60 lines
2.1 KiB
XML
60 lines
2.1 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!--
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A crude shiv, whittled from whatever the cell was furnished with. Stuffable, so its stats come
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from the harvested material for free: a wood shiv is feeble, a plasteel one is vicious. This is
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the whole point of the harvest-by-damage mechanic: the prison's own construction materials
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become the weapon materials, and a luxury block is a worse idea than it looks.
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Registered as brewable contraband: a held pawn improvises it (AcquireWorker_Improvise), and the
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generic use-during-a-break path equips it (no useWorker; an armed prisoner IS the payload,
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and JobGiver_UseContraband only lets the disposed pick it up).
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-->
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<ThingDef ParentName="BaseMeleeWeapon_Sharp">
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<defName>CB_Shiv</defName>
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<label>shiv</label>
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<description>A blade filed off a bed frame and wrapped in cloth for a grip. Barely a weapon -- but a barely-a-weapon in a cell you thought was empty is a dead guard.</description>
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<techLevel>Neolithic</techLevel>
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<graphicData>
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<texPath>Things/Item/Contraband/Shiv</texPath> <!-- light greys: stuffable, so the material tint reads -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<stuffCategories>
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<li>Metallic</li>
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<li>Woody</li>
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<li>Stony</li>
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</stuffCategories>
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<costStuffCount>15</costStuffCount>
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<statBases>
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<WorkToMake>1500</WorkToMake>
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<Mass>0.4</Mass>
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</statBases>
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<weaponClasses>
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<li>Melee</li>
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</weaponClasses>
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<comps>
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<li Class="Institution.CompProperties_Contraband">
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<concealability>0.75</concealability>
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<hideIn>OnBody, InCell</hideIn>
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<acquireWorker>Institution.AcquireWorker_Improvise</acquireWorker>
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</li>
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</comps>
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<tools>
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<li>
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<label>point</label>
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<capacities><li>Stab</li></capacities>
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<power>7</power>
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<cooldownTime>1.5</cooldownTime>
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</li>
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<li>
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<label>handle</label>
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<capacities><li>Blunt</li></capacities>
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<power>5</power>
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<cooldownTime>1.6</cooldownTime>
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</li>
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</tools>
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</ThingDef>
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</Defs>
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