Files
institution/Defs/ThingDefs/Weapons_Improvised.xml
T

60 lines
2.1 KiB
XML

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