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47 changes: 47 additions & 0 deletions Neurotrauma/Xml/Items/Override.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1773,5 +1773,52 @@
<QualityStat stattype="RepairSpeed" value="0.1"/>
</Quality>
</Item>
<Item name="" identifier="bloodsamplevial" hideinmenus="true" category="Medical" maxstacksize="8" maxstacksizecharacterinventory="1" cargocontaineridentifier="mediccrate" Tags="smallitem,traitormissionitem" description="" useinhealthinterface="true" scale="0.5" impactsoundtag="impact_metal_light" RequireAimToUse="True">
<PreferredContainer primary="medcab" secondary="medcontainer"/>
<Deconstruct time="20">
<Item identifier="opium" />
</Deconstruct>
<InventoryIcon texture="Content/Map/Outposts/Art/FactionItems.png" sourcerect="320,448,64,64" origin="0.5,0.5" />
<Sprite texture="Content/Map/Outposts/Art/FactionItems.png" sourcerect="419,268,16,46" depth="0.6" origin="0.5,0.5" />
<Body width="25" height="65" density="10.2" waterdragcoefficient="1" />
<MeleeWeapon canBeCombined="true" removeOnCombined="true" slots="Any,RightHand,LeftHand" aimpos="40,5" handle1="0,0" holdangle="220" reload="1.0" msg="ItemMsgPickUpSelect" HitOnlyCharacters="true">
<!-- 1% condition because otherwise the item is "broken" and can't be swung-->
<!-- adding a bunch of conditionals for NT afflictions, and we don't want multiple SEs to trigger at once (making the vial fill up to three times faster) -->
<StatusEffect type="OnSpawn" target="this" condition="1" setvalue="true" />
<StatusEffect type="OnSuccess" target="UseTarget" condition="10" AllowWhenBroken="true" disabledeltatime="true" comparison="And">
<Conditional bleeding="gt 0"/>
<Conditional hasstatustag="! bloodsampletaken"/>
<Conditional istraitor="false"/>
<EventTarget eventidentifier="bloodsamples" tag="sampletaken"/>
</StatusEffect>
<StatusEffect type="OnSuccess" target="UseTarget" condition="10" AllowWhenBroken="true" disabledeltatime="true" comparison="And">
<Conditional surgeryincision="gt 0"/>
<Conditional clampedbleeders="lt 0"/>
<Conditional bleeding="lt 0"/>
<Conditional hasstatustag="! bloodsampletaken"/>
<Conditional istraitor="false"/>
<EventTarget eventidentifier="bloodsamples" tag="sampletaken"/>
</StatusEffect>
<StatusEffect type="OnSuccess" target="UseTarget" condition="10" AllowWhenBroken="true" disabledeltatime="true" comparison="And">
<Conditional arterialcut="gt 0"/>
<Conditional bleeding="lt 0"/>
<Conditional surgeryincision="lt 0"/>
<Conditional hasstatustag="! bloodsampletaken"/>
<Conditional istraitor="false"/>
<EventTarget eventidentifier="bloodsamples" tag="sampletaken"/>
</StatusEffect>
<!-- increase condition ("fill the vial" when used on a bleeding target) -->
<StatusEffect type="OnSuccess" target="UseTarget,This" condition="10" AllowWhenBroken="true" disabledeltatime="true" comparison="Or">
<Conditional bleeding="gt 0"/>
<Conditional arterialcut="gt 0"/>
</StatusEffect>
<StatusEffect type="OnSuccess" target="UseTarget,This" condition="10" AllowWhenBroken="true" disabledeltatime="true" comparison="And">
<Conditional surgeryincision="gt 0"/>
<Conditional clampedbleeders="lt 0"/>
<Conditional bleeding="lt 0"/>
<Conditional arterialcut="lt 0"/>
</StatusEffect>
</MeleeWeapon>
</Item>
</Items>
</Override>