="fpgacircuit"/> <Item identifier="alienblood"/> </Deconstruct> <Fabricate suitablefabricators="fabricator" requiredtime="20"> <RequiredSkill identifier="medical" level="40"/> <RequiredSkill identifier="electrical" level="40"/> <RequiredItem identifier="lightcomponent"/> <RequiredItem identifier="titanium"/> <RequiredItem identifier="fpgacircuit"/> <RequiredItem identifier="alienblood"/> </Fabricate> <InventoryIcon texture="%ModDir:2667756090%/cautery.png" sourcerect="0,0,75,31"/> <Sprite texture="%ModDir:2667756090%/cautery.png" sourcerect="0,0,75,31" depth="0.55" origin="0.5,0.5"/> <Body width="50" height="20" density="15"/> <Holdable slots="Any,RightHand,LeftHand" controlpose="true" aimpos="60,0" handle1="-17,-8" msg="ItemMsgPickUpSelect"/> <RepairTool firedamage="15.0" structurefixamount="1" range="20" barrelpos="20,0" particles="weld" repairmultiple="true" repairthroughwalls="false" combatpriority="5"> <RequiredItems identifier="mobilebattery,batterycell,fulguriumbatterycell" type="Contained" msg="ItemMsgBatteryCellRequired"/> <ParticleEmitter particle="cauterylaser" particlespersecond="25" copyentityangle="true"/> <ParticleEmitterHitStructure particle="plasmasmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="20"/> <ParticleEmitterHitItem identifiers="door,hatch,ductblock" particle="plasmasmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="100"/> <ParticleEmitterHitCharacter particle="fleshsmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="100"/> <sound file="Content/Items/Tools/WeldingLoop.ogg" type="OnUse" range="500.0" loop="true"/> <StatusEffect type="OnUse" targettype="Contained" Condition="-10"> <RequiredItem items="batterycell" type="Contained"/> </StatusEffect> <StatusEffect type="OnUse" targettype="Contained" Condition="-5"> <RequiredItem items="fulguriumbatterycell" type="Contained"/> </StatusEffect> <StatusEffect type="OnUse" targettype="Contained" Condition="-10"> <RequiredItem excludedidentifiers="batterycell,fulguriumbatterycell" type="Contained"/> </StatusEffect> <StatusEffect type="OnUse" targettype="UseTarget" targets="door,ductblock" Stuck="5.0" Condition="3.0"/> <StatusEffect type="OnUse" targettype="Limb"> <Affliction identifier="burn" amount="1.0"/> <ReduceAffliction type="bleeding" amount="40"/> </StatusEffect> <StatusEffect type="OnUse" targettype="UseTarget" Condition="-3.0"/> <Fixable identifier="structure"/> <RequiredSkill identifier="medical" level="20"/> <LightComponent LightColor="1,0.1,0.1,1.0" Flicker="0.5"> <sprite texture="Content/Items/Electricity/lightsprite.png" origin="0.5,0.5"/> </LightComponent> </RepairTool> <ItemContainer autofill="True" capacity="1" maxstacksize="1" hideitems="true" itempos="-8,-24" itemrotation="90"> <ContainedStateIndicator texture="Content/UI/ContainerIndicators.png" sourcerect="0,184,120,32"/> <Containable identifiers="mobilebattery,batterycell,fulguriumbatterycell"/> </ItemContainer> </Item>
Last edited by K_BOMBA; 25 Nov, 2023 @ 1:39pm
noticed this error...

WARNING: Potentially invalid damage modifier in "Emergency Hardhat, Wearable". Could not find any afflictions of the type "concussion". Did you mean to use an affliction identifier instead?
< >
Showing 1-8 of 8 comments
Per page: 1530 50