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ObjectBlueprints.xml
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ObjectBlueprints.xml
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<?xml version="1.0" encoding="utf-8"?>
<objects>
<!-- PISTOLS -->
<object Name="jhg_9mm_calibrated" Inherits="BaseMagazinePistol">
<part Name="Render" DisplayName="9mm {{M|calibrated}}" RenderString=")" Tile="items/sw_autopistol.bmp" ColorString="&M" DetailColor="K"/>
<part Name="Physics" Weight="3" />
<part Name="Commerce" Value="150" />
<part Name="MissileWeapon" AnimationDelay="0" Skill="Pistol" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="6" />
<part Name="MagazineAmmoLoader" ProjectileObject="jhg_projectile_9mm_calibrated" AmmoPart="AmmoSlug" MaxAmmo="6" />
<part Name="Description" Short="A really well calibrated 9mm pistol, capable of piercing armor. Probably created by someone in the middle of some calibrations." />
<part Name="Metal" />
<part Name="TinkerItem" Bits="0013" CanDisassemble="true" CanBuild="true" CanRepair="true" />
<tag Name="Tier" Value="3" />
<part Name="Examiner" AlternateDisplayName="pistol" Complexity="3" />
<tag Name="MissileFireSound" Value="pistol_singleShot" />
<tag Name="DynamicObjectsTable:Guns" />
<tag Name="TurretName" Value="9mm calibrated turret" />
</object>
<object Name="jhg_projectile_9mm_calibrated" Inherits="BaseLeadSlugProjectile">
<part Name="Projectile" BasePenetration="7" BaseDamage="1d6" />
</object>
<object Name="jhg_deagle" Inherits="BaseMagazinePistol">
<part Name="Render" DisplayName=".44 {{urban camouflage|deagle}}" RenderString=")" Tile="items/sw_autopistol.bmp" ColorString="&y" DetailColor="K"/>
<part Name="Physics" Weight="6" />
<part Name="Commerce" Value="200" />
<part Name="MissileWeapon" AnimationDelay="0" Skill="Pistol" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="4" />
<part Name="MagazineAmmoLoader" ProjectileObject="jhg_projectile_deagle" AmmoPart="AmmoSlug" MaxAmmo="8" />
<part Name="Description" Short="Law enforcement semi-automatic pistol, packing .44 ammo. Often used by terrorists, mostly when they rush B." />
<part Name="Metal" />
<part Name="TinkerItem" Bits="024" CanDisassemble="true" CanBuild="true" CanRepair="true" />
<tag Name="Tier" Value="4" />
<part Name="Examiner" AlternateDisplayName="pistol" Complexity="4" />
<tag Name="MissileFireSound" Value="pistol_singleShot" />
<tag Name="DynamicObjectsTable:Guns" />
<tag Name="TurretName" Value=".44 deagle turret" />
</object>
<object Name="jhg_projectile_deagle" Inherits="BaseLeadSlugProjectile">
<part Name="Projectile" BasePenetration="4" BaseDamage="1d8" />
</object>
<object Name="jhg_love" Inherits="BaseMagazinePistol">
<part Name="Render" DisplayName="{{love|Love}}" RenderString=")" Tile="items/sw_autopistol.bmp" ColorString="&R" DetailColor="K"/>
<part Name="Physics" Weight="4" />
<part Name="Commerce" Value="300" />
<part Name="MissileWeapon" AnimationDelay="0" Skill="Pistol" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="6" />
<part Name="MagazineAmmoLoader" ProjectileObject="jhg_projectile_love" AmmoPart="AmmoSlug" MaxAmmo="6" />
<part Name="Description" Short="An ornate .44 revolver with the word '{{love|Love}}' etched on the barrel." />
<part Name="RulesDescription" Text="Heals the wielder on hit." />
<part Name="JHG_Love" Amount="1-4" />
<part Name="Metal" />
<part Name="TinkerItem" Bits="0035" CanDisassemble="true" CanRepair="true" />
<tag Name="Tier" Value="5" />
<part Name="Examiner" AlternateDisplayName="revolver" Complexity="5" />
<tag Name="MissileFireSound" Value="pistol_singleShot" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_love" Inherits="BaseLeadSlugProjectile">
<part Name="Projectile" BasePenetration="5" BaseDamage="1d10" />
</object>
<object Name="jhg_death" Inherits="BasePistol">
<part Name="Render" DisplayName="{{G|Death}}" RenderString=")" Tile="items/sw_techpistol_1.bmp" DetailColor="G"/>
<part Name="Physics" Weight="4" />
<part Name="Commerce" Value="600" />
<part Name="MissileWeapon" Skill="Pistol" AmmoChar="&C" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="4" />
<part Name="EnergyAmmoLoader" ChargeUse="200" ProjectileObject="jhg_projectile_death" />
<part Name="EnergyCellSocket" SlotType="EnergyCell" />
<part Name="Description" Short="An almost alien looking energy hand cannon with the word '{{G|Death}}' etched on the barrel." />
<part Name="RulesDescription" Text="Death: Damaged living enemies are going to die.
Applies the Death status effect, which deals doubling damage (starting with 2) each turn." />
<part Name="JHG_Death" />
<part Name="Metal" />
<part Name="TinkerItem" Bits="0025" CanDisassemble="true" CanRepair="true" />
<tag Name="Tier" Value="5" />
<tag Name="Mods" Value="MissileWeaponMods,FirearmMods,CommonMods,PistolMods,ElectronicsMods,BeamWeaponMods" />
<part Name="Examiner" AlternateDisplayName="pistol" Complexity="5" />
<tag Name="MissileFireSound" Value="pistol_laser" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_death" Inherits="TemporaryProjectile">
<part Name="Render" DisplayName="{{G|deadly}} {{C|laser beam}}" ColorString="&G" />
<part Name="Projectile" BasePenetration="5" BaseDamage="1d10" Attributes="Light Laser" ColorString="&G" PassByVerb="streak" />
<tag Name="Light" />
</object>
<!-- SEMI-AUTO-->
<object Name="jhg_bloodletter" Inherits="BaseMagazineRifle">
<part Name="Render" DisplayName="{{R|Blood}}{{r|letter}}" RenderString=")" Tile="items/sw_sniper_rifle.bmp" ColorString="&R" DetailColor="r"/>
<part Name="Physics" UsesTwoSlots="true" Weight="12" />
<part Name="Commerce" Value="350" />
<part Name="MissileWeapon" AnimationDelay="0" Skill="Rifle" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="0" />
<part Name="JHG_HealthAmmoLoader" ProjectileObject="jhg_projectile_bloodletter" />
<part Name="LiquidVolume" MaxVolume="5" Volume="5" StartVolume="0" InitialLiquid="blood-1000" />
<part Name="Description" Short="This weapon looks like it was ripped straight from the arms of a demon." />
<part Name="RulesDescription" Text="This weapon reloads using blood.
Manually reloading draws blood from the wielder, dealing 1d5 damage per bullet reloaded and applying bleeding." />
<part Name="Metal" />
<part Name="TinkerItem" Bits="0345" CanDisassemble="true" CanRepair="true" />
<tag Name="Tier" Value="5" />
<part Name="Examiner" AlternateDisplayName="rifle" Complexity="5" />
<tag Name="MissileFireSound" Value="teleport_long" />
<tag Name="ReloadSound" Value="SplashStep1" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_bloodletter" Inherits="TemporaryProjectile">
<part Name="Projectile" BasePenetration="10" BaseDamage="1d12" />
</object>
<object Name="jhg_cri_emp_rifle" Inherits="BaseRifle">
<part Name="Render" DisplayName="{{M|CRI}} {{W|EMP}} rifle" ColorString="&W" Tile="items/sw_techrifle_1.bmp" />
<part Name="Physics" Weight="9" UsesTwoSlots="true" />
<part Name="MissileWeapon" Skill="Rifle" AmmoChar="&C" ShotsPerAction="1" AmmoPerAction="1" ShotsPerAnimation="1" WeaponAccuracy="2" />
<part Name="Commerce" Value="950" />
<part Name="EnergyAmmoLoader" ChargeUse="200" ProjectileObject="jhg_projectile_cri_emp_rifle" />
<part Name="EnergyCellSocket" SlotType="EnergyCell" />
<part Name="Description" Short="Experimental anti-mech personal weapon. Still damages meatbags, that's being fixed in Mk2." />
<part Name="RulesDescription" Text="Applies EMP effect to hit metal objects." />
<part Name="JHG_EMPOnHit" Damage="1d3" Duration="1d3" />
<part Name="Examiner" AlternateDisplayName="rifle" Complexity="5" />
<part Name="TinkerItem" Bits="00245" CanDisassemble="true" CanRepair="true" />
<part Name="Metal" />
<tag Name="MissileFireSound" Value="laser_medium_1" />
<!-- TODO: BeamWeaponMods -->
<!-- <tag Name="Mods" Value="MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods,BeamWeaponMods" /> -->
<tag Name="Mods" Value="MissileWeaponMods,FirearmMods,CommonMods,RifleMods,ElectronicsMods" />
<tag Name="Tier" Value="5" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_cri_emp_rifle" Inherits="TemporaryProjectile">
<part Name="Render" DisplayName="{{W|EMP pulse}}" ColorString="&W" />
<part Name="Projectile" BasePenetration="2" BaseDamage="1d4" ColorString="&W" PassByVerb="streak" />
</object>
<!-- SHOTGUNS -->
<object Name="jhg_9mm_frag_shotgun" Inherits="BaseMagazineRifle">
<part Name="Render" DisplayName="9mm {{r|frag}} shotgun" Tile="Items/sw_shotgun_1.bmp" ColorString="&r" TileColor="&r" DetailColor="K" />
<part Name="Physics" Weight="12" UsesTwoSlots="true" />
<part Name="Commerce" Value="150" />
<part Name="MissileWeapon" Skill="Rifle" NoWildfire="true" ShotsPerAction="8" AmmoPerAction="4" ShotsPerAnimation="8" WeaponAccuracy="45" RangeIncrement="6" />
<part Name="MagazineAmmoLoader" ProjectileObject="jhg_projectile_9mm_frag_shotgun" AmmoPart="AmmoSlug" MaxAmmo="4" />
<part Name="JHG_Shredder" />
<part Name="Description" Short="A peculiar shotgun that can be fed with lead slugs. An internal mechanism shreds the slugs into shrapnel." />
<part Name="RulesDescription" Text="Shredder: shots cause bleed, critical hits against bleeding targets." />
<part Name="Examiner" AlternateDisplayName="rifle" Complexity="4" Difficulty="0" />
<part Name="TinkerItem" Bits="0014" CanDisassemble="true" CanRepair="true" />
<part Name="Metal" />
<tag Name="MissileFireSound" Value="shotgun1_2" />
<tag Name="Tier" Value="4" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_9mm_frag_shotgun" Inherits="BaseShotgunProjectile">
<part Name="Projectile" BasePenetration="5" BaseDamage="1d2" />
</object>
<object Name="jhg_12ga_elephant_gun" Inherits="BaseMagazineRifle">
<part Name="Render" DisplayName="12ga {{pearly|elephant}} gun" Tile="Items/sw_shotgun_1.bmp" ColorString="&Y" TileColor="&Y" DetailColor="y" />
<part Name="Physics" Weight="16" UsesTwoSlots="true" />
<part Name="Commerce" Value="200" />
<part Name="MissileWeapon" Skill="Rifle" NoWildfire="true" ShotsPerAction="8" AmmoPerAction="2" ShotsPerAnimation="8" WeaponAccuracy="45" RangeIncrement="6" />
<part Name="MagazineAmmoLoader" ProjectileObject="jhg_projectile_12ga_elephant_gun" AmmoPart="AmmoShotgunShell" MaxAmmo="2" />
<part Name="JHG_ConfuseOnHit" />
<part Name="Description" Short="Before the age of the Sultanate, this used to be a weapon against big prey.
But Qud got no elephants anymore, and there are mutants to kill." />
<part Name="RulesDescription" Text="Concussive: Applies confusion on hit." />
<part Name="Examiner" AlternateDisplayName="rifle" Complexity="4" Difficulty="0" />
<part Name="TinkerItem" Bits="0124" CanDisassemble="true" CanRepair="true" />
<part Name="Metal" />
<tag Name="MissileFireSound" Value="shotgun1_2" />
<tag Name="Tier" Value="4" />
<tag Name="DynamicObjectsTable:Guns" />
</object>
<object Name="jhg_projectile_12ga_elephant_gun" Inherits="BaseShotgunProjectile">
<part Name="Projectile" BasePenetration="6" BaseDamage="1d2" />
</object>
</objects>