<?xml version="1.0" encoding="utf-8"?>

<!-- Table_of_Contents -->
<!-- Search_Find_All_for *** -->

<buffs>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Internal Use Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** testBuff -->
	<!-- TRIGGERED_BY: Various test cases -->
	<!-- Blinks a test icon for 2 seconds and plays a sound -->
	<buff name="testBuff" icon="server_favorite" icon_color="132,0,155" icon_blink="true">
		<display_value_key value="Test"/>
		<display_value value="xxx"/>
		<duration value="3.2"/>
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="forge_item_complete"/>
		</effect_group>
	</buff>

	<!-- *** buffClickMe -->
	<!-- TRIGGERED_BY: TBD -->
	<!-- Used to make players aware of the buff pop out hyperlinks -->
	<buff name="buffClickMe" name_key="buffClickMeName" description_key="buffClickMeDesc" icon="ui_game_symbol_pen" icon_color="255,128,0" icon_blink="true">
		<display_value_key value="Click Me"/>
		<display_value value="xxx"/>
		<duration value="3000"/>
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="forge_item_complete"/>
		</effect_group>
	</buff>

	<!-- *** god -->
	<!-- TRIGGERED_BY: Console OR Key Bind = Default Q -->
	<!-- The god mode buff will be triggered... -->
	<!-- 	in normal game play with debug mode on when you press the god mode button. Pressing god mode again turns it off. -->
	<!-- 	in creative mode you start with the god buff and it's not removed regardless of pressing the god mode button. -->
	<!-- 	in editor (developer) mode you start with the god buff and it's not removed regardless of pressing the god mode button. -->
	<buff name="god" name_key="buffGodModeName" description_key="buffGodModeDesc" tooltip_key="buffGodModeTooltip" icon="ui_game_symbol_add" icon_color="132,0,155" remove_on_death="false" allow_in_editor="true">
		<stack_type value="ignore"/>
		<display_value_key value="buffGodModeNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="1"/>

			<!-- <passive_effect name="HealthChangeOT" operation="perc_set" value="0"/> -->
			<!-- <passive_effect name="FoodChangeOT" operation="perc_set" value="0"/> -->
			<!-- <passive_effect name="WaterChangeOT" operation="perc_set" value="0"/> -->
			<!-- <passive_effect name="StaminaChangeOT" operation="perc_add" value="25000"/> --> <!-- NOT_USED -->
			<!-- <passive_effect name="HealthMaxModifierOT" operation="base_add" value="100"/> -->
			<!-- <passive_effect name="StaminaMaxModifierOT" operation="base_add" value="100"/> -->
			<passive_effect name="CarryCapacity" operation="base_set" value="45"/>
			<passive_effect name="ElementalDamageResist" operation="base_add" value="200" tags="cold,heat,electrical"/>
			<passive_effect name="PhysicalDamageResist" operation="base_add" value="200"/>
			<passive_effect name="PhysicalDamageResist" operation="base_add" value="200" tags="coredamageresist"/>
			<passive_effect name="ElementalDamageResist" operation="base_add" value="200" tags="heat,electrical"/>

			<!-- <triggered_effect trigger="onSelfBuffStart" action="GiveExp" exp="@_expdeficit"/> -->

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveAllNegativeBuffs"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryAbrasionTreated,buffLegSplinted,buffLegCast,buffArmSplinted,buffArmCast"/> <!-- clear healing buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="set" value="25000"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Food" operation="set" value="25000"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Water" operation="set" value="25000"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Stamina" operation="set" value="25000"/>

			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="LogMessage" message="Crouching"/> -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_sheltered"/> -->

			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$armHurtCounter,$legHurtCounter"/>

			<!-- Clear buff related CVars -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="healAbrasionMult,medicalRegHealthAmount,foodHealthAmount,$abrasionHealthMaxBlockage,$abrasionCounter,abrasionZombieHit,$buffDrugVitaminsDuration,$buffDrugPainkillersDuration,$buffDrugSteroidsDuration,$buffDrugRecogDuration,$buffDrugFortBitesDuration,$buffDrugAtomJunkiesDuration,$buffDrugCovertCatsDuration,$buffDrugEyeKandyDuration,$buffDrugHackersDuration,$buffDrugHealthBarDuration,$buffDrugJailBreakersDuration,$buffDrugNerdTatsDuration,$buffDrugOhShitzDropsDuration,$buffDrugRockBustersDuration,$buffDrugSkullCrushersDuration,$buffDrugSugarButtsDuration,$buffShamChowderDuration,$buffPumpkinCheesecakeDuration,$buffRedTeaDuration,$buffYuccaJuiceSmoothieDuration,$buffMegaCrushDuration,$buffCoffeeDuration,$buffCoffeeBSDuration,$buffBeerDuration,$buffGrandpasMoonshineDuration,$buffGrandpasAwesomeSauceDuration,$buffGrandpasLearningElixirDuration,$foodAmountAdd,$waterAmountAdd,$divideBlocker,$divideHealthBar"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$buffBurntSmoothieRunDuration,$buffOasisSmoothieRunDuration,$buffFrostbiteSmoothieRunDuration,$buffAtomicSmoothieRunDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".BurntStage01DMG,$BurntStage02DMG,$insulationModValue,.BurntStage01ElapsedTime,.BurntRecoverElapsedTime"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".BurntTrackTime,.DesertTrackTime,.SnowTrackTime,.WastelandTrackTime"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffCountHits,buffFoodStaminaBonus,buffTrippy,buffInfectionImmunity,buffSpectersGrace"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffBurntSmoothieRun,buffOasisSmoothieRun,buffFrostbiteSmoothieRun,buffAtomicSmoothieRun"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="10000">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="10000"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="2500">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="2500"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="600">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="600"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="150">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="150"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="40">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="40"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="10">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="GT" value="0"/></triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffBurnt_Hazard_Over"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDesert_Hazard_Over"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffSnow_Hazard_Over"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffWasteland_Hazard_Over"/>
		</effect_group>

		<!-- <effect_group name="sprint speed controls"> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".godSprintSpeed" operation="set" value="1.1"> -->
				<!-- <requirement name="CVarCompare" cvar=".godSprintSpeed" operation="Equals" value="0"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfEnteredGame" action="ModifyCVar" cvar=".godSprintSpeed" operation="set" value="1.1"> -->
				<!-- <requirement name="CVarCompare" cvar=".godSprintSpeed" operation="Equals" value="0"/></triggered_effect> -->

			<!-- <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" cvar=".godSprintSpeed" operation="add" value=".6"/> -->
			<!-- <triggered_effect trigger="onSelfSecondaryActionStart" action="ModifyCVar" cvar=".godSprintSpeed" operation="add" value="-.6"> -->
				<!-- <requirement name="CVarCompare" cvar=".godSprintSpeed" operation="GT" value=".6"/> -->
			<!-- </triggered_effect> -->
			<!-- <passive_effect name="RunSpeed" operation="base_set" value="@.godSprintSpeed"/> -->
		<!-- </effect_group> -->
	</buff>

	<!-- *** buffShowAIDisabled -->
	<!-- TRIGGERED_BY: Key Bind = Default NUMPAD* -->
	<!-- Stops AI movement. Buff name is used in code. -->
	<buff name="buffShowAIDisabled" name_key="buffShowAIDisabledName" description_key="buffShowAIDisabledDesc" icon="server_z_always_run" icon_color="132,0,155" remove_on_death="false">
		<stack_type value="ignore"/>
		<display_value_key value="buffShowAIDisabledNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ShowToolbeltMessage" message_key="buffShowAIDisabledTooltip"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffShowAIDisabled"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffShowAIDisabled"/>
		</effect_group>
	</buff>

	<!-- *** buffShowAnimationDisabled -->
	<!-- TRIGGERED_BY: Key Bind = Default CTRL + NUMPAD* -->
	<!-- Stops AI idle animations. Buff name is used in code. -->
	<buff name="buffShowAnimationDisabled" name_key="buffShowAnimationDisabledName" description_key="buffShowAnimationDisabledDesc" icon="ui_game_symbol_twitch_stay_still" icon_color="132,0,155" remove_on_death="false">
		<stack_type value="ignore"/>
		<display_value_key value="buffShowAnimationDisabledNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ShowToolbeltMessage" message_key="buffShowAnimationDisabledTooltip"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffShowAnimationDisabled"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffShowAnimationDisabled"/>
		</effect_group>
	</buff>

	<!-- *** maxedout -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff to max out all attributes/perks/books -->
	<buff name="maxedout" icon="ui_game_symbol_perk" icon_color="132,0,155">
		<display_value_key value="Max Stats"/>
		<display_value value="xxx"/>

		<effect_group>
			<passive_effect name="AttributeLevel" operation="base_set" value="10"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>

			<passive_effect name="SkillLevel" operation="base_set" value="1"/>
			<passive_effect name="PerkLevel" operation="base_set" value="5"/>
		</effect_group>
	</buff>

	<!-- *** buffme -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff to max out all attributes/perks/books -->
	<buff name="buffme" icon="ui_game_symbol_perk" icon_color="132,0,155">
		<display_value_key value="Max Stats"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="nerfme"/>
			<passive_effect name="AttributeLevel" operation="base_set" value="10"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>

			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffme"/>

			<passive_effect name="SkillLevel" operation="base_set" value="1"/>
			<passive_effect name="PerkLevel" operation="base_set" value="5"/>
		</effect_group>
	</buff>

	<!-- *** nerfme -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Set all attributes/perks/books to minimum -->
	<buff name="nerfme" icon="ui_game_symbol_perk" icon_color="255,0,0">
		<display_value_key value="Min Stats"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffme"/>
			<passive_effect name="AttributeLevel" operation="base_set" value="1"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>

			<passive_effect name="SkillLevel" operation="base_set" value="1"/>
			<passive_effect name="PerkLevel" operation="base_set" value="0"/>
		</effect_group>
	</buff>

	<!-- *** messmeup -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Reduces food, water, and health for testing related items -->
	<buff name="messmeup" icon="ui_game_symbol_perk" icon_color="255,0,0">
		<duration value="3.2"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="5"/>
			<passive_effect name="WaterChangeOT" operation="base_subtract" value="10"/>
			<passive_effect name="FoodChangeOT" operation="base_subtract" value="10"/>

			<!-- Clear_CVars -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="healAbrasionMult,medicalRegHealthAmount,foodHealthAmount,$waterAmount,$foodAmountAdd,$waterAmountAdd"/>
		</effect_group>
	</buff>

	<!-- *** megadamage -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Increases block and entity damage -->
	<buff name="megadamage" icon="ui_game_symbol_destruction2" icon_color="132,0,155">
		<display_value_key value="Megadamage"/>
		<display_value value="xxx"/>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_set" value="100"/>
			<passive_effect name="BlockDamage" operation="perc_set" value="100"/>
			<passive_effect name="StaminaLoss" operation="base_set" value="0" tags="primary,secondary"/>
		</effect_group>
	</buff>

	<!-- *** pegasus -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Increases movement speed -->
	<buff name="pegasus" icon="ui_game_symbol_agility" icon_color="132,0,155">
		<display_value_key value="Pegasus"/>
		<display_value value="xxx"/>
		<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="WalkSpeed" operation="base_set" value="1.65"/>
			<passive_effect name="RunSpeed" operation="base_set" value="4"/>
		</effect_group>
	</buff>

	<!-- *** buffCountHits -->
	<!-- TRIGGERED_BY: Console -->
	<!-- A buff that adds 1 to a counter every time a player gets hit. Used for testing armor durability perks. -->
	<buff name="buffCountHits" name_key="buffCountHitsName" description_key="buffCountHitsDesc" icon="server_favorite" icon_color="132,0,155" icon_blink="true">
		<stack_type value="ignore"/>
		<display_value value="$hitCounter"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$hitCounter" operation="set" value="0"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="forge_item_complete"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="ModifyCVar" cvar="$hitCounter" operation="add" value="1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$hitCounter"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="testBuff"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="testBuff"/>
		</effect_group>
	</buff>

	<!-- *** zombieBuffStatusCheck01 -->
	<!-- TRIGGERED_BY: Entity Class = zombieTemplateMale -->
	<!-- Attaches or removes fire particles from entities -->
	<buff name="zombieBuffStatusCheck01" name_key="beers" description_key="drunkDesc" tooltip_key="drunkTooltip" icon="ui_game_symbol_beer">
		<stack_type value="ignore"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Remove particle effect if not on fire, this is a backup removal for remote clients -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveParticleEffectFromEntity" particle="p_onFire">
				<requirement name="!HasBuff" buff="buffIsOnFire"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" shape_mesh="true">
				<requirement name="HasBuff" buff="buffIsOnFire"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffStatusCheck01 -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- Constantly updates perk-related CVAR changes and buffs like temperature effects -->
	<buff name="buffStatusCheck01" hidden="true" remove_on_death="false">
		<stack_type value="ignore"/>
		<update_rate value="2"/>

		<effect_group>
		<!-- *** TRIGGER_TEST_MESSAGES -->
			<!-- <triggered_effect trigger="onSelfFirstSpawn" action="LogMessage" message="== Player respawn trigger"/> -->
			<!-- <triggered_effect trigger="onSelfRespawn" action="LogMessage" message="== Player respawn trigger, after death"/> -->
			<!-- <triggered_effect trigger="onSelfLeaveGame" action="LogMessage" message="== Player leave game trigger"/> -->
			<!-- <triggered_effect trigger="onSelfEnteredGame" action="LogMessage" message="== Player entered game trigger, re-logging into the world or first spawn in a new world"/> -->
			<!-- <triggered_effect trigger="onSelfPrimaryActionStart" action="LogMessage" message="== Primary Start"/> -->
			<!-- <triggered_effect trigger="onSelfPrimaryActionEnd" action="LogMessage" message="== Primary End"/> -->
			<!-- <triggered_effect trigger="onSelfSecondaryActionStart" action="LogMessage" message="== Secondary Start"/> -->
			<!-- <triggered_effect trigger="onSelfSecondaryActionEnd" action="LogMessage" message="== Secondary End"/> -->
			<!-- <triggered_effect trigger="onReloadStart" action="LogMessage" message="== Reload Start"/> -->
			<!-- <triggered_effect trigger="onReloadStop" action="LogMessage" message="== Reload Stop"/> -->
			<!-- <triggered_effect trigger="onSelfEquipStart" action="LogMessage" message="== Equip Start"/> -->
			<!-- <triggered_effect trigger="onSelfEquipStop" action="LogMessage" message="== Equip Stop"/> -->
			<!-- <triggered_effect trigger="onSelfAimingGunStart" action="LogMessage" message="== Aiming Start"/> -->
			<!-- <triggered_effect trigger="onSelfAimingGunStop" action="LogMessage" message="== Aiming Stop"/> -->
			<!-- <triggered_effect trigger="onSelfHoldingItemCreated" action="LogMessage" message="== HoldingItemCreated"/> -->
			<!-- <triggered_effect trigger="onSelfSecondaryActionStart" action="LogMessage" message="== onSelfSecondaryActionEnd"/> -->
			<!-- <triggered_effect trigger="onSelfItemLooted" action="LogMessage" message="== onSelfItemLooted"/> -->
			<!-- <triggered_effect trigger="onSelfItemLost" action="LogMessage" message="== onSelfItemLost"/> -->
			<!-- <triggered_effect trigger="onSelfItemGained" action="LogMessage" message="== onSelfItemGained"/> -->
			<!-- <triggered_effect trigger="onSelfRun" action="LogMessage" message="== onSelfRun"/> -->
			<!-- <triggered_effect trigger="onSelfJump" action="LogMessage" message="== onSelfJump"/> -->
			<!-- <triggered_effect trigger="onSelfLandJump" action="LogMessage" message="== onSelfLandJump"/> -->
			<!-- <triggered_effect trigger="onSelfWalk" action="LogMessage" message="== onSelfWalk"/> -->
			<!-- <triggered_effect trigger="onSelfCrouch" action="LogMessage" message="== onSelfCrouch"/> -->
			<!-- <triggered_effect trigger="onSelfStand" action="LogMessage" message="== onSelfStand"/> -->
			<!-- <triggered_effect trigger="onSelfCrouchRun" action="LogMessage" message="== onSelfCrouchRun"/> -->
			<!-- <triggered_effect trigger="onSelfCrouchWalk" action="LogMessage" message="== onSelfCrouchWalk"/> -->
			<!-- <triggered_effect trigger="onSelfSwimStart" action="LogMessage" message="== onSelfSwimStart"/> -->
			<!-- <triggered_effect trigger="onSelfSwimStop" action="LogMessage" message="== onSelfSwimStop"/> -->
			<!-- <triggered_effect trigger="onSelfSwimRun" action="LogMessage" message="== onSelfSwimRun"/> -->
			<!-- <triggered_effect trigger="onSelfSwimIdle" action="LogMessage" message="== onSelfSwimIdle"/> -->

			<triggered_effect trigger="onSelfEnteredGame" action="ModifyCVar" cvar="$infectionMaxDuration" operation="set" value="25200"/> <!-- in seconds -->
			<triggered_effect trigger="onSelfEnteredGame" action="ModifyCVar" cvar="$dysenteryMaxDuration" operation="set" value="3600"/> <!-- in seconds -->

			<triggered_effect trigger="onSelfEnteredGame" action="PinToolbeltMessage" message_key="buffDukeNoteToolTip">
				<requirement name="HasBuff" buff="buffDukeNote"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfEnteredGame" action="AddBuff" buff="buffBiomeProgressionCheck"/>

 			<triggered_effect trigger="onSelfLeaveGame" action="RemoveCVar" cvar="$BiomeProgressionOn"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusHungry01">
				<requirement name="StatComparePercCurrentToMax" stat="Food" operation="LTE" value=".5"/>
				<requirement name="!HasBuff" buff="buffStatusHungry01,buffStatusHungry02,buffStatusHungry03,buffHealFood"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusHungry02">
				<requirement name="StatComparePercCurrentToMax" stat="Food" operation="LTE" value=".25"/>
				<requirement name="!HasBuff" buff="buffStatusHungry02,buffStatusHungry03,buffHealFood"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusHungry03">
				<requirement name="StatComparePercCurrentToMax" stat="Food" operation="LTE" value=".02"/>
				<requirement name="!HasBuff" buff="buffStatusHungry03,buffHealFood"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusThirsty01">
				<requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="0.5"/>
				<requirement name="!HasBuff" buff="buffStatusThirsty01,buffStatusThirsty02,buffStatusThirsty03,buffHealWaterMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusThirsty02">
				<requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="0.25"/>
				<requirement name="!HasBuff" buff="buffStatusThirsty02,buffStatusThirsty03,buffHealWaterMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusThirsty03">
				<requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="0.02"/>
				<requirement name="!HasBuff" buff="buffStatusThirsty03,buffHealWaterMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusArmorLow">
				<requirement name="StatCompareCurrent" stat="Armor" operation="LTE" value="0.25"/>
				<requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0.1"/>
				<requirement name="!HasBuff" buff="buffStatusArmorLow,buffStatusArmorHigh,buffStatusArmorBroken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusArmorHigh">
				<requirement name="StatCompareCurrent" stat="Armor" operation="LTE" value="0.10"/>
				<requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0"/>
				<requirement name="!HasBuff" buff="buffStatusArmorHigh,buffStatusArmorBroken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusArmorBroken">
				<requirement name="StatCompareCurrent" stat="Armor" operation="LTE" value="0.0"/>
				<requirement name="!HasBuff" buff="buffStatusArmorBroken"/>
			</triggered_effect>

			<!-- Being at low health increases the chance of getting hit by a critical effect -->
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.9"/>
			</passive_effect>
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.8"/>
			</passive_effect>
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.7"/>
			</passive_effect>
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.6"/>
			</passive_effect>
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.5"/>
			</passive_effect>
			<passive_effect name="BuffResistance" operation="base_add" value="-.04" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire">
				<requirement name="StatComparePercModMaxToMax" stat="Health" operation="LT" value="0.4"/>
			</passive_effect>

			<!-- Remove particle effect if not on fire, this is a backup removal for remote clients -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveParticleEffectFromEntity" particle="p_onFire">
				<requirement name="!HasBuff" buff="buffIsOnFire"/>
				<requirement name="!IsLocalPlayer"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform=".body" shape_mesh="true">
				<requirement name="HasBuff" buff="buffIsOnFire"/>
				<requirement name="!IsLocalPlayer"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveParticleEffectFromEntity" particle="p_electric_shock">
				<requirement name="!HasBuff" buff="buffShocked,buffTwitchShocked"/>
				<requirement name="!IsLocalPlayer"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveParticleEffectFromEntity" particle="p_bleeding">
				<requirement name="!HasBuff" buff="buffInjuryBleedingParticle"/>
				<requirement name="!IsLocalPlayer"/>
			</triggered_effect>

			<!--<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_sheltered"/>-->
			<!--<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_shaded"/>-->
			<!--<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_wetness"/>-->

			<!-- One time weather survival buff for newbies -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffNewbieCoat">
				<requirement name="PlayerLevel" operation="LTE" value="5"/>
			</triggered_effect>

			<!-- One time healing tip -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$doingHealingWrong" operation="set" value="6"/>

			<!-- Weather Survival HOT -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffElementHot">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="_coretemp" operation="GT" value="85"/>
				<requirement name="CVarCompare" cvar="_coretemp" operation="LT" value="100"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffElementSweltering">
				<requirement name="!HasBuff" buff="god"/>
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="LT" value="3"/> -->
				<requirement name="CVarCompare" cvar="_coretemp" operation="GTE" value="100"/>
			</triggered_effect>

			<!-- Weather Survival COLD -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffElementCold">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="_coretemp" operation="LT" value="50"/>
				<requirement name="CVarCompare" cvar="_coretemp" operation="GT" value="32"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffElementFreezing">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="_coretemp" operation="LTE" value="32"/>
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="LT" value="3"/> -->
			</triggered_effect>

			<!-- Weather Survival WETNESS -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffElementWet">
				<requirement name="CVarCompare" cvar="_wetnessrate" operation="GT" value=".01"/>
			</triggered_effect>

			<!-- Biome radiation effects (simplified! We only use "3" for now) -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffRadiation03">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="_biomeradiation" operation="GT" value="2.5"/>
			</triggered_effect>
			<!--
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_biomeradiation"/>
			-->

			<!-- set max bleeding stacks that a player can apply -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="2">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="3">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="1"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="4">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="2"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="5">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="3"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="6">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="4"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$maxBleedCounter" operation="set" value="7">
				<requirement name="ProgressionLevel" progression_name="perkDeepCuts" operation="Equals" value="5"/></triggered_effect>

			<!-- Encumbrance from inventory slots
			This is not tied to the POSITION of the slot you use but the total number of slots used / unlocked. -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffEncumberedInv">
				<requirement name="CVarCompare" cvar="_encumberedslots" operation="GT" value="0"/>
			</triggered_effect>

			<!-- Reloading -->
			<triggered_effect trigger="onReloadStart" action="AddBuff" buff="buffReloadMovementPenalty">
				<requirement name="HoldingItemHasTags" tags="reloadPenalty"/>
			</triggered_effect>

			<!-- Aiming -->
			<triggered_effect trigger="onSelfAimingGunStart" action="AddBuff" buff="buffHoldBreathAiming01">
				<requirement name="HoldingItemHasTags" tags="holdBreathAiming"/>
			</triggered_effect>

			<!-- Drawing a bow -->
			<triggered_effect trigger="onSelfPrimaryActionStart" action="AddBuff" buff="buffDrawBow01">
				<requirement name="HoldingItemHasTags" tags="bowDrawPenalty"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffDrawBow01">
				<requirement name="HoldingItemHasTags" tags="bowDrawPenalty"/>
			</triggered_effect>

			<!-- Counting burst length -->
			<!--
			<triggered_effect trigger="onSelfPrimaryActionStart" action="AddBuff" buff="buffBurstCounter">

			onSelfPrimaryActionStart			works
			onSelfPrimaryActionRayHit			works
			onSelfPrimaryActionEnd
			onSelfPrimaryActionUpdate			fires constantly
			onSelfPrimaryActionAttackFinished	n/a?

			<triggered_effect trigger="onSelfPrimaryActionUpdate" action="AddBuff" buff="buffBurstCounter">
				<requirement name="HoldingItemHasTags" tags="perkAutoWeaponsDamage"/>
			</triggered_effect>
			-->

			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>

			<!-- perkSlowMetabolism : breath hold duration update -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DrowningTimerMax" operation="set" value="-12"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DrowningTimerMax" operation="multiply" value="@$MetabolismResist"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DrowningTimerMax" operation="add" value="30"/>

			<!-- Drowning -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDrowning01">
				<requirement name="CVarCompare" cvar="_underwater" operation="Equals" value="1"/>
				<requirement name="!HasBuff" buff="buffDrowning01,buffDrowning02,buffDrowning03"/>
			</triggered_effect>

			<!-- Falling -->
			<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffPlayerFallingDamage">
				<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".08"/> <!-- a bit over 1.5m while walking -->
			</triggered_effect>

			<!-- Crouching -->
			<triggered_effect trigger="onSelfCrouch" action="AddBuff" buff="buffCrouching"/>
			<triggered_effect trigger="onSelfCrouchWalk" action="AddBuff" buff="buffCrouching"/>
			<triggered_effect trigger="onSelfCrouchRun" action="AddBuff" buff="buffCrouching"/>

			<!-- Tracking leveling / level up -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLevelUpTracking">
				<requirement name="PlayerLevel" operation="GT" value="@$LastPlayerLevel"/>
			</triggered_effect>

			<!-- Player HP / stamina per level -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="set" value="@$LastPlayerLevel"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="add" value="-1">
				<requirement name="PlayerLevel" operation="LT" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$PlayerLevelBonus" operation="set" value="100">
				<requirement name="PlayerLevel" operation="GT" value="100"/>
			</triggered_effect>

			<passive_effect name="HealthMax" operation="base_add" value="@$PlayerLevelBonus"/>
			<passive_effect name="StaminaMax" operation="base_add" value="@$PlayerLevelBonus"/>
			<passive_effect name="WaterMax" operation="base_add" value="@$PlayerLevelBonus"/>
			<passive_effect name="FoodMax" operation="base_add" value="@$PlayerLevelBonus"/>
		</effect_group>

		<!--
		<effect_group name="Power Attack Grunt">
			<triggered_effect trigger="onSelfSecondaryActionStart" action="LogMessage" message=" SECONDARY attack, looking at ENTITY">
				<requirement name="IsLookingAtEntity"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionStart" action="LogMessage" message=" SECONDARY attack, looking at BLOCK">
				<requirement name="IsLookingAtBlock"/>
			</triggered_effect>
		</effect_group>
		-->

		<effect_group name="Power Attack Grunt">
			<requirement name="!HoldingItemBroken"/>
			<requirement name="HoldingItemHasTags" tags="grunting"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="0"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="70"/>

			<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" sound="player#powerattack">
				<requirement name="!HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="!HasBuff" buff="buffArmSprained,buffArmBroken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionEnd" action="PlaySound" sound="player#powerattack">
				<requirement name="HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="!HasBuff" buff="buffArmSprained,buffArmBroken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" sound="player#painlg">
				<requirement name="!HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmSprained"/>
				<requirement name="!HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" sound="player#painlg">
				<requirement name="!HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmBroken"/>
				<requirement name="!HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionEnd" action="PlaySound" sound="player#painlg">
				<requirement name="HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmSprained"/>
				<requirement name="!HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="PlaySound" sound="player#painlg">
				<requirement name="HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmBroken"/>
				<requirement name="!HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" sound="player#powerattack">
				<requirement name="!HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmSprained,buffDrugSteroids"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" sound="player#powerattack">
				<requirement name="!HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmBroken,buffDrugSteroids"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfSecondaryActionEnd" action="PlaySound" sound="player#powerattack">
				<requirement name="HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmSprained,buffDrugSteroids"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="PlaySound" sound="player#powerattack">
				<requirement name="HoldingItemHasTags" tags="thrownWeapon"/>
				<requirement name="HasBuff" buff="buffArmBroken,buffDrugSteroids"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="Pain Sound">
			<requirement name="IsAlive" target="self"/>
				<triggered_effect trigger="onOtherDamagedSelf" action="PlaySound" sound="player#painlg">
					<requirement name="StatComparePercCurrentToMax" stat="health" operation="LTE" value="0.5"/>
				</triggered_effect>
				<triggered_effect trigger="onOtherDamagedSelf" action="PlaySound" sound="player#painsm">
					<requirement name="StatComparePercCurrentToMax" stat="health" operation="GT" value="0.5"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Loot Caps">
			<!-- No longer used. Keep for modding use. -->
			<!-- <triggered_effect trigger="onSelfBiomeLootStageMaxEntered" action="AddBuff" buff="buffLootStageCap"></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBiomeLootStageMaxExited" action="RemoveBuff" buff="buffLootStageCap"></triggered_effect> -->
			
			<!-- Keep for old V2.1 B9 save game cleanup -->
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffLootStageCap"></triggered_effect>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffLootStageCap"></triggered_effect>
		</effect_group>

		<effect_group name="Jammed Effects">
			<triggered_effect trigger="onSelfItemJammedUse" action="PlaySound" sound="weapon_jam"/>
			<triggered_effect trigger="onSelfItemJammedUse" action="ShowToolbeltMessage" message_key="buffSetHeldItemJammedDesc"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusCheck02 -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- 2nd buff with a different update rate so that not all of it runs in the same frame. -->
	<!-- Constantly updates perk-related CVAR changes and buffs like temperature effects. -->
	<buff name="buffStatusCheck02" hidden="true" remove_on_death="false">
		<stack_type value="ignore"/>
		<update_rate value="2.217"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".ArmorMediumWorn,.ArmorHeavyWorn,.ArmorLightWorn,.ArmorLightLevel"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$BiomeBadgeLevel,.insulationT1Total,.insulationT2Total,.insulationT3Total,.insulationTotal"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BiomeBadgeLevel" operation="set" value="1">
				<requirement name="WornItems" tags="biomeBadge1" operation="GTE" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BiomeBadgeLevel" operation="set" value="2">
				<requirement name="WornItems" tags="biomeBadge2" operation="GTE" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BiomeBadgeLevel" operation="set" value="3">
				<requirement name="WornItems" tags="biomeBadge3" operation="GTE" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BiomeBadgeLevel" operation="set" value="4">
				<requirement name="WornItems" tags="biomeBadge4" operation="GTE" value="1"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT1Total" operation="set" value=".5">
				<requirement name="WornItems" tags="clothingT1" operation="Equals" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT1Total" operation="set" value="1">
				<requirement name="WornItems" tags="clothingT1" operation="Equals" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT1Total" operation="set" value="1.5">
				<requirement name="WornItems" tags="clothingT1" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT1Total" operation="set" value="2">
				<requirement name="WornItems" tags="clothingT1" operation="Equals" value="4"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT2Total" operation="set" value=".75">
				<requirement name="WornItems" tags="clothingT2" operation="Equals" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT2Total" operation="set" value="1.5">
				<requirement name="WornItems" tags="clothingT2" operation="Equals" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT2Total" operation="set" value="2.25">
				<requirement name="WornItems" tags="clothingT2" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT2Total" operation="set" value="3">
				<requirement name="WornItems" tags="clothingT2" operation="Equals" value="4"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT3Total" operation="set" value="1">
				<requirement name="WornItems" tags="clothingT3" operation="Equals" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT3Total" operation="set" value="2">
				<requirement name="WornItems" tags="clothingT3" operation="Equals" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT3Total" operation="set" value="3">
				<requirement name="WornItems" tags="clothingT3" operation="Equals" value="3"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationT3Total" operation="set" value="4">
				<requirement name="WornItems" tags="clothingT3" operation="Equals" value="4"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationTotal" operation="add" value="@.insulationT1Total"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationTotal" operation="add" value="@.insulationT2Total"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".insulationTotal" operation="add" value="@.insulationT3Total"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="GT" value="0"/>
				<!-- Light Armor: Determine how many pieces are worn for ArmorLightWorn CVar -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightWorn" operation="set" value="1">
					<requirement name="WornItems" tags="lightArmor" operation="Equals" value="1"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightWorn" operation="set" value="2">
					<requirement name="CVarCompare" cvar=".ArmorLightWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="lightArmor" operation="Equals" value="2"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightWorn" operation="set" value="3">
					<requirement name="CVarCompare" cvar=".ArmorLightWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="lightArmor" operation="Equals" value="3"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightWorn" operation="set" value="4">
					<requirement name="CVarCompare" cvar=".ArmorLightWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="lightArmor" operation="Equals" value="4"/>
				</triggered_effect>

				<!-- Light Armor: Find level of the perk and set ArmorLightLevel CVar -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightLevel" operation="set" value="1">
					<requirement name="CVarCompare" cvar=".ArmorLightLevel" operation="Equals" value="0"/>
					<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="EQ" value="1"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightLevel" operation="set" value="2">
					<requirement name="CVarCompare" cvar=".ArmorLightLevel" operation="Equals" value="0"/>
					<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="EQ" value="2"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightLevel" operation="set" value="3">
					<requirement name="CVarCompare" cvar=".ArmorLightLevel" operation="Equals" value="0"/>
					<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="EQ" value="3"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightLevel" operation="set" value="4">
					<requirement name="CVarCompare" cvar=".ArmorLightLevel" operation="Equals" value="0"/>
					<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="EQ" value="4"/>
				</triggered_effect>

				<!-- Light Armor: Set the ArmorLightTotal CVar -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightTotal" operation="set" value="@.ArmorLightLevel"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorLightTotal" operation="multiply" value="@.ArmorLightWorn"/>

				<!-- Light Armor: Add ArmorLightTotal to PhysicalDamageResist -->
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="@.ArmorLightTotal"/>
		</effect_group>

		<effect_group>
		<!-- Light Armor: Remove CVar if not in use -->
			<requirement_group op="or">
				<requirement name="ProgressionLevel" progression_name="perkLightArmor" operation="Equals" value="0"/>
				<requirement name="CVarCompare" cvar=".ArmorLightWorn" operation="Equals" value="0"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".ArmorLightTotal"/>
		</effect_group>

		<effect_group> <!-- Medium Armor: Determine how many pieces are worn -->
			<requirement_group op="or">
				<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="GT" value="0"/>
				<requirement name="HasBuff" buff="buffUrbanCombatAdrenalineRush"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumWorn" operation="set" value="1">
					<requirement name="WornItems" tags="mediumArmorPenalty" operation="Equals" value="1"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumWorn" operation="set" value="2">
					<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="mediumArmorPenalty" operation="Equals" value="2"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumWorn" operation="set" value="3">
					<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="mediumArmorPenalty" operation="Equals" value="3"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumWorn" operation="set" value="4">
					<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="mediumArmorPenalty" operation="Equals" value="4"/>
				</triggered_effect>
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumWorn" operation="set" value="5"> -->
					<!-- <requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="Equals" value="0"/> -->
					<!-- <requirement name="WornItems" tags="mediumArmorPenalty" operation="Equals" value="5"/> -->
				<!-- </triggered_effect> -->
		</effect_group>

		<effect_group> <!-- Medium Armor: Determine how much of the armor-internal passives is discounted / added back in -->
			<requirement_group op="or">
				<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="Equals" value="0"/>
				<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="Equals" value="0"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".ArmorMediumStaminaWalk,.ArmorMediumStaminaRun,.ArmorMediumMobility"/>
		</effect_group>

		<effect_group> <!-- Medium Armor: Determine which % the armor perk restores -->
			<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="set" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="set" value=".15"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="Equals" value="2"/>
			<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="set" value=".2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="set" value=".3"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="Equals" value="3"/>
			<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="set" value=".35"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="set" value=".5"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkMediumArmor" operation="Equals" value="4"/>
			<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="set" value=".5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="set" value=".75"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="buffUrbanCombatAdrenalineRush"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="set" value="1"/>
		</effect_group>

		<effect_group> <!-- Medium Armor: Add penalties back in -->
			<requirement name="CVarCompare" cvar=".ArmorMediumWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaRun" operation="set" value="@.ArmorMediumStaminaWalk"/>
				<!-- the full penalty that 1 piece of medium armor adds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaRun" operation="multiply" value="0.0562"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="multiply" value="0.0281"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="multiply" value="0.05"/>

				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaRun" operation="multiply" value="@.ArmorMediumWorn"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumStaminaWalk" operation="multiply" value="@.ArmorMediumWorn"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorMediumMobility" operation="multiply" value="@.ArmorMediumWorn"/>
				
				<passive_effect name="StaminaChangeOT" operation="perc_add" value="@.ArmorMediumStaminaWalk" tags="walking"/> <!-- ARMOR_MEDIUM_WALKING -->
				<passive_effect name="StaminaChangeOT" operation="perc_add" value="@.ArmorMediumStaminaRun" tags="running"/> <!-- ARMOR_MEDIUM_RUNNING -->
				<passive_effect name="Mobility" operation="perc_add" value="@.ArmorMediumMobility"/>
		</effect_group>

		<effect_group> <!-- Heavy Armor: Determine how many pieces are worn -->
			<requirement_group op="or">
				<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="GT" value="0"/>
				<requirement name="HasBuff" buff="buffUrbanCombatAdrenalineRush"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyWorn" operation="set" value="1">
					<requirement name="WornItems" tags="heavyArmorPenalty" operation="Equals" value="1"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyWorn" operation="set" value="2">
					<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="heavyArmorPenalty" operation="Equals" value="2"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyWorn" operation="set" value="3">
					<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="heavyArmorPenalty" operation="Equals" value="3"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyWorn" operation="set" value="4">
					<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="Equals" value="0"/>
					<requirement name="WornItems" tags="heavyArmorPenalty" operation="Equals" value="4"/>
				</triggered_effect>
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyWorn" operation="set" value="5"> -->
					<!-- <requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="Equals" value="0"/> -->
					<!-- <requirement name="WornItems" tags="heavyArmorPenalty" operation="Equals" value="5"/> -->
				<!-- </triggered_effect> -->
		</effect_group>

		<effect_group> <!-- Heavy Armor: Determine how much of the armor-internal passives is discounted / added back in -->
			<requirement_group op="or">
				<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="Equals" value="0"/>
				<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="Equals" value="0"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".ArmorHeavyStaminaWalk,.ArmorHeavyStaminaRun,.ArmorHeavyMobility"/>
		</effect_group>

		<effect_group> <!-- Heavy Armor: Determine which % the armor perk restores -->
			<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="set" value=".05"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="Equals" value="2"/>
			<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="set" value=".1"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="Equals" value="3"/>
			<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="set" value=".17"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkHeavyArmor" operation="Equals" value="4"/>
			<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="set" value=".25"/>
		</effect_group>

		<effect_group> <!-- Heavy Armor: Add penalties back in -->
			<requirement name="CVarCompare" cvar=".ArmorHeavyWorn" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaRun" operation="set" value="@.ArmorHeavyStaminaWalk"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyMobility" operation="set" value="@.ArmorHeavyStaminaWalk"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyMobility" operation="set" value="1">
					<requirement name="HasBuff" buff="buffUrbanCombatAdrenalineRush"/>
				</triggered_effect>

				<!-- the full penalty that 1 piece of heavy armor adds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaRun" operation="multiply" value="0.09"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="multiply" value="0.045"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyMobility" operation="multiply" value="0.075"/>

				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaRun" operation="multiply" value="@.ArmorHeavyWorn"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyStaminaWalk" operation="multiply" value="@.ArmorHeavyWorn"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmorHeavyMobility" operation="multiply" value="@.ArmorHeavyWorn"/>

				<passive_effect name="StaminaChangeOT" operation="perc_add" value="@.ArmorHeavyStaminaWalk" tags="walking"/> <!-- ARMOR_HEAVY_WALKING -->
				<passive_effect name="StaminaChangeOT" operation="perc_add" value="@.ArmorHeavyStaminaRun" tags="running"/> <!-- ARMOR_HEAVY_RUNNING -->
				<passive_effect name="Mobility" operation="perc_add" value="@.ArmorHeavyMobility"/>
		</effect_group>

		<!-- *** LUMBERJACK_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLumberjackSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupLumberjack" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffLumberjackSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLumberjackSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupLumberjack" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffLumberjackSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** PREACHER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffPreacherSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupPreacher" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffPreacherSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffPreacherSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupPreacher" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffPreacherSetBonus"/>
			</triggered_effect>

			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffPreacherFullSetBonusCheck">
				<requirement name="ArmorGroupCount" group_name="groupPreacher" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffPreacherFullSetBonusCheck"/>
			</triggered_effect>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffPreacherFullSetBonusCheck">
				<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="LTE" value="5"/>
				<requirement name="HasBuff" buff="buffPreacherFullSetBonusCheck"/>
			</triggered_effect>
			<!-- If armor set complete AND Q6, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffPreacherFullSetBonusCheck">
				<requirement name="ArmorGroupCount" group_name="groupPreacher" operation="Equals" value="4"/>
				<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="6"/>
				<requirement name="!HasBuff" buff="buffPreacherFullSetBonusCheck"/>
			</triggered_effect>
		</effect_group>

		<!-- *** ROGUE_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRogueSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRogue" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffRogueSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffRogueSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRogue" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffRogueSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** ATHLETIC_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAthleticSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupAthletic" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffAthleticSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffAthleticSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupAthletic" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffAthleticSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** ENFORCER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffEnforcerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupEnforcer" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffEnforcerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffEnforcerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupEnforcer" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffEnforcerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** FARMER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffFarmerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupFarmer" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffFarmerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffFarmerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupFarmer" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffFarmerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- CVar clean up from farmer armor full set bonus -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="foodHealthFarmer,foodHealthFarmerMulti,foodHealthFarmerSub">
				<requirement name="CVarCompare" cvar="foodHealthAmount" operation="LTE" value="0"/>
			</triggered_effect>
		</effect_group>

		<!-- *** BIKER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBikerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupBiker" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffBikerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBikerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupBiker" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffBikerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** SCAVENGER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffScavengerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupScavenger" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffScavengerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffScavengerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupScavenger" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffScavengerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** RANGER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRangerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRanger" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffRangerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffRangerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRanger" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffRangerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** COMMANDO_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffCommandoSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupCommando" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffCommandoSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffCommandoSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupCommando" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffCommandoSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** ASSASSIN_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAssassinSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupAssassin" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffAssassinSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffAssassinSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupAssassin" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffAssassinSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** MINER_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffMinerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupMiner" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffMinerSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffMinerSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupMiner" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffMinerSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** NOMAD_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffNomadSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupNomad" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffNomadSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffNomadSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupNomad" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffNomadSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** NERD_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffNerdSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupNerd" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffNerdSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffNerdSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupNerd" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffNerdSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- *** Raider_FULL_SET_BONUS -->
		<effect_group>
			<!-- If armor set NOT complete, remove bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRaiderSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRaider" operation="LTE" value="3"/>
				<requirement name="HasBuff" buff="buffRaiderSetBonus"/>
			</triggered_effect>
			<!-- If armor set complete, add bonus buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffRaiderSetBonus">
				<requirement name="ArmorGroupCount" group_name="groupRaider" operation="Equals" value="4"/>
				<requirement name="!HasBuff" buff="buffRaiderSetBonus"/>
			</triggered_effect>
		</effect_group>

		<!-- Reduce chance of critical injuries with the Enforcer Outfit -->
		<effect_group>
			<passive_effect name="BuffResistance" operation="base_add" value="@$enforcerBuffResistance" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>

		<!-- $critHitNaturalHealingRate: Set the speed at which critical buffs heal naturally with the Healing Factor perk -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="LT" value="1"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.2">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="1"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.4">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="2"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.6">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="3"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="1.8">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="4"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="set" value="2">
				<requirement name="ProgressionLevel" progression_name="perkHealingFactor" operation="Equals" value="5"/></triggered_effect>
		</effect_group>

			<!-- $critHitNaturalHealingRate: Set the speed at which critical buffs heal naturally with the Commando Outfit -->
			<effect_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="add" value="@$commandoCritNaturalHealing"/>
			</effect_group>

			<!-- $critHitNaturalHealingRate: Set the speed at which critical buffs heal naturally with the Raider Outfit -->
			<effect_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="add" value="@$raiderCritNaturalHealing"/>
			</effect_group>

			<!-- $critHitNaturalHealingRate: adds $minerHealing set on mining tools in items.xml -->
			<effect_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="add" value="@$minerNatHealing"/>
			</effect_group>

		<effect_group>
			<!-- $critHitNaturalHealingRate: Health Bar candy speeds up Natural Healing Rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingRate" operation="multiply" value="2">
				<requirement name="HasBuff" buff="buffDrugHealthBar"/>
			</triggered_effect>
		</effect_group>

		<!-- $treatedCritHealing: Set the speed at which TREATED critical buffs heal with the Physician perk. See treatedCritHealingBonuses. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="1"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1.15">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1.25">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/></triggered_effect>
		</effect_group>
		
		<!-- $treatedCritHealingBonuses: Additional effects that improve the heal speed of critical buffs e.g. from armor sets. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealingBonuses" operation="set" value="0"/>
			<!-- Adds $treatedPreacher set on armorPreacherBoots -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealingBonuses" operation="add" value="@$treatedPreacher"/>
			<!-- Adds $treatedCommando set in buffCommandoSetBonus -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealingBonuses" operation="add" value="@$treatedCommando"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedCritHealing" operation="add" value="@$treatedCritHealingBonuses"/>
		</effect_group>

			<!-- If holding an item with the corpseRemoval tag, boost the damage to remove the corpse faster. -->
		<effect_group name="corpseRemoval">
			<requirement name="IsCorpse" target="other"/>
			<requirement name="HoldingItemHasTags" tags="corpseRemoval"/>
			<requirement name="EntityTagCompare" target="other" tags="walker,crawler,spider"/>
				<passive_effect name="EntityDamage" operation="base_add" value="300" tags="corpseRemoval"/>
		</effect_group>
	</buff>

	<!-- *** buffDeathFoodDrinkAdjust -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- Starts on every re-spawn. -->
	<buff name="buffDeathFoodDrinkAdjust" hidden="true" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="6.5"/>

		<effect_group>
		<!-- Taking care of food/water not being set as required -->
		<!-- <requirement name="PlayerLevel" operation="Equals" value="1"/>-->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="set" value="25000"/>
			
			<!-- Food and Water now handled by game event on respawn -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Food" operation="set" value="25000"/> -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Water" operation="set" value="25000"/> -->
			
			<passive_effect name="PhysicalDamageResist" operation="base_add" value="100" tags="coredamageresist"/>
		</effect_group>

		<!-- If the respawn is done, remove buffDeathFoodDrinkAdjust -->
		<effect_group>
			<requirement name="CVarCompare" cvar=".respawnDone" operation="GTE" value="4"/>
				<triggered_effect trigger="onSelfPrimaryActionStart" action="RemoveBuff" buff="buffDeathFoodDrinkAdjust"/>
				<triggered_effect trigger="onSelfSecondaryActionStart" action="RemoveBuff" buff="buffDeathFoodDrinkAdjust"/>
				<triggered_effect trigger="onSelfWalk" action="RemoveBuff" buff="buffDeathFoodDrinkAdjust"/>
				<triggered_effect trigger="onSelfRun" action="RemoveBuff" buff="buffDeathFoodDrinkAdjust"/>
				<triggered_effect trigger="onSelfCrouch" action="RemoveBuff" buff="buffDeathFoodDrinkAdjust"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".respawnDone"/>
		</effect_group>
	</buff>

	<!-- *** buffLevelUpTracking -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- When a player levels up, a console message prints out what kind of XP contributed to the last level. -->
	<buff name="buffLevelUpTracking" hidden="true" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="20"/>
		<update_rate value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$LastPlayerLevel" operation="add" value="1">
				<requirement name="PlayerLevel" operation="GT" value="@$LastPlayerLevel"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromLootThisLevel" operation="set" value="@_xpFromLoot"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromHarvestingThisLevel" operation="set" value="@_xpFromHarvesting"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromKillThisLevel" operation="set" value="@_xpFromKill"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromLootThisLevel" operation="subtract" value="@$xpFromLootLast"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromHarvestingThisLevel" operation="subtract" value="@$xpFromHarvestingLast"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromKillThisLevel" operation="subtract" value="@$xpFromKillLast"/>

			<triggered_effect trigger="onSelfBuffStart" action="LogMessage" message="XP gained during the last level:"/>
			<triggered_effect trigger="onSelfBuffStart" action="CVarLogValue" cvar="$xpFromLootThisLevel"/>
			<triggered_effect trigger="onSelfBuffStart" action="CVarLogValue" cvar="$xpFromHarvestingThisLevel"/>
			<triggered_effect trigger="onSelfBuffStart" action="CVarLogValue" cvar="$xpFromKillThisLevel"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromLootLast" operation="set" value="@_xpFromLoot"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromHarvestingLast" operation="set" value="@_xpFromHarvesting"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$xpFromKillLast" operation="set" value="@_xpFromKill"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$xpFromLootThisLevel,$xpFromHarvestingThisLevel,$xpFromKillThisLevel"/>
		</effect_group>
	</buff>

	<!-- *** buffCrouching -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- If crouching, add screen effect -->
	<buff name="buffCrouching" hidden="true">
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfStand" action="RemoveBuff" buff="buffCrouching"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffCrouching"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Dark" intensity=".8" fade=".2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Dark" intensity="0" fade=".2"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffCrouching">
				<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="0"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffHarvest -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Buff multiple times to increase effect. Enable God mode or leave game to disable. -->
	<buff name="buffHarvest" tooltip_key="buffHarvestTooltip" hidden="true" remove_on_death="false">
		<damage_type value="stun"/>
		<stack_type value="effect"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffHarvestBonus" operation="set" value=".5"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$buffHarvestBonus" operation="add" value=".5"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="open_apache_artifact_chest"/>
			<passive_effect name="HarvestCount" operation="base_add" value="@$buffHarvestBonus"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffHarvest"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffHarvest"/>
		</effect_group>
	</buff>

	<!-- *** buffDukeNote -->
	<!-- TRIGGERED_BY: New game spawn -->
	<!-- Displays a message to the player about reading noteDuke01 -->
	<buff name="buffDukeNote" name_key="buffDukeNoteName" description_key="buffDukeNoteDesc" icon="ui_game_symbol_invite" icon_color="0,255,0">
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PinToolbeltMessage" message_key="buffDukeNoteToolTip"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveToolbeltMessage" message_key="buffDukeNoteToolTip"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".dukeNoteRead"/>
		</effect_group>
	</buff>

	<!-- *** buffNewbieCoat -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Newbie Coat is used to reduce the XP penalty for the first 5 levels of the game. -->
	<!-- This buff also equalizes player health, food, and water at the start of the game. -->
	<!-- Be careful with that remove_on_death="false". You may have to restart screen effects, particles, etc. on game load. -->
	<buff name="buffNewbieCoat" name_key="buffNewbieCoatName" description_key="buffNewbieCoatDesc"	icon="ui_game_symbol_light_armor" remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<requirement name="PlayerLevel" operation="LTE" value="5"/>
				<passive_effect name="ExpDeficitPerDeathPercentage" operation="base_set" value="0"/>
				<passive_effect name="ExpDeficitMaxPercentage" operation="base_set" value="0"/>
		</effect_group>

		<effect_group>
			<requirement_group op="or">
				<requirement name="PlayerLevel" operation="GT" value="1"/>
				<requirement name="CVarCompare" cvar=".dukeNoteRead" operation="Equals" value="1"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDukeNote"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffNewbieCoat">
				<requirement name="PlayerLevel" operation="GT" value="5"/>
			</triggered_effect>

			<!-- Taking care of food/water not being maxed with all the game start / initial chunk generation -->
			<passive_effect name="WaterChangeOT" operation="base_add" value="2,2" duration="0,20"/>
			<passive_effect name="FoodChangeOT" operation="base_add" value="2,2" duration="0,20"/>
			<passive_effect name="HealthChangeOT" operation="base_add" value="2,2" duration="0,20"/>
		</effect_group>
	</buff>

	<!-- *** buffEntitySpawnHeal -->
	<!-- TRIGGERED_BY: Entity Class = zombieTemplateMale -->
	<!-- Helper buff to make sure that zombies with modified HP values spawn at full HP -->
	<buff name="buffEntitySpawnHeal" icon="ui_game_symbol_add" hidden="true">
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Health" operation="add" value="30000"/>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Stamina" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** buffGiveFourPoints -->
	<!-- TRIGGERED_BY: Item -->
	<!-- Dev XP play test item found in POI Tier Load Outs -->
	<buff name="buffGiveFourPoints" description="Gives four skill points" icon="ui_game_symbol_lightbulb" icon_color="255,175,175" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="CallGameEvent" event="action_give_points"/>
		</effect_group>
	</buff>

	<!-- *** buffRefillStatsTesting -->
	<!-- TRIGGERED_BY: Item -->
	<!-- Refills Health, Stamina, Food, and Water after using the Dev XP play test item -->
	<buff name="buffRefillStatsTesting" description="Refills Health, Stamina, Food, and Water" icon="ui_game_symbol_lightbulb" icon_color="255,175,175" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Health" operation="add" value="30000"/>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Stamina" operation="add" value="30000"/>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Food" operation="set" value="30000"/>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Water" operation="set" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** buffLootStageCap -->
	<!-- TRIGGERED_BY: buffStatusCheck01 -->
	<!-- This buff is shown on the character status effects screen to display information about the player's current loot stage cap -->
	
	<!-- No longer used. Keep for old V2.1 B9 save game cleanup -->
	<buff name="buffLootStageCap" name_key="buffLootStageCapName" description_key="buffLootStageCapDesc" icon="ui_game_loot_stage_bad" showonhud="false">
		<stack_type value="ignore"/>
	</buff>

	<!-- *** buffHarvestHoney -->
	<!-- TRIGGERED_BY: Game Event -->
	<!-- Give challenge credit for harvesting honey with the tree stump game event -->
	<buff name="buffHarvestHoney" name_key="buffHarvestHoneyName" description_key="buffHarvestHoneyDesc" icon="ui_game_symbol_challenge_harvesting_honey" icon_color="0,255,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<effect_group name="Honey Challenge">
			<triggered_effect trigger="onSelfBuffStart" action="AwardChallenge" challenge_stat="harvestHoneyStat" count="1"/>
		</effect_group>
	</buff>

	<!-- *** buffSmellCheck -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- Check the player to see if they have anything smelly -->
	<buff name="buffSmellCheck" hidden="true">
		<stack_type value="ignore"/>
		<update_rate value="1"/>

		<effect_group name="Smell Raw Meat">
			<requirement name="CVarCompare" cvar="smell" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="smell" operation="LT" value="1"/>
			<requirement name="!HasBuff" buff="buffSmellGrace,buffSmell"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffSmellGrace"/>
		</effect_group>

		<effect_group name="Smell Other Food">
			<requirement name="CVarCompare" cvar="smell" operation="GT" value="1"/>
			<requirement name="!HasBuff" buff="buffSmellGrace,buffSmell"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffSmell"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffSmell"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffSmellGrace"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveCVar" cvar=".smellDisplay"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSmell"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSmellGrace"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveCVar" cvar=".smellDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffSmellGrace -->
	<!-- TRIGGERED_BY: buffStatusCheck01 -->
	<!-- Give a grace period to allow the player time to bundle the meat after a harvest -->
	<buff name="buffSmellGrace" name_key="buffSmellGraceName" description_key="buffSmellGraceDesc" icon="ui_game_symbol_smell" icon_color="255,128,0">
		<stack_type value="ignore"/>
		<duration value="0"/>
		<!-- <display_value_key value="buffSmellName"/> -->
		<display_value value=".smellDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Set display and reduce by 1 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".smellDisplay" operation="set" value="10"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".smellDisplay" operation="subtract" value="1">
				<requirement name="CVarCompare" cvar=".smellDisplay" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If meat removed, remove CVar and stop buff -->
			<requirement name="HasBuff" buff="buffSmellGrace"/>
			<requirement name="CVarCompare" cvar="smell" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSmellGrace"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".smellDisplay"/>
		</effect_group>

		<effect_group>
			<!-- If smelly thing eaten, remove CVar and stop buff -->
			<requirement name="HasBuff" buff="buffSmellGrace"/>
			<requirement name="CVarCompare" cvar="smell" operation="GT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSmellGrace"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".smellDisplay"/>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and buff and start next buff -->
			<requirement name="CVarCompare" cvar=".smellDisplay" operation="LTE" value="0"/>
			<requirement name="CVarCompare" cvar="smell" operation="GT" value=".9"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSmellGrace"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".smellDisplay"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffSmell"/>
		</effect_group>
	</buff>

	<!-- *** buffSmell -->
	<!-- TRIGGERED_BY: buffSmellGrace -->
	<!-- Smell is dispersed at 5m per second up to a max of 100m. -->
	<!-- Smell attracts zombies to investigate where the smell is located, but are not altered until they see the player. -->
 	<buff name="buffSmell" name_key="buffSmellName" description_key="buffSmellDesc" icon="ui_game_symbol_smell" icon_color="255,0,0">
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value value="smell"/>
		<display_value_key value="{0:#} M"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#smell">
				<requirement name="CVarCompare" cvar=".smellSoundCheck" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="smell" operation="GTE" value="30"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".smellSoundCheck" operation="set" value="1">
				<requirement name="CVarCompare" cvar="smell" operation="GTE" value="30"/>
			</triggered_effect>
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="FadeOutSound" sound="flies_lp"> -->
				<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LT" value="75"/> -->
			<!-- </triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="flies_lp"> -->
				<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LT" value="15"/> -->
			<!-- </triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="flies_lp"/> -->
			<!-- <triggered_effect trigger="onSelfLeaveGame" action="FadeOutSound" sound="flies_lp"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".smellSoundCheck"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveCVar" cvar=".smellSoundCheck"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSmell"/>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and Buff and Start next Stage -->
			<requirement name="CVarCompare" cvar="smell" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSmell"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Armor Set Bonus Buffs: Active buffs triggered by buffStatusCheck02 -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffLumberjackSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorLumberjackFSBDisplay01 and armorLumberjackFSBDisplay02 used in item description localization -->
	<buff name="buffLumberjackSetBonus" name_key="buffLumberjackSetBonusName" description_key="buffLumberjackSetBonusDesc" tooltip_key="buffLumberjackSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" value="1" tags="lumberjackHarvest">
				<requirement name="HoldingItemHasTags" tags="axe,chainsaw"/>
			</passive_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay02" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay02" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay02"/>
		</effect_group>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.05">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.10">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.15">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.20">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.25">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupLumberjack" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorLumberjackFSBDisplay01" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorLumberjackFSBDisplay01"/>
				<passive_effect name="StaminaLoss" operation="perc_add" value="-.3">
					<requirement name="HoldingItemHasTags" tags="axe"/>
				</passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffPreacherSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorPreacherFSBDisplay01 and armorPreacherFSBDisplay02 used in item description localization -->
	<buff name="buffPreacherSetBonus" name_key="buffPreacherSetBonusName" description_key="buffPreacherSetBonusDesc" tooltip_key="buffPreacherSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".05" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="5"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".1" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="10"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".15" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="15"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".2" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="20"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".25" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="25"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupPreacher" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay01" operation="set" value="40"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".4" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
				
				<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInfectionCatch"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="100"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorPreacherFSBDisplay02" operation="set" value="100"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorPreacherFSBDisplay01,.armorPreacherFSBDisplay02"/>
		</effect_group>
	</buff>

	<!-- *** buffRogueSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorRogueFSBDisplay used in item description localization -->
	<buff name="buffRogueSetBonus" name_key="buffRogueSetBonusName" description_key="buffRogueSetBonusDesc" tooltip_key="buffRogueSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".05" tags="dukes"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".1" tags="dukes"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".15" tags="dukes"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".2" tags="dukes"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".25" tags="dukes"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRogue" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRogueFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRogueFSBDisplay"/>
				<passive_effect name="LootQuantity" operation="perc_add" value=".3" tags="dukes"/>
		</effect_group>
	</buff>

	<!-- *** buffAthleticSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorAthleticFSBDisplay used in item description localization -->
	<buff name="buffAthleticSetBonus" name_key="buffAthleticSetBonusName" description_key="buffAthleticSetBonusDesc" tooltip_key="buffAthleticSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.1"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.1"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.2"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.2"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.3"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.4"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.4"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.5"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.5"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAthletic" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="60"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAthleticFSBDisplay" operation="set" value="60"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAthleticFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.6"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.6"/>
		</effect_group>
	</buff>

	<!-- *** buffEnforcerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorEnforcerFSBDisplay01 used in item description localization -->
	<buff name="buffEnforcerSetBonus" name_key="buffEnforcerSetBonusName" description_key="buffEnforcerSetBonusDesc" tooltip_key="buffEnforcerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>
		
		<!-- Damage increase on all .44 ammo -->

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".05">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".1">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".15">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".2">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".25">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupEnforcer" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorEnforcerFSBDisplay01" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorEnforcerFSBDisplay01"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".5">
					<requirement name="HoldingItemHasTags" tags="enforcerReload"/>
				</passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffFarmerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorFarmerFSBDisplay used in item description localization -->
	<buff name="buffFarmerSetBonus" name_key="buffFarmerSetBonusName" description_key="buffFarmerSetBonusDesc" tooltip_key="buffFarmerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<!-- Set the display for the descriptions per armor quality group -->
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorFarmerFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorFarmerFSBDisplay"/>
		</effect_group>


		<!-- Increase the food of the held item -->
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="1"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.1"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="2"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.15"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="3"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.2"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="4"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.25"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="5"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.3"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupFarmer" operation="Equals" value="6"/>
			<requirement name="HoldingItemHasTags" tags="farmerFoodBonus"/>
				<!-- The food item already adds foodHealthAmount to the current foodHealthAmount value. We need to add the difference of the bonus to that current value. -->
				<!-- The food item consumed has the value passed to foodHealthFarmer. Set that value into foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="set" value="@foodHealthFarmer"/>
				<!-- Multiply the value for the quality level of the set bonus -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerMulti" operation="multiply" value="1.4"/>
				<!-- Set foodHealthFarmerSub to foodHealthFarmerMulti -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="set" value="@foodHealthFarmerMulti"/>
				<!-- Subtract the original foodHealthFarmer from foodHealthFarmerSub to get the difference -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthFarmerSub" operation="subtract" value="@foodHealthFarmer"/>
				<!-- Add the difference (AKA the bonus) to the current foodHealthAmount -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="@foodHealthFarmerSub"/>
		</effect_group>
	</buff>

	<!-- *** buffBikerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorBikerFSBDisplay01 and armorBikerFSBDisplay02 used in item description localization -->
	<buff name="buffBikerSetBonus" name_key="buffBikerSetBonusName" description_key="buffBikerSetBonusDesc" tooltip_key="buffBikerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="1"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="1"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="2"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".02" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="2"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="2"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="4"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="4"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".04" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="3"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="3"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="6"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="6"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".06" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="4"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="4"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="4"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="8"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="8"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".08" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="5"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="5"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="10"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".1" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupBiker" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="6"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay01" operation="set" value="6"/>
				<passive_effect name="PhysicalDamageResist" operation="base_add" value="6"/>
				
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorBikerFSBDisplay02" operation="set" value="20"/>
				<passive_effect name="VehicleFuelUsePer" operation="perc_subtract" value=".2" tags="bikerSetBonus"/>
				
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorBikerFSBDisplay01,.armorBikerFSBDisplay02"/>
		</effect_group>
	</buff>

	<!-- *** buffScavengerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorScavengerFSBDisplay used in item description localization -->
	<buff name="buffScavengerSetBonus" name_key="buffScavengerSetBonusName" description_key="buffScavengerSetBonusDesc" tooltip_key="buffScavengerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="2"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".02"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="4"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="4"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".04"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="6"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="6"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".06"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="8"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="8"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".08"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".1"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupScavenger" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorScavengerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorScavengerFSBDisplay"/>
				<passive_effect name="LootStage" operation="perc_add" value=".2"/>
		</effect_group>
	</buff>

	<!-- *** buffRangerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorRangerFSBDisplay used in item description localization -->
	<buff name="buffRangerSetBonus" name_key="buffRangerSetBonusName" description_key="buffRangerSetBonusDesc" tooltip_key="buffRangerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".05">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".1">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".15">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".2">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".25">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRanger" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRangerFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRangerFSBDisplay"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".5">
					<requirement name="HoldingItemHasTags" tags="rangerDamage"/>
				</passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffCommandoSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorCommandoFSBDisplay used in item description localization -->
	<buff name="buffCommandoSetBonus" name_key="buffCommandoSetBonusName" description_key="buffCommandoSetBonusDesc" tooltip_key="buffCommandoSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".25"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".35"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".45"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
		
		<effect_group>
				<requirement name="ArmorGroupLowestQuality" group_name="groupCommando" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$treatedCommando" operation="set" value=".5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorCommandoFSBDisplay" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedCommando,.armorCommandoFSBDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffAssassinSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorAssassinFSBDisplay used in item description localization -->
	<buff name="buffAssassinSetBonus" name_key="buffAssassinSetBonusName" description_key="buffAssassinSetBonusDesc" tooltip_key="buffAssassinSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>

		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value=".15"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value=".3"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value=".45"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="60"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="60"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value=".6"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="75"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="75"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value=".75"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupAssassin" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="100"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorAssassinFSBDisplay" operation="set" value="100"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorAssassinFSBDisplay"/>
				<passive_effect name="EnemySearchDuration" operation="perc_add" value="1"/>
		</effect_group>
	</buff>

	<!-- *** buffMinerSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorMinerFSBDisplay used in item description localization -->
	<buff name="buffMinerSetBonus" name_key="buffMinerSetBonusName" description_key="buffMinerSetBonusDesc" tooltip_key="buffMinerSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.1">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.15">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.2">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.25">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.3">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupMiner" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorMinerFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorMinerFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.35">
					<requirement name="HoldingItemHasTags" tags="miningTool"/>
				</passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffNomadSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorNomadFSBDisplay used in item description localization -->
	<buff name="buffNomadSetBonus" name_key="buffNomadSetBonusName" description_key="buffNomadSetBonusDesc" tooltip_key="buffNomadSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="5"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.05"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.05"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.1"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.1"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.15"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.15"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.2"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.2"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.25"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.25"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNomad" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNomadFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNomadFSBDisplay"/>
				<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3"/>
				<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.3"/>
		</effect_group>
	</buff>

	<!-- *** buffNerdSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorNerdFSBDisplay used in item description localization -->
	<buff name="buffNerdSetBonus" name_key="buffNerdSetBonusName" description_key="buffNerdSetBonusDesc" tooltip_key="buffNerdSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.1">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="15"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.15">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.2">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.25">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.3">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupNerd" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorNerdFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorNerdFSBDisplay"/>
				<passive_effect name="DegradationPerUse" operation="perc_add" value="-.35">
					<requirement name="HoldingItemHasTags" tags="tool,weapon"/>
				</passive_effect>
		</effect_group>
		
	</buff>

	<!-- *** buffRaiderSetBonus -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck02 -->
	<!-- armorRaiderFSBDisplay used in item description localization -->
	<buff name="buffRaiderSetBonus" name_key="buffRaiderSetBonusName" description_key="buffRaiderSetBonusDesc" tooltip_key="buffRaiderSetBonusTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,255">
		<stack_type value="ignore"/>
		<display_value_key value="Bonus"/>
		<display_value value="xxx"/>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="20"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".20" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".25" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".3" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="35"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".35" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="5"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="40"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".4" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		
		<effect_group>
			<requirement name="ArmorGroupLowestQuality" group_name="groupRaider" operation="Equals" value="6"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armorRaiderFSBDisplay" operation="set" value="45"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armorRaiderFSBDisplay"/>
				<passive_effect name="BuffResistance" operation="base_add" value=".45" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffAbrasionCatch,buffLaceration,buffInfectionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
	</buff>

	<!-- *** buffPreacherFullSetBonusCheck -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffPreacherFullSetBonusCheck" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffRogueBoots -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffRogueBoots" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffMinerBoots -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffMinerBoots" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffNerdOutfit -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffNerdOutfit" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffNerdBoots -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffNerdBoots" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffRaiderBoots -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffRaiderBoots" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffRaiderOutfit -->
	<!-- Used as a requirement to test that the item is being worn -->
	<buff name="buffRaiderOutfit" hidden="true" icon_color="0,255,255">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Perk Buffs: Active buffs triggered by Perks -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffPerkPummelPete -->
	<!-- TRIGGERED_BY: Progression = perkPummelPete -->
	<!-- Handler for successive hits for Pummel Pete 3,4,&5 -->
	<buff name="buffPerkPummelPete" name_key="buffPerkPummelPeteName" description_key="buffPerkPummelPeteDesc" icon="ui_game_symbol_stunned">
		<stack_type value="replace"/>
		<duration value="1.8"/>

		<!-- GunslingerCombo is increase in progression -->
		<!-- IF progression and counter, set ready flag -->
		<effect_group name="perkT3">
			<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="3"/>
			<requirement name="CVarCompare" cvar=".PummelPeteCombo" operation="GTE" value="4"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".PummelPeteBonusReady" operation="set" value="1"/>
		</effect_group>
		<effect_group name="perkT4">
			<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="4"/>
			<requirement name="CVarCompare" cvar=".PummelPeteCombo" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".PummelPeteBonusReady" operation="set" value="1"/>
		</effect_group>
		<effect_group name="perkT5">
			<requirement name="ProgressionLevel" progression_name="perkPummelPete" operation="Equals" value="5"/>
			<requirement name="CVarCompare" cvar=".PummelPeteCombo" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".PummelPeteBonusReady" operation="set" value="1"/>
		</effect_group>
		<!-- If flag, start bonus buff -->
		<effect_group name="apply bonus after this attack has finished">
			<requirement name="CVarCompare" cvar=".PummelPeteBonusReady" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffPerkPummelPeteBonus"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffPerkPummelPete"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffPerkPummelPeteBonus"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="buffPerkPummelPete"/>
		</effect_group>

		<effect_group name="cleanup">
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".PummelPeteCombo,.PummelPeteBonusReady"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkPummelPeteBonus -->
	<!-- TRIGGERED_BY: Buffs = buffPerkPummelPete -->
	<!-- Successive hits increase damage -->
	<buff name="buffPerkPummelPeteBonus" name_key="buffPerkPummelPeteBonusName" description_key="buffPerkPummelPeteBonusDesc" icon="ui_game_symbol_stunned" icon_color="0,255,0" icon_blink="true">
		<stack_type value="ignore"/>
		<duration value="5"/>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="perkPummelPete"/>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar=".PummelPeteBonusRemove" operation="set" value="1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".PummelPeteBonusRemove"/>
		</effect_group>

		<effect_group name="wait until the next attack (with any weapon) has started AND ended, then remove bonus">
			<requirement name="CVarCompare" cvar=".PummelPeteBonusRemove" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffPerkPummelPeteBonus"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="buffPerkPummelPeteBonus"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkGunslinger -->
	<!-- TRIGGERED_BY: Progression = perkGunslinger -->
	<!-- Handler to test if bonus buff is ready -->
	<buff name="buffPerkGunslinger" name_key="buffPerkGunslingerName" description_key="buffPerkGunslingerDesc" icon="ui_game_symbol_gunslinger">
		<stack_type value="replace"/>
		<duration value="1.8"/>

		<!-- GunslingerCombo is increase in progression -->
		<!-- IF progression and counter, set ready flag -->
		<effect_group name="perkT3">
			<requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="Equals" value="3"/>
			<requirement name="CVarCompare" cvar=".GunslingerCombo" operation="GTE" value="4"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".GunslingerBonusReady" operation="set" value="1"/>
		</effect_group>
		<effect_group name="perkT4">
			<requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="Equals" value="4"/>
			<requirement name="CVarCompare" cvar=".GunslingerCombo" operation="Equals" value="3"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".GunslingerBonusReady" operation="set" value="1"/>
		</effect_group>
		<effect_group name="perkT5">
			<requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="Equals" value="5"/>
			<requirement name="CVarCompare" cvar=".GunslingerCombo" operation="Equals" value="2"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".GunslingerBonusReady" operation="set" value="1"/>
		</effect_group>
		<!-- If flag, start bonus buff -->
		<effect_group name="apply bonus after this attack has finished">
			<requirement name="CVarCompare" cvar=".GunslingerBonusReady" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffPerkGunslingerBonus"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffPerkGunslinger"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffPerkGunslingerBonus"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="buffPerkGunslinger"/>
				<triggered_effect trigger="onSelfRangedBurstShotEnd" action="AddBuff" buff="buffPerkGunslingerBonus"/>
				<triggered_effect trigger="onSelfRangedBurstShotEnd" action="RemoveBuff" buff="buffPerkGunslinger"/>
		</effect_group>

		<effect_group name="cleanup">
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".GunslingerCombo,.GunslingerBonusReady"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkGunslingerBonus -->
	<!-- TRIGGERED_BY: Buffs = buffPerkGunslinger -->
	<!-- Successive hits increase damage -->
	<buff name="buffPerkGunslingerBonus" name_key="buffPerkGunslingerBonusName" description_key="buffPerkGunslingerBonusDesc" icon="ui_game_symbol_gunslinger" icon_color="0,255,0" icon_blink="true">
		<stack_type value="ignore"/>
		<duration value="5"/>

		<effect_group>
			<!-- If tags, increase damage -->
			<requirement name="ItemHasTags" tags="perkGunslinger"/>
				<passive_effect name="EntityDamage" operation="perc_add" value="1"/>
				<!-- Set remove flag -->
				<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar=".GunslingerBonusRemove" operation="set" value="1"/>
				<!-- Reset flag -->
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".GunslingerBonusRemove"/>
		</effect_group>
		
		<effect_group name="wait until the next attack (with any weapon) has started AND ended, then remove bonus">
			<!-- If remove flag GT 1, remove buffs -->
			<requirement name="CVarCompare" cvar=".GunslingerBonusRemove" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffPerkGunslingerBonus"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="buffPerkGunslingerBonus"/>
				<triggered_effect trigger="onSelfRangedBurstShotEnd" action="RemoveBuff" buff="buffPerkGunslingerBonus"/>
		</effect_group>
	</buff>

	<!-- *** buffDeadEye -->
	<!-- TRIGGERED_BY: Progression = perkDeadEye -->
	<!-- Successive kills increase damage -->
	<buff name="buffDeadEye" name_key="buffDeadEyeName" description_key="buffDeadEyeDesc" icon="ui_game_symbol_map_cursor" icon_color="0,255,0" icon_blink="true">
		<stack_type value="replace"/>
		<duration value="6"/>
		<display_value value=".DeadEyeEffectDisplay"/>
		<display_value_key value="+{0}%"/>

		<effect_group>
			<!-- 	1st shot	2nd shot	3rd shot
				T3	10			20			30
				T4	20			30			40
				T5	30			40			50 -->

			<!-- 	1st shot	2nd shot	3rd shot
				T5	30			40			50
			Kill Streak: Successive kills increase damage bonus by 10%, 20% to a maximum of 30%.
			Kill Streak: Successive kills increase damage bonus by 20%, 30% to a maximum of 40%.
			Kill Streak: Successive kills increase damage bonus by 30%, 40% up to a maximum of 50%. -->

			<!-- Set counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeKillCounter" operation="set" value=".1"/>
			<!-- IF counter LT, increase counter -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".DeadEyeKillCounter" operation="add" value=".1">
				<requirement name="CVarCompare" cvar=".DeadEyeKillCounter" operation="LT" value=".3"/>
			</triggered_effect>
			<!-- Set base to progression level -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".DeadEyeEffectBase">
				<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="LTE" value="3"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectBase" operation="set" value=".1">
				<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="4"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectBase" operation="set" value=".2">
				<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="5"/></triggered_effect>
			<!-- Setup display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectApply" operation="set" value="@.DeadEyeKillCounter"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".DeadEyeEffectApply" operation="set" value="@.DeadEyeKillCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectApply" operation="add" value="@.DeadEyeEffectBase"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".DeadEyeEffectApply" operation="add" value="@.DeadEyeEffectBase"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectDisplay" operation="set" value="@.DeadEyeEffectApply"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".DeadEyeEffectDisplay" operation="set" value="@.DeadEyeEffectApply"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DeadEyeEffectDisplay" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".DeadEyeEffectDisplay" operation="multiply" value="100"/>
			<!-- If tags, increase damage -->
			<passive_effect name="EntityDamage" operation="perc_add" value="@.DeadEyeEffectApply" tags="ranged">
				<requirement name="ItemHasTags" tags="perkDeadEye"/>
			</passive_effect>
			<!-- Reset counters and display -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DeadEyeKillCounter,.DeadEyeEffectDisplay,.DeadEyeEffectApply,.DeadEyeEffectBase"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkCharismaticNature -->
	<!-- TRIGGERED_BY: Progression = perkCharismaticNature -->
	<!-- ADD_COMMENT_HERE -->
	<buff name="buffPerkCharismaticNature" name_key="perkCharismaticNatureName" description_key="buffPerkCharismaticNatureDesc" icon="ui_game_symbol_talk" icon_color="0,255,0" icon_blink="false" hidden="false">
		<stack_type value="replace"/>
		<duration value="10"/>

		<!-- Allies regenerate lost health 50% faster. -->
		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="1"/>
			<requirement name="!HasBuff" buff="buffStatusHungry03,buffStatusThirsty03"/>
				<passive_effect name="HealthChangeOT" operation="base_add" level="1,2,3,4,5" value=".5,.5,.5,.5,.5"/>
		</effect_group>
		<!-- Block and Melee Damage are increased by 20% for allies. -->
		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="2"/>
				<passive_effect name="EntityDamage" operation="perc_add" value=".2"/>
				<passive_effect name="BlockDamage" operation="perc_add" value=".2" tags="melee"/>
		</effect_group>
		<!-- Allies take 10% less damage from all sources, take half damage from bleeding and stop bleeding twice as fast. -->
		<!-- Bleeding handled in buffInjuryBleeding -->
		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="3"/>
				<passive_effect name="GeneralDamageResist" operation="base_add" value="0.1"/>
		</effect_group>
		<!-- Partied allies find 10% better loot. -->
		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="4"/>
				<passive_effect name="LootStage" operation="perc_add" value=".1"/>
		</effect_group>
		<!-- Allies gain +1 to all attributes and find 20% better loot. -->
		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="5"/>
				<passive_effect name="AttributeLevel" operation="base_add" value="1"/>
				<passive_effect name="LootStage" operation="perc_add" value=".2"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffPerkCharismaticNature"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>
			
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="CharismaticNatureLevel"/>
			
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffPerkCharismaticNature"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffPerkCharismaticNature"/>
		</effect_group>
	</buff>

	<!-- *** buffAnimalTracker -->
	<!-- TRIGGERED_BY: Progression = perkAnimalTracker -->
	<!-- Handler to test if tracking -->
	<buff name="buffAnimalTracker" name_key="buffAnimalTrackerName" description_key="buffAnimalTrackerDesc" icon="ui_game_symbol_animal_tracker">
		<duration value="0"/>
		<update_rate value=".5"/>
		<display_value value=".AnimalTrackerDelay"/>
		<display_value_format value="time"/>

		<effect_group name="Startup">
			<!-- set the time delay for animal tracking -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value="4">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="LT" value="2"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value="3">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="2"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value="2">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="GTE" value="3"/></triggered_effect>
			<!-- Reset counter -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".AnimalTrackerDelay"/>
			<!-- Add a cool down -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="add" value="-.5"/>
		</effect_group>

		<effect_group name="check conditions for a successful track">
			<!-- If counter LTE 0, continue -->
			<requirement name="CVarCompare" cvar=".AnimalTrackerDelay" operation="LTE" value="0"/>
				<!-- If progression and entity tracked, set counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value=".0117">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="1"/>
					<requirement name="HasTrackedEntity" tags="perkAT01"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value=".0117">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="2"/>
					<requirement name="HasTrackedEntity" tags="perkAT02"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value=".0117">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="3"/>
					<requirement name="HasTrackedEntity" tags="perkAT03"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value=".0117">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="4"/>
					<requirement name="HasTrackedEntity" tags="perkAT04"/>
				</triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerDelay" operation="set" value=".0117">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="5"/>
					<requirement name="HasTrackedEntity" tags="perkAT05"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- tracking successful, activate next buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffAnimalTrackerAcquired">
				<requirement name="CVarCompare" cvar=".AnimalTrackerDelay" operation="Equals" value=".0117"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAnimalTracker">
				<requirement name="CVarCompare" cvar=".AnimalTrackerDelay" operation="Equals" value=".0117"/>
			</triggered_effect>

			<!-- abort -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAnimalTracker">
				<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="Tracking not successful, shutdown">
			<requirement name="CVarCompare" cvar=".AnimalTrackerDelay" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ShowToolbeltMessage" message_key="buffAnimalTrackerNoneTooltip"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAnimalTracker"/>
		</effect_group>
	</buff>

	<!-- *** buffAnimalTrackerAcquired -->
	<!-- TRIGGERED_BY: Buffs = buffAnimalTracker -->
	<!-- Handler to update timers and displays -->
	<buff name="buffAnimalTrackerAcquired" name_key="buffAnimalTrackerName" description_key="buffAnimalTrackerAcquiredDesc" icon="ui_game_symbol_animal_tracker" icon_color="0,255,0">
		<duration value="0"/>
		<display_value value=".AnimalTrackerLoseTimer"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Remove buff and start tracking timer -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffAnimalTracker"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".AnimalTrackerLoseTimer" operation="set" value="20"/>
			<!-- If crouching, update timer, else reduce timer -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerLoseTimer" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerLoseTimer" operation="set" value="20">
				<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			</triggered_effect>
			<!-- Reset counters -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".AnimalTrackerLoseTimer,.AnimalTrackerTerminate"/>
		</effect_group>

		<effect_group name="check conditions for no trackable animals">
			<!-- Set a terminator flag for checking conditions -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".AnimalTrackerTerminate" operation="set" value="1"/>
			<!-- If conditions true, reset terminator flag -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".AnimalTrackerTerminate">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="1"/>
				<requirement name="HasTrackedEntity" tags="perkAT01"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".AnimalTrackerTerminate">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="2"/>
				<requirement name="HasTrackedEntity" tags="perkAT02"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".AnimalTrackerTerminate">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="3"/>
				<requirement name="HasTrackedEntity" tags="perkAT03"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".AnimalTrackerTerminate">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="4"/>
				<requirement name="HasTrackedEntity" tags="perkAT04"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".AnimalTrackerTerminate">
				<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="5"/>
				<requirement name="HasTrackedEntity" tags="perkAT05"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="Track animals">
			<!-- If conditions true, set flags -->
				<passive_effect name="Tracking" operation="base_set" value="1" tags="perkAT01">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="1"/></passive_effect>
				<passive_effect name="Tracking" operation="base_set" value="1" tags="perkAT02">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="2"/></passive_effect>
				<passive_effect name="Tracking" operation="base_set" value="1" tags="perkAT03">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="3"/></passive_effect>
				<passive_effect name="Tracking" operation="base_set" value="1" tags="perkAT04">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="4"/></passive_effect>
				<passive_effect name="Tracking" operation="base_set" value="1" tags="perkAT05">
					<requirement name="ProgressionLevel" progression_name="perkAnimalTracker" operation="Equals" value="5"/></passive_effect>
		</effect_group>

		<effect_group name="Tracking time ran out or no targets">
			<!-- If no timer OR terminator set, remove buff -->
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar=".AnimalTrackerLoseTimer" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar=".AnimalTrackerTerminate" operation="Equals" value="1"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="ShowToolbeltMessage" message_key="buffPerkAnimalTrackerLostTooltip"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAnimalTrackerAcquired"/>
		</effect_group>
	</buff>

	<!-- *** buffBrawlerNoTeeth -->
	<!-- TRIGGERED_BY: Progression = perkBrawler -->
	<!-- Effects handled in entity classes, but processed in buffOnAnyCrit -->
	<buff name="buffBrawlerNoTeeth" name_key="Name" description_key="buffBrawlerNoTeethDesc" icon="ui_game_symbol_boxer">
		<duration value="0"/>
	</buff>

	<!-- *** buffBerserker -->
	<!-- TRIGGERED_BY: Progression = Buried Supplies and Treasure Map chests -->
	<!-- 5 seconds of 50% damage resist after killing an enemy with strength-based weapons -->
	<buff name="buffBerserker" name_key="buffBerserkerName" description_key="buffBerserkerDesc" icon="ui_game_symbol_berserker">
		<stack_type value="ignore"/>
		<duration value="5"/>
		<display_value value="duration"/>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="0.25"/>
		</effect_group>
	</buff>

	<!-- *** buffPackMuleDisplay -->
	<!-- TRIGGERED_BY: Progression = perkPackMule -->
	<!-- Shows buff pop out when Pack Mule perk absorbs damage -->
	<buff name="buffPackMuleDisplay" name_key="buffPackMuleDisplayName" description_key="buffPackMuleDisplayDesc" icon="ui_game_symbol_defense" icon_color="0,255,0">
		<stack_type value="ignore"/>
		<duration value="1"/>
	</buff>

	<!-- *** buffGrandSlamDisplay -->
	<!-- TRIGGERED_BY: Progression = perkGrandSlam -->
	<!-- Shows buff pop out when Grand Slam perk hits -->
	<buff name="buffGrandSlamDisplay" name_key="buffGrandSlamDisplayName" description_key="buffGrandSlamDisplayDesc" icon="ui_game_symbol_grand_slam" icon_color="0,255,0">
		<stack_type value="ignore"/>
		<duration value="1"/>
	</buff>

	<!-- *** buffPerkBookwormSuccess -->
	<!-- Buff that triggers when an additional book item is added by the bookwork perk succeeding -->
	<buff name="buffPerkBookwormSuccess" name_key="buffPerkBookwormName" description_key="buffPerkBookwormDesc" icon="ui_game_symbol_bookworm" icon_color="0,255,0">
		<stack_type value="ignore"/>
		<duration value="3"/>
		<display_value_key value="Worm"/>
		<display_value value="xxx"/>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_dentist" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="LogMessage" message="Bookworm Hit!"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkTheDentistSilver -->
	<!-- TRIGGERED_BY: Progression = perkFortitudeMastery -->
	<!-- Calls an event that gives the player silver nuggets (zombie teeth fillings) -->
	<buff name="buffPerkTheDentistSilver" name_key="buffPerkTheDentistName" description_key="buffPerkTheDentistDesc" icon="ui_game_symbol_dentist" icon_color="0,255,0" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffPerkTheDentist"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffPerkTheDentist"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_dentist" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="CallGameEvent" event="action_give_silver"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkTheDentistGold -->
	<!-- TRIGGERED_BY: Progression = perkFortitudeMastery -->
	<!-- Calls an event that gives the player gold nuggets (zombie teeth fillings) -->
	<buff name="buffPerkTheDentistGold" name_key="buffPerkTheDentistName" description_key="buffPerkTheDentistDesc" icon="ui_game_symbol_dentist" icon_color="0,255,0" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffPerkTheDentist"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffPerkTheDentist"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_dentist" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="CallGameEvent" event="action_give_gold"/>
		</effect_group>
	</buff>

	<!-- *** buffSpectersGrace -->
	<!-- TRIGGERED_BY: Progression = perkAgilityMastery -->
	<!-- Shows buff pop out to count down the refresh timer after a deflected attack -->
	<buff name="buffSpectersGrace" name_key="buffSpectersGraceName" description_key="buffSpectersGraceDesc" icon="ui_game_symbol_specters_grace" icon_color="255,175,175">
		<stack_type value="ignore"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="perkSpectersGrace" operation="set" value="1"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar="perkSpectersGrace"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="perkSpectersGrace"/>
		</effect_group>
	</buff>

	<!-- *** buffBurstCounter --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- This was a test buff to track burst length -->
	<buff name="buffBurstCounter" name_key="buff Burst Counter" icon="ui_game_symbol_rifle" remove_on_death="false" hidden="true">
		<duration value="2"/>
		<stack_type value="replace"/>
		<update_rate value=".6"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BurstCounter" operation="add" value="1">
				<requirement name="HoldingItemHasTags" tags="perkAutoWeaponsDamage"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".BurstCounter"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurstCounter"/>
		</effect_group>
	</buff>

	<!-- *** buffPistolPeteSwissKnees -->
	<!-- TRIGGERED_BY: Progression = perkPistolPeteSwissKnees -->
	<!-- Successive leg hits roll for a chance to cripple entities -->
	<buff name="buffPistolPeteSwissKnees" name_key="buffPistolPeteSwissKnees" icon="ui_game_symbol_pistol" hidden="true">
		<duration value="20"/>
		<stack_type value="replace"/>

		<effect_group>
			<!-- If random roll LTE counter, cripple em. Increase counter. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".PistolPeteSwissKnees" operation="add" value="10"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryCrippled01">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="@.PistolPeteSwissKnees"/>
			</triggered_effect>
			<!-- If random roll LTE counter, cripple em. Increase counter. -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".PistolPeteSwissKnees" operation="add" value="10"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffInjuryCrippled01">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="@.PistolPeteSwissKnees"/>
			</triggered_effect>
			<!-- Reset counter -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".PistolPeteSwissKnees"/>
		</effect_group>
	</buff>

	<!-- *** buffAutoWeaponsRagdoll -->
	<!-- TRIGGERED_BY: Progression = perkAutoWeaponsRagdoll -->
	<!-- Automatic weapons roll for a chance to ragdoll entities with each hit -->
	<buff name="buffAutoWeaponsRagdoll" name_key="buffAutoWeaponsRagdoll" icon="ui_game_symbol_pistol" hidden="true">
		<duration value="5"/>
		<stack_type value="replace"/>

		<effect_group>
			<!-- If not on cool down and random roll LTE counter, knock em down. Increase counter. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".AutoWeaponsRagdoll" operation="add" value="4"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryKnockdown01">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="@.AutoWeaponsRagdoll"/>
				<requirement name="!HasBuff" buff="buffInjuryKnockdown01Cooldown"/>
			</triggered_effect>
			<!-- If not on cool down and random roll LTE counter, knock em down. Increase counter. -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".AutoWeaponsRagdoll" operation="add" value="4"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffInjuryKnockdown01">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="@.AutoWeaponsRagdoll"/>
				<requirement name="!HasBuff" buff="buffInjuryKnockdown01Cooldown"/>
			</triggered_effect>
			<!-- Reset counter -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".AutoWeaponsRagdoll"/>
		</effect_group>
	</buff>

	<!-- *** buffAutoWeaponsComplete -->
	<!-- TRIGGERED_BY: Progression = perkAutoWeaponsComplete -->
	<!-- Kills boost run speed -->
	<buff name="buffAutoWeaponsComplete" name_key="buffAutoWeaponsCompleteName" description_key="buffAutoWeaponsCompleteDesc" showonhud="false" icon="ui_game_symbol_rifle" icon_color="0,255,0">
		<duration value="20"/>
		<stack_type value="replace"/>

		<effect_group>
			<passive_effect name="RunSpeed" operation="perc_add" value=".2"/>
		</effect_group>
	</buff>

	<!-- *** buffUrbanCombatAdrenalineRush -->
	<!-- TRIGGERED_BY: Progression = perkUrbanCombatAdrenalineRush -->
	<!-- Effects handled in buffStatusCheck02 -->
	<buff name="buffUrbanCombatAdrenalineRush" name_key="buffUrbanCombatAdrenalineRushName" description_key="buffUrbanCombatAdrenalineRushDesc" showonhud="false" icon="ui_game_symbol_light_armor2" icon_color="0,255,0">
		<duration value="20"/>
		<stack_type value="replace"/>
	</buff>

	<!-- *** buffEnforcerCriminalPursuit -->
	<!-- TRIGGERED_BY: Progression = perkEnforcerCriminalPursuit -->
	<!-- Sprinting with a .44 drawn uses 20% less stamina -->
	<buff name="buffEnforcerCriminalPursuit" name_key="buffEnforcerCriminalPursuitName" description_key="buffEnforcerCriminalPursuitDesc" showonhud="false" icon="ui_game_symbol_run_and_gun" icon_color="0,255,0">
		<duration value="20"/>
		<stack_type value="replace"/>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" level="1" value=".2" tags="running"/> <!-- buffEnforcerCriminalPursuit -->
		</effect_group>
	</buff>

	<!-- *** buffBarBrawling6RageMode -->
	<!-- TRIGGERED_BY: Progression = perkBarBrawling6RageMode -->
	<!-- After getting hit attacks with fists are 20% faster & increase movement speed by 10%. -->
	<buff name="buffBarBrawling6RageMode" name_key="buffBarBrawling6RageModeName" description_key="perkBarBrawling6RageModeLongDesc" showonhud="true" icon="ui_game_symbol_boxer" icon_color="0,255,0">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffBarBrawling6RageModeDuration"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Setup/Stack/Update counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffBarBrawling6RageModeDuration" operation="set" value="5"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".buffBarBrawling6RageModeDuration" operation="set" value="5"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffBarBrawling6RageModeDuration" operation="subtract" value="1"/>
		</effect_group>

		<effect_group>
			<!-- If counter LT 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBarBrawling6RageMode">
				<requirement name="CVarCompare" cvar=".buffBarBrawling6RageModeDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset duration -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffBarBrawling6RageModeDuration"/>
		</effect_group>

		<effect_group>
			<!-- Increase values -->
			<passive_effect name="AttacksPerMinute" operation="perc_add" value=".2"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
			<passive_effect name="WalkSpeed" operation="perc_add" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffBarBrawling3KillerInstinct -->
	<!-- TRIGGERED_BY: Progression = perkBarBrawling3KillerInstinct -->
	<!-- Gain 5% damage with each kill, up to 15%. After 10 seconds without a kill, reduce by 5% and wait 10 more seconds. -->
	<buff name="buffBarBrawling3KillerInstinct" name_key="buffBarBrawling3KillerInstinctName" description_key="perkBarBrawling3KillerInstinctLongDesc" showonhud="true" icon="ui_game_symbol_boxer" icon_color="0,255,0">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".BarBrawling3KillerInstinctEffectDisplay"/>
		<display_value_key value="+{0:0}%"/>

		<effect_group>
			<!-- If LT 15%, each kill adds 5% to the counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffect" operation="set" value=".05"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffect" operation="add" value=".05">
				<requirement name="CVarCompare" cvar=".BarBrawling3KillerInstinctEffect" operation="LT" value=".15"/>
			</triggered_effect>
			<!-- Setup/Update display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="set" value="@.BarBrawling3KillerInstinctEffect"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="set" value="@.BarBrawling3KillerInstinctEffect"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="multiply" value="100"/>
			<!-- If item has tag, increase damage by counter -->
			<passive_effect name="EntityDamage" operation="perc_add" value="@.BarBrawling3KillerInstinctEffect">
				<requirement name="ItemHasTags" tags="perkBrawler"/>
			</passive_effect>
			<!-- Set/Stack the duration. Decrease on update. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctDuration" operation="set" value="10"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctDuration" operation="set" value="10"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctDuration" operation="add" value="-1"/>
		</effect_group>

		<effect_group>
			<!-- If duration and counter are go, reduce counter 5%, and reset duration to 10 seconds. Update display. -->
			<requirement name="CVarCompare" cvar=".BarBrawling3KillerInstinctDuration" operation="LTE" value="0"/>
			<requirement name="CVarCompare" cvar=".BarBrawling3KillerInstinctEffect" operation="GT" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffect" operation="add" value="-.05"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctDuration" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="set" value="@.BarBrawling3KillerInstinctEffect"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BarBrawling3KillerInstinctEffectDisplay" operation="multiply" value="100"/>
		</effect_group>

		<effect_group>
			<!-- If duration 0, remove buff and reset values to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBarBrawling3KillerInstinct">
				<requirement name="CVarCompare" cvar=".BarBrawling3KillerInstinctDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BarBrawling3KillerInstinctEffect,.BarBrawling3KillerInstinctEffectDisplay,.BarBrawling3KillerInstinctDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkBarBrawling8Complete -->
	<!-- TRIGGERED_BY: Progression = perkBarBrawling8Complete -->
	<!-- Triggers bonus damage after 6 successive hits -->
	<buff name="buffPerkBarBrawling8Complete" name_key="perkBarBrawling8CompleteDesc" description_key="perkBarBrawling8CompleteLongDesc" icon="ui_game_symbol_7th_curse">
		<stack_type value="replace"/>
		<duration value="2.1"/>
		<display_value value=".BarBrawling8CompleteCombo"/>

		<!-- Counter BarBrawling8CompleteCombo increases per hit inside progression -->
		
		<effect_group>
			<!-- If GTE 6, start bonus and remove buff -->
			<requirement name="CVarCompare" cvar=".BarBrawling8CompleteCombo" operation="GTE" value="6"/>
				<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffPerkBarBrawling8CompleteBonus"/>
				<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffPerkBarBrawling8Complete"/>
		</effect_group>
		<!-- Reset counter -->
		<effect_group name="cleanup">
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BarBrawling8CompleteCombo"/>
		</effect_group>
	</buff>

	<!-- *** buffPerkBarBrawling8CompleteBonus -->
	<!-- TRIGGERED_BY: Buffs = buffPerkBarBrawling8Complete -->
	<!-- Applies bonus damage on 7th hit -->
	<buff name="buffPerkBarBrawling8CompleteBonus" name_key="perkBarBrawling8CompleteDesc" description_key="perkBarBrawling8CompleteLongDesc" icon="ui_game_symbol_7th_curse" icon_color="0,255,0" icon_blink="true">
		<stack_type value="ignore"/>
		<duration value="7"/>

		<effect_group name="Cleanup">
			<!-- Cleanup handlers -->
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".BarBrawling8CompleteBonusRemove" operation="add" value="1"/>
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" cvar=".BarBrawling8CompleteBonusRemove" operation="add" value="1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BarBrawling8CompleteBonusRemove"/>
			<!-- If item has tag, increase damage -->
			<passive_effect name="EntityDamage" operation="perc_add" value="0,0,2,2" duration="0,.08,.09,777">
				<requirement name="ItemHasTags" tags="perkBrawler"/>
			</passive_effect>
		</effect_group>

		<effect_group name="play crunchy sound">
			<requirement name="ItemHasTags" tags="perkBrawler"/>
			<requirement name="CVarCompare" cvar=".BarBrawling8CompleteBonusRemove" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfAttackedOther" action="PlaySound" sound="breakleg"/>
		</effect_group>

		<effect_group name="wait until the next attack (with any weapon) has started AND ended, then remove bonus">
			<requirement name="CVarCompare" cvar=".BarBrawling8CompleteBonusRemove" operation="GT" value="1"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffPerkBarBrawling8CompleteBonus"/>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="buffPerkBarBrawling8CompleteBonus"/>
				<triggered_effect trigger="onSelfAttackedOther" action="PlaySound" sound="breakleg"/>
		</effect_group>
	</buff>

	<!-- *** buffSledgeSaga3CrippledMorale -->
	<!-- TRIGGERED_BY: Progression = perkSledgeSagaCrippledMorale -->
	<!-- Plays a sound and then applies buff to surrounding entities. Blinks the icon to indicate duration -->
	<buff name="buffSledgeSaga3CrippledMorale" name_key="buffSledgeSaga3CrippledMoraleName" description_key="buffSledgeSaga3CrippledMoraleDesc" icon="ui_game_symbol_sledge" icon_color="0,255,0" icon_blink="true">
		<display_value value="$crippledMoraleDuration"/>
		<display_value_format value="time"/>
		<duration value="10"/>
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="twitch_cripple_zombies"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffCrippledMorale" target="otherAOE" range="3" target_tags="zombie,animal"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$crippledMoraleDuration" operation="set" value="10"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$crippledMoraleDuration" operation="add" value="-1"/>
		</effect_group>
	</buff>

	<!-- *** buffSpearHunter7QuickStrike -->
	<!-- TRIGGERED_BY: Progression = perkSpearHunter7QuickStrike -->
	<!-- Increase damage 10% up to 30% for successive spear hits -->
	<buff name="buffSpearHunter7QuickStrike" name_key="buffSpearHunter7QuickStrikeName" description_key="perkSpearHunter7QuickStrikeLongDesc" showonhud="true" icon="ui_game_symbol_spear" icon_color="0,255,0" icon_blink="true">
		<stack_type value="replace"/>
		<duration value="4"/>
		<display_value value=".SpearHunter7QuickStrikeEffectDisplay"/>
		<display_value_key value="+{0}%"/>

		<effect_group>
			<!-- Setup counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffect" operation="set" value=".1"/>
			<!-- If LT 30%, increase counter 10% -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffect" operation="add" value=".1">
				<requirement name="CVarCompare" cvar=".SpearHunter7QuickStrikeEffect" operation="LT" value=".3"/>
			</triggered_effect>
			<!-- Setup/update display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffectDisplay" operation="set" value="@.SpearHunter7QuickStrikeEffect"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffectDisplay" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffectDisplay" operation="set" value="@.SpearHunter7QuickStrikeEffect"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".SpearHunter7QuickStrikeEffectDisplay" operation="multiply" value="100"/>
			<!-- Increase damage by counter -->
			<passive_effect name="EntityDamage" operation="perc_add" value="@.SpearHunter7QuickStrikeEffect" tags="perkJavelinMaster"/>
			<!-- Reset counter and display -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SpearHunter7QuickStrikeEffect,.SpearHunter7QuickStrikeEffectDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleeding -->
	<!-- TRIGGERED_BY: Progression = perkDeepCuts -->
	<!-- Bleed buff caused by the player. Stacks with repeated attacks and perk levels -->
	<buff name="buffInjuryBleeding" name_key="buffInjuryBleedingName" description_key="buffInjuryBleedingDesc" tooltip_key="buffInjuryBleedingTooltip" icon="ui_game_symbol_critical" icon_color="255,0,0" icon_blink="true">
		<damage_type value="bloodloss"/>
		<damage_source value="Internal"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value="$bleedDuration"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$bleedDuration" operation="set" value="20"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$bleedDuration" operation="set" value="20"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedDuration" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLacerationBleedingStatus"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding">
				<requirement name="CVarCompare" cvar="$bleedDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding">
				<requirement name="CVarCompare" cvar="bleedCounter" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$bleedAmount" operation="set" value="@bleedCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$bleedAmount" operation="divide" value="2">
				<requirement name="ProgressionLevel" progression_name="perkGreatHeistAdrenalineFall" operation="Equals" value="1"/>
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="3"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="set" value="@bleedCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$bleedAmount" operation="divide" value="2">
				<requirement name="CVarCompare" cvar="CharismaticNatureLevel" operation="GTE" value="3"/>
			</triggered_effect>

			<passive_effect name="HealthChangeOT" operation="base_subtract" value="@$bleedAmount"/>

			<passive_effect name="RunSpeed" operation="perc_add" value="@$bleedSlowdown"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="bleedCounter,$bleedAmount,$bleedSlowdown,$bleedDuration"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_bleeding" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="StopSound" sound="buff_bleeding" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_bleeding" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_bleeding" play_in_head="true"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Blur" intensity=".6" fade="0.5"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Blur" intensity="0" fade="1"/>
			<triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" effect_name="Infected" intensity="0" fade="0"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffInjuryBleeding"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingParticle"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Injury Debuffs: Bleeding, Broken Limbs, Stunned, etc. -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** triggerInfection -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerInfection" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffInfectionCatch,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInfectionCatch"/>
		</effect_group>
	</buff>

	<!-- *** triggerAbrasion -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerAbrasion" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffAbrasionCatch"/>
		</effect_group>
	</buff>

	<!-- *** triggerSprainedLeg -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerSprainedLeg" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegSprainedCHTrigger"/>
		</effect_group>
	</buff>

	<!-- *** triggerBrokenLeg -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerBrokenLeg" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegBroken"/>
		</effect_group>
	</buff>

	<!-- *** triggerSprainedArm -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerSprainedArm" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffArmSprainedCHTrigger"/>
		</effect_group>
	</buff>

	<!-- *** triggerBrokenArm -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerBrokenArm" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffArmBroken"/>
		</effect_group>
	</buff>

	<!-- *** triggerFatigued -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerFatigued" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffFatiguedTrigger"/>
		</effect_group>
	</buff>

	<!-- *** triggerBleeding -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerBleeding" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingTwo"/>
		</effect_group>
	</buff>

	<!-- *** triggerLaceration -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerLaceration" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLaceration"/>
		</effect_group>
	</buff>

	<!-- *** triggerStun -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerStun" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01Cooldown"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned01CHTrigger"/>
		</effect_group>
	</buff>

	<!-- *** triggerConcussion -->
	<!-- TRIGGERED_BY: Console -->
	<!-- Test buff used to trigger a critical buff -->
	<buff name="triggerConcussion" name_key="trigger" icon="ui_game_symbol_quest">
		<duration value=".1"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_subtract" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryConcussion"/>
		</effect_group>
	</buff>

	<!-- *** buffCumChanceCH -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- Cumulative handler for each hit taken by an entity that lowers BuffResistance -->
	<buff name="buffCumChanceCH" name_key="Cumulative Crit %" icon="ui_game_symbol_percent" icon_color="255,255,0" icon_blink="false" hidden="true">
		<damage_type value="disease"/>
		<duration value="15"/>
		<display_value_key value=" CC {0:0.0}%"/>
		<display_value value=".cumResistChanceCHDisplay"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$cumResistChanceCH"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$cumResistChanceCH"/>

			<!-- bonus hit on the first one -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".12">
				<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="Equals" value="0"/>
			</triggered_effect>
			<!-- every successive hit will beat down the value this much -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".19"/>
			
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="1.1">
				<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="GT" value="1.1"/>
			</triggered_effect>

			<!-- chance decays back to normal every second by this value -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value="-.003"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$cumResistChanceCH">
				<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="LT" value="0"/>
			</triggered_effect>

			<passive_effect name="BuffResistance" operation="base_subtract" value="@$cumResistChanceCH" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>

		<effect_group name="display">
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".cumResistChanceCHDisplay"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".cumResistChanceCHDisplay"/>

			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>

			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
				<requirement name="HasBuff" buff="buffDrugHealthBar"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
				<requirement name="HasBuff" buff="buffDrugHealthBar"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffOnAnyCrit -->
	<!-- TRIGGERED_BY: Buffs = Any critical effect buff -->
	<!-- On receiving any critical, you can catch an infection and it can trigger severe variants based on conditions. Concussions, arms, legs -->
	<buff name="buffOnAnyCrit" name_key="buffOnAnyCrit" icon="ui_game_symbol_wind" icon_color="255,255,0" icon_blink="false" hidden="true">
		<damage_type value="bloodloss"/>
		<duration value=".25"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar="$cumResistChanceCH,noTeethNoInfection"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="buffInjuryStunned01"/>
			<requirement name="!HasBuff" buff="buffDrugPainkillers,buffInjuryStunned01Cooldown"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryConcussion"/>
		</effect_group>

		<effect_group>
			<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="40"/> -->
			<requirement name="CVarCompare" cvar="noTeethNoInfection" operation="LT" value="1"/>
			<requirement name="!HasBuff" buff="buffPreacherFullSetBonusCheck,buffInfectionImmunity"/>
				<passive_effect name="BuffResistance" operation="base_add" value="-.1" tags="buffInfectionCatch"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInfectionCatch"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="buffLegSprained"/>
			<requirement name="!HasBuff" buff="buffArmSprained"/>
			<requirement name="CVarCompare" cvar=".limbSprainedCooldownCounter" operation="LTE" value="0"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegBroken"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="buffArmSprained"/>
			<requirement name="!HasBuff" buff="buffLegSprained"/>
			<requirement name="CVarCompare" cvar=".limbSprainedCooldownCounter" operation="LTE" value="0"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffArmBroken"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="buffLegSprained,buffArmSprained"/>
			<requirement name="CVarCompare" cvar=".limbSprainedCooldownCounter" operation="LTE" value="0"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" fireOneBuff="true" buff="buffLegBroken,buffArmBroken" weights="45,55"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleedingOne -->
	<!-- TRIGGERED_BY: Buffs = buffLaceration -->
	<!-- Minor bleed buff, mostly for show -->
	<buff name="buffInjuryBleedingOne" name_key="buffInjuryBleedingOne" icon="ui_game_symbol_critical" icon_color="255,255,0" icon_blink="true" hidden="true">
		<damage_type value="bloodloss"/>
		<duration value="4"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="bleedCounter">
				<!-- check for leftover counters without buff -->
				<requirement name="!HasBuff" buff="buffInjuryBleeding"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1.5">
				<!-- Limit the amount of bleeding stacks that enemies can put on. -->
				<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleeding">
				<!-- They can still extend/refresh the buff. -->
				<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingParticle"/>
		</effect_group>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingCooldown"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleedingTwo -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- More bleeding -->
	<buff name="buffInjuryBleedingTwo" name_key="buffInjuryBleedingTwo" icon="ui_game_symbol_critical" icon_color="255,255,0" icon_blink="true" hidden="true">
		<damage_type value="bloodloss"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="bleedCounter">
				<!-- check for leftover counters without buff -->
				<requirement name="!HasBuff" buff="buffInjuryBleeding"/>
			</triggered_effect>

			<!-- Limit the amount of bleeding stacks that enemies can put on. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1">
				<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1">
				<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleeding">
				<!-- They can still extend/refresh the buff. -->
				<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingParticle"/>
		</effect_group>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingCooldown"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleedingCooldown -->
	<!-- TRIGGERED_BY: Buffs = Various bleed buffs -->
	<!-- Used to avoid repeating bleeding buffs too often -->
	<buff name="buffInjuryBleedingCooldown" hidden="true">
		<duration value="3"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Increase buff resistance of the tagged buffs -->
			<passive_effect name="BuffResistance" operation="base_add" value="5" tags="buffInjuryBleedingOne,buffInjuryBleedingTwo"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleedingBarbedWire -->
	<!-- TRIGGERED_BY: item_modifiers = modMeleeClubBarbedWire -->
	<!-- Applies bleeding to entities when using the modMeleeClubBarbedWire  -->
	<buff name="buffInjuryBleedingBarbedWire" name_key="buffInjuryBleedingTwo" icon="ui_game_symbol_critical" icon_color="255,255,0" icon_blink="true" hidden="true">
		<damage_type value="bloodloss"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="bleedCounter">
				<!-- check for leftover counters without buff -->
				<requirement name="!HasBuff" buff="buffInjuryBleeding"/>
			</triggered_effect>

			<!-- Limit the amount of bleeding stacks that enemies can put on. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1">
				<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="bleedCounter" operation="add" value="1">
				<requirement name="CVarCompare" cvar="bleedCounter" operation="LT" value="2"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleeding">
				<!-- They can still extend/refresh the buff. -->
				<requirement name="CVarCompare" cvar="bleedCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingParticle"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryBleedingParticle -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryBleeding,buffInjuryBleedingOne,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire  -->
	<!-- Handler that attaches the bleeding particle effect and controls a timer -->
	<buff name="buffInjuryBleedingParticle" name_key="buffInjuryBleedingParticleName" hidden="true">
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_bleeding" local_offset="0,0,0" parent_transform=".body"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".buffInjuryBleedingParticleTimer"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffInjuryBleedingParticleTimer" operation="add" value="1"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_bleeding" local_offset="0,0,0" parent_transform=".body">
				<requirement name="CVarCompare" cvar=".buffInjuryBleedingParticleTimer" operation="GTE" value="4"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".buffInjuryBleedingParticleTimer">
				<requirement name="CVarCompare" cvar=".buffInjuryBleedingParticleTimer" operation="GTE" value="4"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleedingParticle">
				<requirement name="!HasBuff" buff="buffInjuryBleeding,buffInjuryBleedingOne,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffInjuryBleedingParticleTimer"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_bleeding"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_bleeding"/>
		</effect_group>
	</buff>

	<!-- Abrasions (bumps and bruises) are the most common critical buff. --> 
	<!-- They heal over time at the rate of a player's max health healing. -->
	<!-- Zombies can cause different abrasion amounts. -->
	<!-- All treatments convert the buff to a treated abrasion. -->
	<!-- The abrasion healing rate is fastest with a first aid kit, then a medicated bandage, and last is aloe cream. -->

	<!-- *** buffAbrasionCatch -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Handler to setup abrasion counters and roll other critical buffs -->
	<buff name="buffAbrasionCatch" name_key="buff Abrasion Catch"  hidden="true">
		<damage_type value="Bashing"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
		<!-- Trigger buffOnAnyCrit for a chance to trigger an infection, a concussion, or a broken arm/leg -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
		</effect_group>

		<effect_group>
		<!-- If there is no buffInjuryAbrasion, add to the abrasion counter and start buffInjuryAbrasion -->
			<requirement name="!HasBuff" buff="buffInjuryAbrasion"/>
				<!-- Set to 3 so the display shows the full duration time for a few seconds i.e. 10M and then 9M. If under 5M, show 5M and then 4M:XXS -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionCounter" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryAbrasion"/>
		</effect_group>

		<!-- abrasionZombieHit comes from the various zombie hands in items.xml -->
		<!-- abrasionZombieHit is added to abrasionCounter each time buffAbrasionCatch is rolled -->
		<!-- This increases the severity of abrasions, especially when getting hit by multiple entities -->
		<effect_group name="zombie hit increases abrasion severity">
			<!-- If abrasionZombieHit is not set on the hand item (i.e. wolf), set abrasionZombieHit to 600 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="abrasionZombieHit" operation="set" value="600">
				<requirement name="CVarCompare" cvar="abrasionZombieHit" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If the abrasionCounter is GT 0, add the value of abrasionZombieHit to abrasionCounter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionCounter" operation="add" value="@abrasionZombieHit">
				<requirement name="CVarCompare" cvar="$abrasionCounter" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Reset abrasionZombieHit when the buff is finished -->
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar="abrasionZombieHit"/>
		</effect_group>

		<!-- Clamp for the abrasionCounter. If it is GT 7208, set it to 7208 -->
		<effect_group>
			<requirement name="CVarCompare" cvar="$abrasionCounter" operation="GT" value="7208"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionCounter" operation="set" value="7208"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryAbrasion -->
	<!-- TRIGGERED_BY: Buffs = buffAbrasionCatch -->
	<!-- Main abrasion cycle -->
	<buff name="buffInjuryAbrasion" name_key="buffInjuryAbrasionName" description_key="buffInjuryAbrasionDesc" tooltip_key="buffInjuryAbrasionTooltip" icon="ui_game_symbol_abrasion" icon_color="255,128,0">
		<damage_type value="Bashing"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".abrasionDurationDisplay"/>
		<display_value_format value="time"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryAbrasion"/>
			<!-- If previously treated, remove the treated buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryAbrasionTreated"/>
			<!-- Reset abrasionZombieHit to prevent carry over from buffAbrasionCatch. i.e. Wolf was getting radiated zombie values -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="abrasionZombieHit"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="abrasionZombieHit"/>
			<!-- Reduce counter by natural healing rate -->
			<!-- critHitNaturalHealingRate: Set in buffStatusCheck02 based on Fortitude perk Healing Factor, Commando Outfit perk, and Health Bar Candy -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- If the counter is LTE 0, set it to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$abrasionCounter">
				<requirement name="CVarCompare" cvar="$abrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Clamp for the abrasionCounter. If it is GT 7200, set it to 7200 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionCounter" operation="set" value="7200">
				<requirement name="CVarCompare" cvar="$abrasionCounter" operation="GT" value="7200"/>
			</triggered_effect>
			<!-- If the abrasionCounter is LTE 0, remove the buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryAbrasion">
				<requirement name="CVarCompare" cvar="$abrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Used in localization string to show the Healing Speed on the character Status Effects screen -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".currentHealAbrasionMultDisplay"/>
			<!-- Used in localization string to show the amount of Health being blocked on the character Status Effects screen -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="set" value="@$abrasionCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="divide" value="288"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="set" value="@$abrasionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="divide" value="288"/>
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@$abrasionHealthMaxBlockage"/>
		</effect_group>
		<!-- Time shown on the display -->
		<effect_group name="DisplayDuration">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".abrasionDurationDisplay" operation="set" value="@$abrasionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".abrasionDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
		</effect_group>
		<!-- The abrasion can heal naturally over time without being treated. -->
		<!-- When the abrasionCounter is LT 1, clear the counter, health blockage, and time display CVars -->
		<effect_group>
			<requirement name="CVarCompare" cvar="$abrasionCounter" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$abrasionCounter,$abrasionHealthMaxBlockage,.abrasionDurationDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryAbrasionTreated -->
	<!-- TRIGGERED_BY: Items = Various healing items -->
	<!-- Treated abrasion cycle -->
	<buff name="buffInjuryAbrasionTreated" name_key="buffInjuryAbrasionTreatedName" description_key="buffInjuryAbrasionTreatedDesc" icon="ui_game_symbol_leg_treated">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".abrasionDurationDisplay"/>
		<display_value_format value="time"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Remove the untreated abrasion -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryAbrasion"/>
			<!-- SETUP_TREATED_HEALING_RATES -->
			<!-- healAbrasionMult: Set by medicalAloeCream(2), medicalFirstAidBandage(3), or medicalFirstAidKit(4) -->
			<!-- currentHealAbrasionMultBase: is set to healAbrasionMult from the item used if not already set -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$currentHealAbrasionMultBase" operation="set" value="@healAbrasionMult">
				<requirement name="CVarCompare" cvar="healAbrasionMult" operation="GT" value="@$currentHealAbrasionMultBase"/>
			</triggered_effect>
			<!-- treatedCritHealing: Set in buffStatusCheck02 -->
			<!-- treatedCritHealing is then multiplied by currentHealAbrasionMultBase to get the total of all TREATED Healing -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$totalTreatedAbrasionHealing" operation="set" value="@$treatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$totalTreatedAbrasionHealing" operation="multiply" value="@$currentHealAbrasionMultBase"/>
			<!-- Reduce the abrasionCounter by the critHitNaturalHealingRate from buffStatusCheck02 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- If the treatedAbrasionCounter hasn't been set, set it to the abrasionCounter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="set" value="@$abrasionCounter">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If using a health bar, reduce the counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="divide" value="2">
				<requirement name="HasBuff" buff="buffDrugHealthBar"/>
				<requirement name="CVarCompare" cvar="$divideHealthBar" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Used to prevent the counter from getting reduced too much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$divideHealthBar" operation="set" value="1">
				<requirement name="CVarCompare" cvar="$divideHealthBar" operation="LTE" value="0"/>
				<requirement name="HasBuff" buff="buffDrugHealthBar"/>
			</triggered_effect>
			<!-- Based on requirements, divide treatedAbrasionCounter by the totalTreatedAbrasionHealing to get the reduced healing time -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="divide" value="@$totalTreatedAbrasionHealing">
				<requirement name="CVarCompare" cvar="$divideBlocker" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="$totalTreatedAbrasionHealing" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Used to prevent the counter from getting reduced too much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$divideBlocker" operation="set" value="1">
				<requirement name="CVarCompare" cvar="$divideBlocker" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Save the treatedAbrasionCounter to reuse if mining tools are no longer held later -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounterSaved" operation="set" value="@$treatedAbrasionCounter">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounterSaved" operation="LTE" value="0"/>
			</triggered_effect>

			<!-- If the mining tool is being held, set flag to prevent issues with swapping from one mining tool to another -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$minerFlag" operation="set" value="1">
				<requirement name="HoldingItemHasTags" tags="perkMiner69r"/>
			</triggered_effect>

			<!-- Reduce treatedAbrasionCounter when holding mining tools is on the mining tools in items.xml -->

			<!-- If the mining tool is no longer being held, return to the saved counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="set" value="@$treatedAbrasionCounterSaved">
				<requirement name="!HoldingItemHasTags" tags="perkMiner69r"/>
			</triggered_effect>

			<!-- If the mining tool is no longer being held, clear flag -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$minerFlag" operation="set" value="0">
				<requirement name="!HoldingItemHasTags" tags="perkMiner69r"/>
			</triggered_effect>

			<!-- Reduce treated counter by 1 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="subtract" value="1"/>
			<!-- Reduce saved treated counter by 2 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounterSaved" operation="subtract" value="2"/>
			<!-- Clamp counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionCounter" operation="set" value="7200">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="GT" value="7200"/>
			</triggered_effect>
			<!-- If counter is LTE 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryAbrasionTreated">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If the counter is LTE 0, set the divideHealthBar to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$divideHealthBar">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If the counter is LTE 0, set the divideBlocker to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$divideBlocker">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If the counter is LTE 0, remove treatedAbrasionCounterSaved -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$treatedAbrasionCounterSaved">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If counter LTE 0, remove the counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$treatedAbrasionCounter">
				<requirement name="CVarCompare" cvar="$treatedAbrasionCounter" operation="LTE" value="0"/>
			</triggered_effect>
<!-- Used in localization string to show the Healing Speed on the Character Status Effects Screen -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="set" value="@$currentHealAbrasionMultBase"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingPercent" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingPercent" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$critHitNaturalHealingPercent" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="add" value="@$critHitNaturalHealingPercent"/>
			<!-- Setup treatedCritHealing bonus from physician perk -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionPercent" operation="set" value="@$treatedCritHealing"/>
			<!-- Subtract 1 to get the % -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionPercent" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionMult" operation="set" value="@$treatedAbrasionPercent"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$treatedAbrasionMult" operation="multiply" value="100"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".currentHealAbrasionMultDisplay" operation="add" value="@$treatedAbrasionMult"/>
<!-- Used in localization string to show the amount of Health being blocked on the character Status Effects screen -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="set" value="@$treatedAbrasionCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="divide" value="288"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="set" value="@$treatedAbrasionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$abrasionHealthMaxBlockage" operation="divide" value="288"/>
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@$abrasionHealthMaxBlockage"/>
			<!-- Cleanup CVars when the buff is removed -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$currentHealAbrasionMult,$currentHealAbrasionMultBase,.currentHealAbrasionMultDisplay"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$treatedAbrasionCounterSaved"/>
		</effect_group>

		<!-- Setup the display timer -->
		<effect_group name="DisplayDuration">
			<!-- Set the display to the counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".abrasionDurationDisplay" operation="set" value="@$treatedAbrasionCounter"/>
		</effect_group>

		<!-- Remove the buff if the display timer hits 0 -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryAbrasionTreated">
				<requirement name="CVarCompare" cvar=".abrasionDurationDisplay" operation="LTE" value="0"/>
			</triggered_effect>
		</effect_group>

		<!-- Cleanup CVars when the buff is removed -->
		<effect_group>
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="$abrasionCounter" operation="LT" value="1"/>
				<requirement name="CVarCompare" cvar=".abrasionDurationDisplay" operation="LTE" value="0"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$abrasionCounter,$treatedAbrasionCounter,$abrasionHealthMaxBlockage,healAbrasionMult,.abrasionDurationDisplay,$totalTreatedAbrasionHealing,$treatedAbrasionPercent,$treatedAbrasionAmount,$treatedAbrasionMult,$critHitNaturalHealingPercent,$divideBlocker,$divideHealthBar"/>
		</effect_group>
	</buff>

	<!-- *** buffPlayerFallingDamage -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- The code does not "DO" fall damage. It writes the impact speed into the cvar and fires a trigger. -->
	<!-- This will only happen if the _fallSpeed is GTE .08 -->
	<!-- NPC and vehicles use a simpler, hard coded version. (which is why Parkour or candy will have no effect while on a vehicle) -->
	<buff name="buffPlayerFallingDamage" name_key="buffInjuryBleedingName" description_key="buffInjuryBleedingDesc" icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<damage_type value="break"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="set" value="@_fallSpeed"/>

			<!-- If the perkGreatHeistAdrenalineFall requirements are met, reduce the impact speed -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="add" value="-.114">
				<requirement name="ProgressionLevel" progression_name="perkGreatHeistAdrenalineFall" operation="Equals" value="1"/>
				<requirement name="PlayerItemCount" item_name="casinoCoin" operation="GTE" value="5000"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Must have one of the following buffs to continue -->
			<requirement_group op="or">
				<requirement name="HasBuff" buff="buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast"/>
			</requirement_group>
				<!-- If not consuming steroids, increase impact speed -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="add" value=".02828"> <!-- add 2m -->
					<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Reduce impact speed by the parkour bonus -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value="@$parkourBonus"/>

			<!-- If impact bracing is installed, reduce impact speed -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value=".02121">
				<requirement name="HasBuff" buff="buffImpactBracing"/>
			</triggered_effect>

			<!-- If wearing Rogue Boots, reduce impact speed. $rogueBootFallDMG comes from the quality of the boots -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value="@$rogueBootFallDMG">
				<requirement name="HasBuff" buff="buffRogueBoots"/>
			</triggered_effect>

			<!-- If wearing Miner Boots, reduce impact speed. $minerBootFallDMG comes from the quality of the boots -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value="@$minerBootFallDMG">
				<requirement name="HasBuff" buff="buffMinerBoots"/>
			</triggered_effect>

			<!-- If wearing Nerd Boots, reduce impact speed. $nerdBootFallDMG comes from the quality of the boots -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value="@$nerdBootFallDMG">
				<requirement name="HasBuff" buff="buffNerdBoots"/>
			</triggered_effect>

			<!-- If wearing Raider Boots, reduce impact speed. $raiderBootFallDMG comes from the quality of the boots -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value="@$raiderBootFallDMG">
				<requirement name="HasBuff" buff="buffRaiderBoots"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- check impact speed for broken leg probability -->
			<!-- .20595 = 0.0% -->
			<!-- .21970 = 25% -->
			<!-- .24720 = 75% -->
			<!-- .02828 (2m) has already been added for having a sprained leg before -->
			<!-- NOTE: THESE ARE NEGATIVE NUMBERS. Keep that in mind when working through the logic. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLeg" operation="set" value="@.impactSpeed"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLeg" operation="add" value="-.21995"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLeg" operation="multiply" value="-1818"/>
			<!-- If breakLeg GT 0, reset -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".breakLeg">
				<requirement name="CVarCompare" cvar=".breakLeg" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Setup the probability --><!-- UNUSED??? -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLegProbPercent" operation="set" value="@.breakLeg"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLegProbPercent" operation="multiply" value="-1"/>
			<!-- If random roll is GTE breakLeg, set breakLeg to 1 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLeg" operation="set" value="1">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,-100" operation="GTE" value="@.breakLeg"/>
			</triggered_effect>
			<!-- If breakLeg not 1, set to 0 -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".breakLeg">
				<requirement name="CVarCompare" cvar=".breakLeg" operation="NotEquals" value="1"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If break = 1, perkParkour is LT 3, and not running buffs, play sounds and start break leg cycle -->
			<requirement name="CVarCompare" cvar=".breakLeg" operation="Equals" value="1"/>
			<requirement name="ProgressionLevel" progression_name="perkParkour" operation="LT" value="3"/>
			<requirement name="!HasBuff" buff="buffDontBreakMyLeg,buffDrugOhShitzDrops,buffTwitchDontBreakLeg"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegBroken"/>
				<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="breakleg"/>
				<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painlg"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".breakLeg" operation="set" value="2"/>
		</effect_group>

		<effect_group>
			<!-- check impact speed for sprained leg probability -->
			<!--.19025 = 0% -->
			<!--.20400 = 25% -->
			<!--.23150 = 75% -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLeg" operation="set" value="@.impactSpeed"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLeg" operation="add" value="-.19025"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLeg" operation="multiply" value="-1500"/>
			<!-- If sprainLeg GT 0, set to 0 -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".sprainLeg">
				<requirement name="CVarCompare" cvar=".sprainLeg" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Setup the probability --><!-- UNUSED??? -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLegProbPercent" operation="set" value="@.sprainLeg"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLegProbPercent" operation="multiply" value="-1"/>
			<!-- If random roll is GTE sprainLeg, set sprainLeg to 1 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLeg" operation="set" value="1">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,-100" operation="GTE" value="@.sprainLeg"/>
			</triggered_effect>
			<!-- If sprainLeg not 1, set to 0 -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".sprainLeg">
				<requirement name="CVarCompare" cvar=".sprainLeg" operation="NotEquals" value="1"/>
			</triggered_effect>
		</effect_group>
		
		<effect_group>
			<!-- If sprainLeg = 1, start the sprained leg trigger and set sprainLeg to 2 -->
			<requirement name="CVarCompare" cvar=".sprainLeg" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegSprainedFallTrigger"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".sprainLeg" operation="set" value="2"/>
		</effect_group>
		
		<effect_group>
			<!-- Landing Sound regular landing -->
			<requirement name="ProgressionLevel" progression_name="perkUrbanCombatJumping" operation="Equals" value="0"/>
			<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="0.08"/> <!-- .0784 = 1.5m -->
				<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="PlayerLandThump"/>
		</effect_group>

		<effect_group>
			<!-- Landing Sound regular landing -->
			<requirement name="ProgressionLevel" progression_name="perkUrbanCombatJumping" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="0.08"/> <!-- .0784 = 1.5m -->
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="0"/>
				<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="PlayerLandThump"/>
		</effect_group>

		<effect_group>
			<!-- apply fall damage -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="subtract" value=".189"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".impactSpeed" operation="multiply" value="300"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="@.impactSpeed">
				<requirement name="!HasBuff" buff="buffDrugOhShitzDrops,buffTwitchDontBreakLeg,buffDontBreakMyLeg,god"/>
				<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="1"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Landing Sound stealth book -->
			<requirement name="ProgressionLevel" progression_name="perkUrbanCombatJumping" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="PlayerLandThump"/>
		</effect_group>

		<effect_group>
			<!-- play pain sound depending on fall damage received -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painsm">
				<requirement name="CVarCompare" cvar=".sprainLeg" operation="LT" value="2"/>
				<requirement name="CVarCompare" cvar=".breakLeg" operation="LT" value="2"/>
				<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="2"/>
				<requirement name="CVarCompare" cvar=".impactSpeed" operation="LT" value="10"/>
				<requirement name="!HasBuff" buff="buffDrugOhShitzDrops,buffTwitchDontBreakLeg"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painlg">
				<requirement name="CVarCompare" cvar=".sprainLeg" operation="LT" value="2"/>
				<requirement name="CVarCompare" cvar=".breakLeg" operation="LT" value="2"/>
				<requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="10"/>
				<requirement name="!HasBuff" buff="buffDrugOhShitzDrops,buffTwitchDontBreakLeg"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".sprainLeg,.breakLeg"/>

			<!-- clear value on exit.  Useful for debugging but not all the time -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".impactSpeed"/>
		</effect_group>

		<!-- design for fall height jumping falling fall damage falldamage

		6m safe
		7m (and every 1m above) +25% chance of sprained leg
		8m (and every 1m above) +20% chance of broken leg

		_Having_ anything like a sprained/splinted/broken leg lowers all those numbers by 2m
		Parkour perk increases them.

		06m: .1883
		07m: .204
		08m: .2197
		09m: .2315
		10m: .2472
		11m: .259
		.01414/m -->
	</buff>

	<!-- *** buffLegSprainedCHTrigger -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Resets hurt leg counter or starts a sprained leg -->
	<buff name="buffLegSprainedCHTrigger" name_key="buffLegSprainedFallTrigger"  icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- Add buffOnAnyCrit to roll for other critical buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
		</effect_group>

		<effect_group>
			<!-- If any leg buffs, set counter -->
			<requirement_group op="or">
				<requirement name="HasBuff" buff="buffLegBroken,buffLegSplinted,buffLegCast"/>
			</requirement_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208"/>
		</effect_group>

		<effect_group>
			<!-- If no leg buffs, add sprained leg buff -->
			<requirement name="!HasBuff" buff="buffLegBroken,buffLegSplinted,buffLegCast"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegSprained"/>
		</effect_group>
	</buff>

	<!-- *** buffLegSprainedFallTrigger -->
	<!-- TRIGGERED_BY: Items = Various entity hands OR Falling -->
	<!-- Handler buff to determine if a sprained leg can happen by checking other buffs and progression status -->
	<buff name="buffLegSprainedFallTrigger" name_key="buffLegSprainedFallTrigger"  icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- If no leg buffs, parkour LT 4, start sprained leg cycle -->
			<requirement name="!HasBuff" buff="buffLegBroken,buffLegSplinted,buffLegCast,buffDontBreakMyLeg,buffDrugOhShitzDrops,buffTwitchDontBreakLeg"/>
			<requirement name="ProgressionLevel" progression_name="perkParkour" operation="LT" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLegSprained"/>
		</effect_group>
	</buff>

	<!-- *** buffLegSprained -->
	<!-- TRIGGERED_BY: Buffs = buffLegSprainedCHTrigger,buffLegSprainedFallTrigger -->
	<!-- Handler for sprained legs -->
	<buff name="buffLegSprained" name_key="buffLegSprainedName" description_key="buffLegSprainedDesc" tooltip_key="buffLegSprainedTooltip" icon="ui_game_symbol_brokenbone" icon_color="255,128,0">
		<damage_type value="sprain"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".legHurtDurationDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffLegSprained"/>
			<!-- Setup and start a cool down -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLimbSprainedCooldown"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".limbSprainedCooldownCounter" operation="set" value="12"/>
			<!-- Play sound -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painsm"/>
			<!-- Set counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="605"/>
			<!-- Restart counter -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="605">
				<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LT" value="605"/>
			</triggered_effect>
			<!-- Reset -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$legHurtCounter,.LegHurtHealthBlockage">
				<requirement name="!HasBuff" buff="buffLegBroken"/>
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="1"/>
			</triggered_effect>

			<!-- If not running, decrease counter with natural healing -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="subtract" value="@$critHitNaturalHealingRate">
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="!HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>
			<!-- If not running with steroids active, decrease counter with natural healing -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="subtract" value="@$critHitNaturalHealingRate">
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="HasBuff" buff="buffDrugSteroids"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".legHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged legs worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Jumping makes it worse -->
				<triggered_effect trigger="onSelfJump" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfJump" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="20"/>
				<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffLegGetsWorse"/>
				<!-- Falling makes it worse -->
				<triggered_effect trigger="onSelfFallImpact" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="20">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<!-- If running, make it worse -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="2">
					<requirement name="EntityHasMovementTag" tags="running"/></triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="EntityHasMovementTag" tags="running"/></triggered_effect>
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="605">
					<requirement name="CVarCompare" cvar="$legHurtCounter" operation="GT" value="605"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counter, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter,.LegHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLegSprained"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="40"/> <!-- 15 @ 10m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="40"/> <!-- 15 @ 10m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.LegHurtHealthBlockage"/>
			<!-- Slow movement and reduce jump strength -->
			<passive_effect name="Mobility" operation="base_add" value="-.15"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.04"/>
		</effect_group>
	</buff>

	<!-- *** buffLimbSprainedCooldown -->
	<!-- TRIGGERED_BY: Buffs = buffArmSprained,buffLegSprained -->
	<!-- Handler for sprained limb cool down -->
	<buff name="buffLimbSprainedCooldown" name_key="buffLimbSprainedCooldown"  icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>

		<effect_group>
			<!-- Setup and update cool down counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".limbSprainedCooldownCounter" operation="set" value="12"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".limbSprainedCooldownCounter" operation="add" value="-1"/>
			<!-- If counter LTE 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLimbSprainedCooldown">
				<requirement name="CVarCompare" cvar=".limbSprainedCooldownCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset counter -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".limbSprainedCooldownCounter"/>
		</effect_group>
	</buff>

	<!-- *** buffLegBroken -->
	<!-- TRIGGERED_BY: Buffs = buffOnAnyCrit OR Falling -->
	<!-- Main broken leg cycle -->
	<buff name="buffLegBroken" name_key="buffLegBrokenName" description_key="buffLegBrokenDesc" tooltip_key="buffLegBrokenTooltip" icon="ui_game_symbol_brokenbone" icon_color="255,0,0">
		<damage_type value="break"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".legHurtDurationDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffLegBroken"/>
			<!-- Handlers for other leg buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSplinted"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegCast"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSprained"/>
			<!-- Setup or stack counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LT" value="7208"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LT" value="7208"/></triggered_effect>
			<!-- If not running, decrease counter with natural healing -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="subtract" value="@$critHitNaturalHealingRate">
				<requirement name="!EntityHasMovementTag" tags="running"/></triggered_effect>
			<!-- Reset -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$legHurtCounter,.LegHurtHealthBlockage">
				<requirement name="HoldingItemHasTags" tags="cast"/>
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".legHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged legs worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Jumping makes it worse -->
				<triggered_effect trigger="onSelfJump" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfJump" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="20"/>
				<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffLegGetsWorse"/>
				<!-- Falling makes it worse -->
				<triggered_effect trigger="onSelfFallImpact" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="20">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<!-- If running, make it worse -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="2">
					<requirement name="EntityHasMovementTag" tags="running"/></triggered_effect>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="EntityHasMovementTag" tags="running"/></triggered_effect>
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$legHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counter, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter,.LegHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLegBroken"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="240"/> <!-- 30 @ 120m -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="240"/> <!-- 30 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.LegHurtHealthBlockage"/>
			<!-- Slow movement and reduce jump strength -->
			<passive_effect name="Mobility" operation="base_add" value="-.5"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.12"/>
		</effect_group>
	</buff>

	<!-- *** buffLegSplinted -->
	<!-- TRIGGERED_BY: Items = medicalSplint -->
	<!-- Main splinted leg cycle -->
	<buff name="buffLegSplinted" name_key="buffLegSplintedName" description_key="buffLegSplintedDesc" icon="ui_game_symbol_splint">
		<duration value="0"/>
		<display_value value=".legHurtDurationDisplay"/>
		<display_value_format value="time"/>
		
		<!-- Set the base healing rate using the physician progression of the instigator of the heal -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.15">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.25">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/></triggered_effect>
		</effect_group>
		
		<!-- Add treatedCritHealingBonuses to legTreatedCritHealing. Then use the greater of legTreatedCritHealing and treatedCritHealing. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="set" value="@$legTreatedCritHealingBase"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="add" value="@$treatedCritHealingBonuses"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="set" value="@$treatedCritHealing">
				<requirement name="CVarCompare" cvar="$treatedCritHealing" operation="GT" value="@$legTreatedCritHealing"/></triggered_effect>
		</effect_group>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$legTreatedCritHealingBase,$legTreatedCritHealing,.legTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$legHurtCounter,.LegHurtHealthBlockage">
				<requirement name="!HasBuff" buff="buffLegBroken"/>
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Handlers for other leg buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegBroken"/>
			<!-- Start/Update total healing -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="add" value="2"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="multiply" value="@$legTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="add" value="2"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="multiply" value="@$legTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<!-- If not running, decrease counter by rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="subtract" value="@.legTotalHealingRate">
				<requirement name="!EntityHasMovementTag" tags="running"/></triggered_effect>
		</effect_group>

		<effect_group name="activity makes damaged legs worse">
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Jumping makes it worse -->
				<triggered_effect trigger="onSelfJump" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
				<!-- <triggered_effect trigger="onSelfJump" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="12"/> -->
				<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffLegGetsWorse"/>
				<!-- Falling makes it worse -->
				<triggered_effect trigger="onSelfFallImpact" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="12">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<!-- If running, make it worse -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="2"> -->
					<!-- <requirement name="EntityHasMovementTag" tags="running"/></triggered_effect> -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLegGetsWorse"> -->
					<!-- <requirement name="EntityHasMovementTag" tags="running"/></triggered_effect> -->
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$legHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="divide" value="@.legTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".legHurtDurationDisplay"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".legHurtDurationDisplay" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter"/>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counters, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter,.legTotalHealingRate,.LegHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLegSplinted"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.LegHurtHealthBlockage"/>
			<!-- Slow movement and reduce jump strength -->
			<passive_effect name="Mobility" operation="base_add" value="-.15"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.06"/>
		</effect_group>
	</buff>

	<!-- *** buffLegCast -->
	<!-- TRIGGERED_BY: Items = medicalPlasterCast -->
	<!-- Main cast leg cycle -->
	<buff name="buffLegCast" name_key="buffLegCastName" description_key="buffLegCastDesc" icon="ui_game_symbol_splint">
		<duration value="0"/>
		<display_value value=".legHurtDurationDisplay"/>
		<display_value_format value="time"/>
		
		<!-- Set the base healing rate using the physician progression of the instigator of the heal -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.15">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.25">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$legTreatedCritHealingBase" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/></triggered_effect>
		</effect_group>
		
		<!-- Add treatedCritHealingBonuses to legTreatedCritHealing. Then use the greater of legTreatedCritHealing and treatedCritHealing. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="set" value="@$legTreatedCritHealingBase"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="add" value="@$treatedCritHealingBonuses"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legTreatedCritHealing" operation="set" value="@$treatedCritHealing">
				<requirement name="CVarCompare" cvar="$treatedCritHealing" operation="GT" value="@$legTreatedCritHealing"/></triggered_effect>
		</effect_group>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$legTreatedCritHealingBase,$legTreatedCritHealing,$legHurtCounter,.LegHurtHealthBlockage,.legTotalHealingRate">
				<requirement name="!HasBuff" buff="buffLegBroken"/></triggered_effect>
		</effect_group>
		
		<effect_group>
			<!-- Handlers for other leg buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegBroken"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSplinted"/>
			<!-- Start/Update total healing -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="add" value="3.7"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="multiply" value="@$legTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".legTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="add" value="3.7"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="multiply" value="@$legTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<!-- If not running, decrease counter by rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="subtract" value="@.legTotalHealingRate">
				<requirement name="!EntityHasMovementTag" tags="running"/></triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".legHurtDurationDisplay" operation="divide" value="@.legTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".legHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged legs worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Jumping makes it worse -->
				<triggered_effect trigger="onSelfJump" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
				<!-- <triggered_effect trigger="onSelfJump" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="12"/> -->
				<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffLegGetsWorse"/>
				<!-- Falling makes it worse -->
				<triggered_effect trigger="onSelfFallImpact" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="12">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffLegGetsWorse">
					<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".07"/></triggered_effect>
				<!-- If running, make it worse -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="add" value="2"> -->
					<!-- <requirement name="EntityHasMovementTag" tags="running"/></triggered_effect> -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLegGetsWorse"> -->
					<!-- <requirement name="EntityHasMovementTag" tags="running"/></triggered_effect> -->
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$legHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$legHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>
		
		<effect_group>
			<requirement name="CVarCompare" cvar=".legHurtDurationDisplay" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter"/>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counters, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$legHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$legHurtCounter,.legTotalHealingRate,.LegHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLegCast"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="480"/> <!-- 15 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="set" value="@$legHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".LegHurtHealthBlockage" operation="divide" value="480"/> <!-- 15 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.LegHurtHealthBlockage"/>
			<!-- Slow movement and reduce jump strength -->
			<passive_effect name="Mobility" operation="base_add" value="-.1"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.09"/>
		</effect_group>
	</buff>

	<!-- *** buffLegGetsWorse -->
	<!-- TRIGGERED_BY: Buffs = Sprained, Broken, Splinted, and Casted leg buffs -->
	<!-- Blinks the display to indicate that the leg is getting worse with each additional use or hit from an entity -->
	<buff name="buffLegGetsWorse" name_key="buff Leg Gets Worse" icon="ui_game_symbol_brokenbone" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.3"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painsm">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="35"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffArmGetsWorse -->
	<!-- TRIGGERED_BY: Buffs = Sprained, Broken, Splinted, and Casted arm buffs -->
	<!-- Blinks the display to indicate that the arm is getting worse with each additional use or hit from an entity -->
	<buff name="buffArmGetsWorse" name_key="buff Arm Gets Worse" icon="ui_game_symbol_brokenbone" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="buffArmSprained,buffArmBroken,buffArmSplinted,buffArmCast"/>
		</effect_group>
	</buff>

	<!-- *** buffArmSprainedCHTrigger -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Resets hurt arm counter or starts a sprained arm -->
	<buff name="buffArmSprainedCHTrigger" name_key="buffArmSprainedFallTrigger" icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- Add buffOnAnyCrit to roll for other critical buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
		</effect_group>

		<effect_group>
			<!-- If any arm buffs, set counter -->
			<requirement_group op="or">
				<requirement name="HasBuff" buff="buffArmBroken,buffArmSplinted,buffArmCast"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208"/>
		</effect_group>

		<effect_group>
			<!-- If no arm buffs, add sprained arm buff -->
			<requirement name="!HasBuff" buff="buffArmBroken,buffArmSplinted,buffArmCast"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffArmSprained"/>
		</effect_group>
	</buff>

	<!-- *** buffArmSprained -->
	<!-- TRIGGERED_BY: Buffs = buffArmSprainedCHTrigger -->
	<!-- Handler for sprained arms -->
	<buff name="buffArmSprained" name_key="buffArmSprainedName" description_key="buffArmSprainedDesc" tooltip_key="buffArmSprainedTooltip" icon="ui_game_symbol_broken_arm" icon_color="255,128,0">
		<damage_type value="sprain"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".armHurtDurationDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffArmSprained"/>
			<!-- Setup and start a cool down -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLimbSprainedCooldown"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".limbSprainedCooldownCounter" operation="set" value="12"/>
			<!-- Play sound -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painsm"/>
			<!-- Set counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="605"/>
			<!-- Restart counter -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="605">
				<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LT" value="605"/>
			</triggered_effect>
			<!-- Reduce counter by natural healing rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- Reset -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$armHurtCounter,.ArmHurtHealthBlockage">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="1"/>
				<requirement name="!HasBuff" buff="buffArmBroken"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged arms worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Using ranged makes it worse -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<!-- Using melee makes it worse -->
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool"/></triggered_effect>
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="605">
					<requirement name="CVarCompare" cvar="$armHurtCounter" operation="GT" value="605"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counter, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter,.ArmHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffArmSprained"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="40"/> <!-- 15 @ 10m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="40"/> <!-- 15 @ 10m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.ArmHurtHealthBlockage"/>
			<!-- Reduce weapon actions -->
			<passive_effect name="WeaponHandling" operation="perc_add" value="-.15" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.2" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.15" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler,admin"/>
		</effect_group>
	</buff>

	<!-- *** buffArmBroken -->
	<!-- TRIGGERED_BY: Buffs = buffOnAnyCrit -->
	<!-- Main broken arm cycle -->
	<buff name="buffArmBroken" name_key="buffArmBrokenName" description_key="buffArmBrokenDesc" tooltip_key="buffArmBrokenTooltip" icon="ui_game_symbol_broken_arm" icon_color="255,0,0">
		<damage_type value="break"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".armHurtDurationDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffArmBroken"/>
			<!-- Handlers for other arm buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmSplinted"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmCast"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmSprained"/>
			<!-- Setup or stack counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LT" value="7208"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LT" value="7208"/>
			</triggered_effect>
			<!-- Reduce counter by natural healing rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- Reset -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$armHurtCounter,.ArmHurtHealthBlockage">
				<requirement name="HoldingItemHasTags" tags="cast"/>
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged arms worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Using ranged makes it worse -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<!-- Using melee makes it worse -->
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$armHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counter, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter,.ArmHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffArmBroken"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="240"/> <!-- 30 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="240"/> <!-- 30 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.ArmHurtHealthBlockage"/>
			<!-- Reduce weapon actions -->
			<passive_effect name="WeaponHandling" operation="perc_add" value="-.25" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.35" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.25" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler,admin"/>
		</effect_group>
	</buff>

	<!-- *** buffArmSplinted -->
	<!-- TRIGGERED_BY: Items = medicalSplint -->
	<!-- Main splinted leg cycle -->
	<buff name="buffArmSplinted" name_key="buffArmSplintedName" description_key="buffArmSplintedDesc" tooltip_key="buffArmSplintedTooltip" icon="ui_game_symbol_splinted_arm">
		<duration value="0"/>
		<display_value value=".armHurtDurationDisplay"/>
		<display_value_format value="time"/>
		
		<!-- Set the base healing rate using the physician progression of the instigator of the heal -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.15">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.25">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/></triggered_effect>
		</effect_group>

		<!-- Add treatedCritHealingBonuses to armTreatedCritHealing. Then use the greater of armTreatedCritHealing and treatedCritHealing. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="set" value="@$armTreatedCritHealingBase"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="add" value="@$treatedCritHealingBonuses"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="set" value="@$treatedCritHealing">
				<requirement name="CVarCompare" cvar="$treatedCritHealing" operation="GT" value="@$armTreatedCritHealing"/></triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$armTreatedCritHealingBase,$armTreatedCritHealing,.armTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$armHurtCounter,.ArmHurtHealthBlockage">
				<requirement name="!HasBuff" buff="buffArmBroken"/>
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Handlers for other arm buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBrokenLimbStatus"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmBroken"/>
			<!-- Start natural healing -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="add" value="2"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="multiply" value="@$armTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="add" value="2"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="multiply" value="@$armTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Reduced counter by rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="subtract" value="@.armTotalHealingRate"/>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="divide" value="@.armTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged arms worse">
			<!-- If not consuming steroids... -->
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<!-- Using ranged makes it worse -->
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<!-- Using melee makes it worse -->
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<!-- Clamp counter -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$armHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".armHurtDurationDisplay" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter"/>
		</effect_group>

		<effect_group>
			<!-- If counter LTE 0, reset counter, health blockage, and remove buff -->
			<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter,.armTotalHealingRate,.ArmHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffArmSplinted"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.ArmHurtHealthBlockage"/>
			<!-- Reduce weapon actions -->
			<passive_effect name="WeaponHandling" operation="perc_add" value="-.15" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.2" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.15" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler,admin"/>
		</effect_group>
	</buff>

	<!-- *** buffArmCast -->
	<!-- TRIGGERED_BY: Items = medicalPlasterCast -->
	<!-- Main cycle for arms treated with a cast  -->
	<buff name="buffArmCast" name_key="buffArmCastName" description_key="buffArmCastDesc" icon="ui_game_symbol_splinted_arm">
		<duration value="0"/>
		<display_value value=".armHurtDurationDisplay"/>
		<display_value_format value="time"/>
		
		<!-- Set the base healing rate using the physician progression of the instigator of the heal -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LT" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.15">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.25">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2" target="instigator"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$armTreatedCritHealingBase" operation="set" value="1.5">
				<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="GTE" value="3" target="instigator"/></triggered_effect>
		</effect_group>
		
		<!-- Add treatedCritHealingBonuses to armTreatedCritHealing. Then use the greater of armTreatedCritHealing and treatedCritHealing. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="set" value="@$armTreatedCritHealingBase"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="add" value="@$treatedCritHealingBonuses"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armTreatedCritHealing" operation="set" value="@$treatedCritHealing">
				<requirement name="CVarCompare" cvar="$treatedCritHealing" operation="GT" value="@$armTreatedCritHealing"/></triggered_effect>
		</effect_group>
		
		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$armTreatedCritHealingBase,$armTreatedCritHealing,$armHurtCounter,.ArmHurtHealthBlockage,.armTotalHealingRate">
				<requirement name="!HasBuff" buff="buffArmBroken"/></triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Remove splinted/broken arms -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmBroken"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmSplinted"/>
			<!-- Set counter to natural healing rate, add physician perk, and then add a value -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="add" value="3.7"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="multiply" value="@$armTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".armTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="add" value="3.7"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="multiply" value="@$armTreatedCritHealing"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armTotalHealingRate" operation="divide" value="@$minerHealing">
				<requirement name="CVarCompare" cvar="$minerCheck" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Reduced counter by rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="subtract" value="@.armTotalHealingRate"/>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".armHurtDurationDisplay" operation="divide" value="@.armTotalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".armHurtDurationDisplay"/>
		</effect_group>

		<effect_group name="activity makes damaged arms worse">
			<requirement name="!HasBuff" buff="buffDrugSteroids"/>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="ranged"/></triggered_effect>

				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" cvar="$armHurtCounter" operation="add" value="4">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffArmGetsWorse">
					<requirement name="HoldingItemHasTags" tags="melee"/>
					<requirement name="!HoldingItemHasTags" tags="repairTool,heldTorch"/></triggered_effect>

				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$armHurtCounter" operation="set" value="7208">
					<requirement name="CVarCompare" cvar="$armHurtCounter" operation="GT" value="7208"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".armHurtDurationDisplay" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$armHurtCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$armHurtCounter,.armTotalHealingRate,.ArmHurtHealthBlockage"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffArmCast"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="480"/> <!-- 15 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="set" value="@$armHurtCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ArmHurtHealthBlockage" operation="divide" value="480"/> <!-- 15 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.ArmHurtHealthBlockage"/>

			<passive_effect name="WeaponHandling" operation="perc_add" value="-.15" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.2" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.15" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler,admin"/>
		</effect_group>
	</buff>

	<!-- *** buffBrokenLimbStatus -->
	<!-- TRIGGERED_BY: Buffs = Broken, Splinted, and Casted arm/leg buffs -->
	<!-- Used to determine if cure items are allowed to work or not. -->
	<buff name="buffBrokenLimbStatus" name_key="buff Broken Limb" icon="ui_game_symbol_brokenbone" hidden="true" remove_on_death="false" icon_color="255,128,0">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<!-- If leg or arm is sprained, set status to 1 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLegSprained"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffArmSprained"/></triggered_effect>
			<!-- If leg or arm is broken, set status to 2 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffLegBroken"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffArmBroken"/></triggered_effect>
			<!-- When stacking and if sprained, set status to 1 -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLegSprained"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffArmSprained"/></triggered_effect>
			<!-- When stacking and if broken, set status to 2 -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffLegBroken"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffArmBroken"/></triggered_effect>
			<!-- On update, reset status -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="0"/>
			<!-- On update, if sprained, set status to 1 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLegSprained"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffArmSprained"/></triggered_effect>
			<!-- On update, if broken, set status to 2 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffLegBroken"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="brokenLimbStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffArmBroken"/></triggered_effect>
			<!-- If status LTE 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBrokenLimbStatus">
				<requirement name="CVarCompare" cvar="brokenLimbStatus" operation="LTE" value="0"/>
			</triggered_effect>	
		</effect_group>
	</buff>

	<!-- *** buffLacerationBleedingStatus -->
	<!-- TRIGGERED_BY: Buffs = buffLaceration and buffInjuryBleeding -->
	<!-- Used to determine if cure items are allowed to work or not. -->
	<buff name="buffLacerationBleedingStatus" name_key="buff Broken Limb" icon="ui_game_symbol_critical" hidden="true" remove_on_death="false" icon_color="255,128,0">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<!-- If laceration, set status to 1 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLaceration"/></triggered_effect>
			<!-- If bleeding, set status to 2 -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffInjuryBleeding"/></triggered_effect>
			<!-- When stacking, reset status -->
			<triggered_effect trigger="onSelfBuffStack" action="RemoveCVar" cvar="lacerationBleedingStatus"/>
			<!-- When stacking and if laceration, set status to 1 -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLaceration"/></triggered_effect>
			<!-- When stacking and if bleeding, set status to 2 -->
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffInjuryBleeding"/></triggered_effect>
			<!-- On update, reset status -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="lacerationBleedingStatus"/>
			<!-- On update, if laceration, set status to 1 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="1">
				<requirement name="HasBuff" buff="buffLaceration"/></triggered_effect>
			<!-- On update, if bleeding, set status to 2 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="lacerationBleedingStatus" operation="set" value="2">
				<requirement name="HasBuff" buff="buffInjuryBleeding"/></triggered_effect>
			<!-- If status LTE 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLacerationBleedingStatus">
				<requirement name="CVarCompare" cvar="lacerationBleedingStatus" operation="LTE" value="0"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffFatiguedTrigger -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Triggers fatigue if not using vitamins -->
	<buff name="buffFatiguedTrigger" name_key="buff Fatigued Trigger" icon="ui_game_symbol_quest" hidden="true">
		<duration value=".1"/>

		<effect_group>
			<!-- If not consuming vitamins, start fatigue -->
			<requirement name="!HasBuff" buff="buffDrugVitamins"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffFatigued"/>
		</effect_group>
	</buff>

	<!-- *** buffFatigued -->
	<!-- TRIGGERED_BY: Buffs = buffFatiguedTrigger -->
	<!-- Reduces max health and increases damage taken -->
	<buff name="buffFatigued" name_key="buffFatiguedName" description_key="buffFatiguedDesc" tooltip_key="buffFatiguedTooltip" icon="ui_game_symbol_fatigued" icon_color="255,128,0">
		<damage_type value="Bashing"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".fatiguedDurationDisplay"/>
		<display_value_format value="time"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffFatigued"/>
			<!-- Add buffOnAnyCrit to roll for other critical buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffOnAnyCrit"/>
		</effect_group>

		<effect_group>
			<!-- Setup counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$fatiguedCounter" operation="set" value="7208"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$fatiguedCounter" operation="set" value="7208"/>
			<!-- Reduce counter by natural healing rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$fatiguedCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- If counter LTE 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffFatigued">
				<requirement name="CVarCompare" cvar="$fatiguedCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- If consuming vitamins, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffFatigued">
				<requirement name="HasBuff" buff="buffDrugVitamins"/>
			</triggered_effect>
			<!-- Reset counters -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$fatiguedCounter,.WeakenedHealthBlockage"/>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".fatiguedDurationDisplay" operation="set" value="@$fatiguedCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".fatiguedDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".fatiguedDurationDisplay"/>
		</effect_group>

		<effect_group name="getting hit makes it worse">
			<!-- When attacked again, make it last longer -->
			<triggered_effect trigger="onOtherAttackedSelf" action="ModifyCVar" cvar="$fatiguedCounter" operation="add" value="30"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffFatigueGetsWorse"/>
			<!-- If counter GT, clamp it -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$fatiguedCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$fatiguedCounter" operation="GT" value="7208"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WeakenedHealthBlockage" operation="set" value="@$fatiguedCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WeakenedHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WeakenedHealthBlockage" operation="set" value="@$fatiguedCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WeakenedHealthBlockage" operation="divide" value="360"/> <!-- 20 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.WeakenedHealthBlockage"/>
			<!-- Take more damage when attacked -->
			<passive_effect name="HealthLoss" operation="perc_add" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffFatigueGetsWorse -->
	<!-- TRIGGERED_BY: Buffs = buffFatigued -->
	<!-- Blinks the display to indicate that the fatigue is getting worse with each additional hit from an entity -->
	<buff name="buffFatigueGetsWorse" name_key="buff Fatigue Gets Worse" icon="ui_game_symbol_brokenbone" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="buffFatigued"/>
		</effect_group>
	</buff>

	<!-- *** buffLaceration -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Deep cuts -->
	<buff name="buffLaceration" name_key="buffLacerationName" description_key="buffLacerationDesc" tooltip_key="buffLacerationTooltip" icon="ui_game_symbol_laceration" icon_color="255,128,0">
		<damage_type value="Bashing"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".lacerationDurationDisplay"/>
		<display_value_format value="time"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffLaceration"/>
			<!-- Start display, roll for other critical buffs, and start/stack bleeding -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffLacerationBleedingStatus"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffOnAnyCrit"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryBleedingOne"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffInjuryBleedingOne"/>
			<!-- Start/stack counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$lacerationCounter" operation="set" value="7208"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$lacerationCounter" operation="set" value="7208"/>
			<!-- Reduce counter by natural healing rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$lacerationCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- If counter LT 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLaceration">
				<requirement name="CVarCompare" cvar="$lacerationCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset counter and health blockage -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$lacerationCounter,.lacerationHealthBlockage"/>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".lacerationHealthBlockage" operation="set" value="@$lacerationCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".lacerationHealthBlockage" operation="divide" value="288"/> <!-- 25 @ 120m -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".lacerationHealthBlockage" operation="set" value="@$lacerationCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".lacerationHealthBlockage" operation="divide" value="288"/> <!-- 25 @ 120m -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.lacerationHealthBlockage"/>
			<!-- Reduce resistance to other bleeding -->
			<passive_effect name="BuffResistance" operation="base_add" value="-.15" tags="buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
		</effect_group>
		<!-- Handlers for the display -->
		<effect_group name="DisplayDuration">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".lacerationDurationDisplay" operation="set" value="@$lacerationCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".lacerationDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".lacerationDurationDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned01Shotgun -->
	<!-- TRIGGERED_BY: Progression = perkBoomstick  -->
	<!-- perkBoomstick Level 1 -->
	<buff name="buffInjuryStunned01Shotgun" name_key="buff Injury Stunned 01 Shotgun" hidden="true" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- If not player AND walker, continue -->
			<requirement name="!EntityTagCompare" tags="player"/>
			<requirement name="EntityTagCompare" tags="walker"/>
				<!-- Stop any cool downs -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".shotgunSuppressCooldown" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01Cooldown"/>
				<!-- Start Normal Stun cycle -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned01"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned02Shotgun -->
	<!-- TRIGGERED_BY: Progression = perkBoomstick  -->
	<!-- perkBoomstick Level 2 -->
	<buff name="buffInjuryStunned02Shotgun" name_key="buff Injury Stunned 02 Shotgun" hidden="true" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- If not player AND walker, continue -->
			<requirement name="!EntityTagCompare" tags="player"/>
			<requirement name="EntityTagCompare" tags="walker"/>
				<!-- Stop any cool downs -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".shotgunSuppressCooldown" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01Cooldown"/>
				<!-- Start Elevated Stun cycle -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned02"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned03Shotgun -->
	<!-- TRIGGERED_BY: Progression = perkBoomstick  -->
	<!-- perkBoomstick Level 3 -->
	<buff name="buffInjuryStunned03Shotgun" name_key="buff Injury Stunned 03 Shotgun" hidden="true" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- If not player AND walker, continue -->
			<requirement name="!EntityTagCompare" tags="player"/>
			<requirement name="EntityTagCompare" tags="walker"/>
				<!-- Stop any cool downs -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".shotgunSuppressCooldown" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01Cooldown"/>
				<!-- Start Max Stun cycle -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned03"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned00 --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: NONE = NONE -->
	<!--  Minor Stun -->
	<buff name="buffInjuryStunned00" name_key="buffInjuryStunned01Name" description_key="buffInjuryStunned01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="2"/>
		<display_value_key value="{0}"/>
		<display_value value=".stunDisplay"/>
		<!-- If not consuming pain killers, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffDrugPainkillers"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryStunned00"/>
			<!-- Remove other stun buffs if active -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<!-- Decrease movement speed and ramp it back up over time -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,2"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,2"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,2"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,2"/>
			<!-- Decrease attack speed and ramp it back up over time -->
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.5,0" duration="0,2">
				<requirement name="!EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.5" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- Handlers for playing sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<!-- Test and start cool down -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryStunned01Cooldown">
				<requirement name="CVarCompare" cvar=".shotgunSuppressCooldown" operation="LT" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar=".shotgunSuppressCooldown"/>
			<!-- Setup, start, reset display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="2"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="2"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".stunDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".stunDisplay"/>
			<!-- Handlers for camera shake -->
			<triggered_effect trigger="onSelfBuffStart" action="ShakeCamera" shake_speed="0.75" shake_amplitude="40" shake_time="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ShakeCamera" shake_speed="0" shake_amplitude="0" shake_time="-1"/>
			<!-- Handlers for audio mixer state -->
			<triggered_effect trigger="onSelfBuffStart" action="SetAudioMixerState" state="Stunned" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetAudioMixerState" state="Stunned" enabled="false"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned01CHTrigger -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Trigger for stuns -->
	<buff name="buffInjuryStunned01CHTrigger" name_key="buffInjuryStunned01CHTrigger"  icon="ui_game_symbol_critical" icon_color="255,0,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- Add buffOnAnyCrit to roll for other critical buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
			<!-- Start stun cycle -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInjuryStunned01"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned01 -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryStunned01Shotgun,buffInjuryStunned01CHTrigger -->
	<!-- TRIGGERED_BY: item_modifiers = modMeleeWeightedHead -->
	<!-- TRIGGERED_BY: Progression = perkBrawler,perkSniperHeadShot -->
	<!-- Normal stun -->
	<buff name="buffInjuryStunned01" name_key="buffInjuryStunned01Name" description_key="buffInjuryStunned01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="4"/>
		<display_value_key value="{0}"/>
		<display_value value=".stunDisplay"/>
		<!-- If not consuming pain killers, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffDrugPainkillers"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryStunned01"/>
			<!-- Remove other stun buffs if active -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<!-- Decrease movement speed and ramp it back up over time -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,4"/>
			<!-- Decrease attack speed and ramp it back up over time -->
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.5,0" duration="0,4">
				<requirement name="!EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.5" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- Handlers for playing sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<!-- Test and start cool down -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryStunned01Cooldown">
				<requirement name="CVarCompare" cvar=".shotgunSuppressCooldown" operation="LT" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar=".shotgunSuppressCooldown"/>
			<!-- Setup, start, reset display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="4"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="4"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".stunDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".stunDisplay"/>
			<!-- Handlers for camera shake -->
			<triggered_effect trigger="onSelfBuffStart" action="ShakeCamera" shake_speed="0.5" shake_amplitude="20"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ShakeCamera" shake_speed="0" shake_amplitude="0"/>
			<!-- Handlers for audio mixer state -->
			<triggered_effect trigger="onSelfBuffStart" action="SetAudioMixerState" state="Stunned" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetAudioMixerState" state="Stunned" enabled="false"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned02 -->
	<!-- TRIGGERED_BY: Progression = perkSniperHeadShot -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryStunned02Shotgun -->
	<!-- Elevated Stun -->
	<buff name="buffInjuryStunned02" name_key="buffInjuryStunned01Name" description_key="buffInjuryStunned01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="6"/>
		<display_value_key value="{0}"/>
		<display_value value=".stunDisplay"/>
		<!-- If not consuming pain killers, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffDrugPainkillers"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryStunned02"/>
			<!-- Remove other stun buffs if active -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned03"/>
			<!-- Decrease movement speed and ramp it back up over time -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,6"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,6"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,6"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,6"/>
			<!-- Decrease attack speed and ramp it back up over time -->
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.5,0" duration="0,6">
				<requirement name="!EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.5" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- Handlers for playing sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<!-- Test and start cool down -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryStunned01Cooldown">
				<requirement name="CVarCompare" cvar=".shotgunSuppressCooldown" operation="LT" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar=".shotgunSuppressCooldown"/>
			<!-- Setup, start, reset display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="6"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="6"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".stunDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".stunDisplay"/>
			<!-- Handlers for audio mixer state -->
			<triggered_effect trigger="onSelfBuffStart" action="SetAudioMixerState" state="Stunned" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetAudioMixerState" state="Stunned" enabled="false"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned03 -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryStunned03Shotgun -->
	<!-- Max Stun -->
	<buff name="buffInjuryStunned03" name_key="buffInjuryStunned01Name" description_key="buffInjuryStunned01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="8"/>
		<display_value_key value="{0}"/>
		<display_value value=".stunDisplay"/>
		<!-- If not consuming pain killers, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffDrugPainkillers"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryStunned03"/>
			<!-- Remove other stun buffs if active -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned00"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveBuff" buff="buffInjuryStunned02"/>
			<!-- Decrease movement speed and ramp it back up over time -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,8"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,8"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,8"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,8"/>
			<!-- Decrease attack speed and ramp it back up over time -->
			<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.5,0" duration="0,8">
				<requirement name="!EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.5" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- Handlers for playing sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<!-- Test and start cool down -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryStunned01Cooldown">
				<requirement name="CVarCompare" cvar=".shotgunSuppressCooldown" operation="LT" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar=".shotgunSuppressCooldown"/>
			<!-- Setup, start, reset display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="8"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".stunDisplay" operation="set" value="8"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".stunDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".stunDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryStunned01Cooldown -->
	<!-- TRIGGERED_BY: Buffs = Various stun buffs -->
	<!-- Used to avoid stun lock -->
	<buff name="buffInjuryStunned01Cooldown" hidden="true">
		<duration value="3"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Increase buff resistance of the tagged buffs -->
			<passive_effect name="BuffResistance" operation="base_add" value="5" tags="buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryConcussion -->
	<!-- TRIGGERED_BY: Buffs = buffOnAnyCrit -->
	<!-- Main concussion cycle -->
	<buff name="buffInjuryConcussion" name_key="buffInjuryConcussionName" description_key="buffInjuryConcussionDesc" tooltip_key="buffInjuryConcussionTooltip" icon="ui_game_symbol_concussion" icon_color="255,128,0">
		<damage_type value="Bashing"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".concussionDurationDisplay"/>
		<display_value_format value="time"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryConcussion"/>
			<!-- Add buffOnAnyCrit to roll for other critical buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffOnAnyCrit"/>
			<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffOnAnyCrit"/>
			<!-- If pain killers were taken, remove the buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryConcussion">
				<requirement name="HasBuff" buff="buffDrugPainkillers"/>
			</triggered_effect>
			<!-- Setup or stack the counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$concussionCounter" operation="set" value="7208"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$concussionCounter" operation="set" value="7208"/>
			
			<!-- Reduce counter by natural healing rate -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$concussionCounter" operation="subtract" value="@$critHitNaturalHealingRate"/>
			<!-- If the counter LT 0, remove the buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryConcussion">
				<requirement name="CVarCompare" cvar="$concussionCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset the counters/cvars -->
			<triggered_effect trigger="onSelfBuffStack" action="RemoveCVar" cvar="$concussionNextBlur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$concussionCounter,$concussionNextBlur,.ConcussionHealthBlockage"/>
		</effect_group>

		<effect_group name="DisplayDuration">
			<!-- Handlers for the display -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".concussionDurationDisplay" operation="set" value="@$concussionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".concussionDurationDisplay" operation="divide" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".concussionDurationDisplay"/>
		</effect_group>
		<effect_group name="getting hit makes it worse">
			<!-- When attacked again, make it last longer -->
			<triggered_effect trigger="onOtherAttackedSelf" action="ModifyCVar" cvar="$concussionCounter" operation="add" value="25"/>
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffInjuryConcussionGetsWorse"/>
			<!-- If the counter is GT, clamp it -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$concussionCounter" operation="set" value="7208">
				<requirement name="CVarCompare" cvar="$concussionCounter" operation="GT" value="7208"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="periodic blur">
			<!-- If counter is LT next blur OR next blur = 0 -->
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="$concussionCounter" operation="LT" value="@$concussionNextBlur"/>
				<requirement name="CVarCompare" cvar="$concussionNextBlur" operation="Equals" value="0"/>
			</requirement_group>
				<!-- If next blur = 0, do the blur -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInjuryConcussionBlur">
					<requirement name="CVarCompare" cvar="$concussionNextBlur" operation="NotEquals" value="0"/>
				</triggered_effect>
				<!-- Setup next blur counter with random -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="set" value="@$concussionCounter"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="subtract" value="randomint(120,600)"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$concussionNextBlur" operation="set" value="@.dummy"/>
		</effect_group>

		<effect_group>
			<!-- Setup the max health blockage based on the remaining counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ConcussionHealthBlockage" operation="set" value="@$concussionCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ConcussionHealthBlockage" operation="divide" value="288"/><!-- 25 @ 7200s -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ConcussionHealthBlockage" operation="set" value="@$concussionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".ConcussionHealthBlockage" operation="divide" value="288"/><!-- 25 @ 7200s -->
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.ConcussionHealthBlockage"/>
			<!-- Reduce Perk Attributes by 1 and recalculate all abilities -->
			<passive_effect name="AttributeLevel" operation="base_subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryConcussionBlur -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryConcussion -->
	<!-- Handles the timed concussion blur effect -->
	<buff name="buffInjuryConcussionBlur" name_key="buffInjuryConcussionBlurName" icon="ui_game_symbol_trash" icon_color="255,128,0" hidden="true">
		<damage_type value="Bashing"/>
		<duration value="5"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,4" tags="buffInjuryConcussion"/>
			<!-- Decrease movement speed -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,5"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,5"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,5"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,5"/>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.3" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- Handlers for sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<!-- Handlers for camera shake -->
			<triggered_effect trigger="onSelfBuffStart" action="ShakeCamera" shake_speed="0.02" shake_amplitude="60" shake_time="10"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ShakeCamera" shake_speed="0" shake_amplitude="0" shake_time="10"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryConcussionGetsWorse -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryConcussion -->
	<!-- Blinks the display to indicate that the concussion is getting worse with each additional hit from an entity -->
	<buff name="buffInjuryConcussionGetsWorse" name_key="buff InjuryConcussion Gets Worse" icon="ui_game_symbol_brokenbone" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="buffInjuryConcussion"/>
		</effect_group>
	</buff>

	<!-- *** buffBatterupStealingBases -->
	<!-- TRIGGERED_BY: Progression = perkBatterupStealingBases -->
	<!-- Sprinting with a club uses less stamina -->
	<buff name="buffBatterupStealingBases" name_key="buffBatterupStealingBasesName" description_key="buffBatterupStealingBasesDesc" showonhud="false" icon="ui_game_symbol_run_and_gun" icon_color="0,255,0">
		<duration value="20"/>
		<stack_type value="replace"/>

		<effect_group>
			<!-- Decrease stamina -->
			<passive_effect name="StaminaChangeOT" operation="perc_add" level="1" value=".2" tags="running"/> <!-- buffBatterupStealingBases -->
		</effect_group>
	</buff>

	<!-- *** buffBatterUpSlowDown -->
	<!-- TRIGGERED_BY: Progression = perkBatterUpSlowPitch  -->
	<!-- Slows entities when hit in the legs with items with the perkPummelPete tag -->
	<buff name="buffBatterUpSlowDown" name_key="buffBatterUpSlowDownName" description_key="buffBatterUpSlowDownDesc" tooltip_key="buffBatterUpSlowDownDesc" icon="ui_game_symbol_run" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="6"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffBatterUpSlowDown"/>
			<!-- Slow all movement -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.25,.05" duration="0,6"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.25,.05" duration="0,6"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.25,.05" duration="0,6"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.25,.05" duration="0,6"/>
		</effect_group>
	</buff>

	<!-- *** buffInjurySlow -->
	<!-- TRIGGERED_BY: Insect Swarm Hand Item -->
	<!-- Slows players when hit -->
	<buff name="buffInjurySlow" name_key="buffInjurySlowName" description_key="buffInjurySlowDesc" icon="ui_game_symbol_twitch_slow" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="replace"/>
		<duration value="6"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,5" tags="buffInjurySlow"/>
			<!-- Slow all movement -->
			<passive_effect name="RunSpeed" operation="perc_subtract" value="0.75,.05" duration="0,6"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.75,.05" duration="0,6"/>
			<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.75,.05" duration="0,6"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.75,.05" duration="0,6"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryCrippled01 -->
	<!-- TRIGGERED_BY: Progression = perkRangersCripplingShot, item_modifiers/modGunCrippleEm -->
	<!-- Cripples entities with the walker tag -->
	<buff name="buffInjuryCrippled01" name_key="buff Injury Crippled 01" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="stun"/>
		<stack_type value="ignore"/>
		<duration value="300"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryCrippled01"/>
			<!-- If not a walker, remove the buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryCrippled01">
				<requirement name="!EntityTagCompare" tags="walker"/>
			</triggered_effect>
			<!-- If a player, remove the buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryCrippled01">
				<requirement name="EntityTagCompare" tags="player"/>
			</triggered_effect>
			<!-- If not a player AND is a walker, start the "crippled" walk type -->
			<triggered_effect trigger="onSelfBuffStart" action="AnimatorSetInt" property="WalkType" value="5">
				<requirement name="!EntityTagCompare" tags="player"/>
				<requirement name="EntityTagCompare" tags="walker"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- If not a player, reduce the walk and run speed -->
			<requirement name="!EntityTagCompare" tags="player"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value="0.3"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.3"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryKnockdown01 -->
	<!-- TRIGGERED_BY: Progression = perkSkullCrusher,perkBrawler,perkBatterUpKnockdown,perkRangersKnockdown,perkBarBrawling2DropABomb -->
	<!-- TRIGGERED_BY: item_modifiers = modMeleeClubMetalChain -->
	<!-- Stop movement and ragdoll the entity -->
	<buff name="buffInjuryKnockdown01" name_key="buffInjuryKnockdown01Name" description_key="buffInjuryKnockdown01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="knockdown"/>
		<stack_type value="ignore"/>
		<duration value="4"/>
		<display_value_key value="{0}"/>
		<display_value value=".knockdownDisplay"/>

		<!-- If not on cool down, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffInjuryKnockdown01Cooldown"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryKnockdown01"/>
			<!-- Paralyze all movement -->
			<passive_effect name="RunSpeed" operation="perc_set" value="0"/>
			<passive_effect name="WalkSpeed" operation="perc_set" value="0"/>
			<passive_effect name="CrouchSpeed" operation="perc_set" value="0"/>
			<passive_effect name="JumpStrength" operation="perc_set" value="0"/>
			<!-- If not a trader, ragdoll the entity -->
			<triggered_effect trigger="onSelfBuffStart" action="Ragdoll" duration="3.5">
				<requirement name="!EntityTagCompare" tags="trader"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryKnockdown01Cooldown"/>
			<!-- Setup and update the display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".knockdownDisplay" operation="set" value="4"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".knockdownDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".knockdownDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryKnockdown02 -->
	<!-- TRIGGERED_BY: Progression = perkSkullCrusher -->
	<!-- Same as buffInjuryKnockdown01, but lasts a little longer -->
	<buff name="buffInjuryKnockdown02" name_key="buffInjuryKnockdown01Name" description_key="buffInjuryKnockdown01Desc" icon="ui_game_symbol_stunned" icon_color="255,128,0">
		<damage_type value="knockdown"/>
		<stack_type value="ignore"/>
		<duration value="6"/>
		<display_value_key value="{0}"/>
		<display_value value=".knockdownDisplay"/>

		<!-- If not on cool down, continue -->
		<requirement_group op="or">
			<requirement name="!HasBuff" buff="buffInjuryKnockdown01Cooldown"/>
		</requirement_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInjuryKnockdown02"/>
			<!-- Paralyze all movement -->
			<passive_effect name="RunSpeed" operation="perc_set" value="0"/>
			<passive_effect name="WalkSpeed" operation="perc_set" value="0"/>
			<passive_effect name="CrouchSpeed" operation="perc_set" value="0"/>
			<passive_effect name="JumpStrength" operation="perc_set" value="0"/>
			<!-- If not a trader, ragdoll the entity -->
			<triggered_effect trigger="onSelfBuffStart" action="Ragdoll" duration="5.5">
				<requirement name="!EntityTagCompare" tags="trader"/>
			</triggered_effect>
			<!-- Start the cool down -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffInjuryKnockdown01Cooldown"/>
			<!-- Setup and update the display -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".knockdownDisplay" operation="set" value="6"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".knockdownDisplay" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".knockdownDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryKnockdown01Cooldown -->
	<!-- TRIGGERED_BY: Buffs = buffInjuryKnockdown01 and 02 -->
	<!-- Temporarily increases buff resistance to knockdown-->
	<buff name="buffInjuryKnockdown01Cooldown" hidden="true">
		<duration value="5"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Increase the buff resistance to knockdown -->
			<passive_effect name="BuffResistance" operation="base_add" value="5" tags="buffInjuryKnockdown01,buffInjuryKnockdown02"/>
		</effect_group>
	</buff>

	<!-- *** buffInjuryUnconscious -->
	<!-- TRIGGERED_BY: Progression = perkSledgeSagaConcussiveStrike -->
	<!-- Sledgehammers have a chance to knock enemies unconscious -->
	<buff name="buffInjuryUnconscious" name_key="buffInjuryUnconsciousName" description_key="buffInjuryUnconsciousDesc" tooltip_key="buffInjuryUnconsciousTooltip" icon="ui_game_symbol_critical">
		<damage_type value="knockout"/>
		<stack_type value="replace"/>
		<duration value="10"/>

		<effect_group>
			<!-- Paralyze all movement -->
			<passive_effect name="RunSpeed" operation="perc_set" value="0"/>
			<passive_effect name="WalkSpeed" operation="perc_set" value="0"/>
			<passive_effect name="CrouchSpeed" operation="perc_set" value="0"/>
			<passive_effect name="JumpStrength" operation="perc_set" value="0"/>
			<!-- Handlers for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Blur"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
			<!-- If not a trader, ragdoll entity -->
			<triggered_effect trigger="onSelfBuffStart" action="Ragdoll" duration="10">
				<requirement name="!EntityTagCompare" tags="trader"/>
			</triggered_effect>
			<!-- Handlers for sounds -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="buff_stunned" play_in_head="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/>
		</effect_group>
	</buff>

	<!-- *** buffStayDownKO -->
	<!-- TRIGGERED_BY: Progression = perkPummelPete -->
	<!-- Handler for Pummel Pete perk -->
	<buff name="buffStayDownKO" hidden="true">
		<damage_type value="knockout"/>
		<stack_type value="ignore"/>
		<duration value=".2"/>

		<effect_group>
			<!-- If not a trader, ragdoll the entity a little longer -->
			<triggered_effect trigger="onSelfBuffStart" action="Ragdoll" duration="0.1">
				<requirement name="!EntityTagCompare" tags="trader"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffCrippledMorale -->
	<!-- TRIGGERED_BY: Buffs = buffSledgeSaga3CrippledMorale -->
	<!-- Attach an indicator particle and then reduce the entity damage -->
	<buff name="buffCrippledMorale" name_key="buffCrippledMoraleName" description_key="buffCrippledMoraleDesc" icon="ui_game_symbol_sledge" icon_color="255,128,0">
		<damage_type value="bashing"/>
		<stack_type value="ignore"/>
		<duration value="10"/>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.2"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9"/>
			<passive_effect name="RunSpeed" operation="perc_subtract" value=".9"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Elemental Debuffs: Hot, Cold, Burning, Freezing, Shock, etc. -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffElementHot -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Being hot decreases water over time -->
	<buff name="buffElementHot" name_key="buffElementHotName" description_key="buffElementHotDesc" tooltip_key="buffElementHotTooltip" icon="ui_game_symbol_hot" icon_color="255,128,0">
		<damage_type value="heat"/>
		<stack_type value="ignore"/>
		<display_value_format value="degrees"/>
		<display_value_key value="{0:#}"/>
		<display_value value="_coretemp"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementHot"/>
			<!-- Increase water loss when regenerating stamina -->
			<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="3"/>
			<!-- <passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.45"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.9"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Handler for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="3" effect_name="Hot"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Hot"/>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#hot">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<!-- Don't play if taking damage from a storm to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Storm_Stage02,buffDesert_Storm_Stage02,buffSnow_Storm_Stage02,buffWasteland_Storm_Stage02"/>
				<!-- Don't play if a Biome Hazard is active to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Hazard01,buffBurnt_Hazard02,buffDesert_Hazard01,buffDesert_Hazard02,buffSnow_Hazard01,buffSnow_Hazard02,buffWasteland_Hazard01,buffWasteland_Hazard02"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".1"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/>
			<passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffElementSweltering -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Sweltering decreases food water than hot -->
	<buff name="buffElementSweltering" name_key="buffElementSwelteringName" description_key="buffElementSwelteringDesc" tooltip_key="buffElementSwelteringTooltip" icon="ui_game_symbol_hot" icon_color="255,0,0" icon_blink="true">
		<damage_type value="heat"/>
		<stack_type value="ignore"/>
		<display_value_format value="degrees"/>
		<display_value_key value="{0:#}"/>
		<display_value value="_coretemp"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementSweltering"/>
			<!-- Remove hot buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffElementHot"/>
			<!-- Increase water loss when regenerating stamina more than buffElementHot -->
			<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="6"/>
			<!-- <passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.9"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-1.8"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Handler for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="3" effect_name="Hot2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Hot2"/>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#hot">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="8"/>
				<!-- Don't play if taking damage from a storm to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Storm_Stage02,buffDesert_Storm_Stage02,buffSnow_Storm_Stage02,buffWasteland_Storm_Stage02"/>
				<!-- Don't play if a Biome Hazard is active to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Hazard01,buffBurnt_Hazard02,buffDesert_Hazard01,buffDesert_Hazard02,buffSnow_Hazard01,buffSnow_Hazard02,buffWasteland_Hazard01,buffWasteland_Hazard02"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".2"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value=".2"/>
			<passive_effect name="RunSpeed" operation="perc_subtract" value=".2"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value=".2"/>
		</effect_group>
	</buff>

	<!-- *** buffElementCold -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Being cold decreases food over time -->
	<buff name="buffElementCold" name_key="buffElementColdName" description_key="buffElementColdDesc" tooltip_key="buffElementColdTooltip" icon="ui_game_symbol_cold" icon_color="0,255,255">
		<damage_type value="cold"/>
		<stack_type value="ignore"/>
		<display_value_format value="degrees"/>
		<display_value_key value="{0:#}"/>
		<display_value value="_coretemp"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementCold"/>
			<!-- Decrease food over time -->
			<passive_effect name="FoodChangeOT" operation="perc_add" value=".3"/>
			<!-- <passive_effect name="FoodChangeOT" operation="perc_add" value="-.045"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="FoodChangeOT" operation="perc_add" value="-.09"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Consume food faster when regenerating stamina -->
			<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="1"/>
			<!-- <passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.15"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Handler for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".25" fade="3" effect_name="Cold2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Cold2"/>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_freezingBreath" local_rotation="90,0,0" sound="player#cold" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<!-- Don't play if taking damage from a storm to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Storm_Stage02,buffDesert_Storm_Stage02,buffSnow_Storm_Stage02,buffWasteland_Storm_Stage02"/>
				<!-- Don't play if a Biome Hazard is active to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Hazard01,buffBurnt_Hazard02,buffDesert_Hazard01,buffDesert_Hazard02,buffSnow_Hazard01,buffSnow_Hazard02,buffWasteland_Hazard01,buffWasteland_Hazard02"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".1"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/>
			<passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffElementFreezing -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Freezing decreases food faster than cold -->
	<buff name="buffElementFreezing" name_key="buffElementFreezingName" description_key="buffElementFreezingDesc" tooltip_key="buffElementFreezingTooltip" icon="ui_game_symbol_cold" icon_color="0,153,255" icon_blink="true">
		<damage_type value="cold"/>
		<stack_type value="ignore"/>
		<display_value_format value="degrees"/>
		<display_value_key value="{0:#}"/>
		<display_value value="_coretemp"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementFreezing"/>
			<!-- Remove cold buff -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffElementCold"/>
			<!-- Decrease food faster over time compared to buffElementCold -->
			<passive_effect name="FoodChangeOT" operation="perc_add" value=".6"/>
			<!-- <passive_effect name="FoodChangeOT" operation="perc_add" value="-.09"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="FoodChangeOT" operation="perc_add" value="-.18"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Consume food faster when regenerating stamina compared to buffElementCold -->
			<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="2"/>
			<!-- <passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.3"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="Equals" value="1"/></passive_effect> -->
			<!-- <passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.6"> -->
				<!-- <requirement name="ProgressionLevel" progression_name="perkWellInsulated" operation="GTE" value="2"/></passive_effect> -->
			<!-- Handler for screen effects -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="3" effect_name="Cold2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Cold2"/>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_freezingBreath" local_rotation="90,0,0" sound="player#cold" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="8"/>
				<!-- Don't play if taking damage from a storm to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Storm_Stage02,buffDesert_Storm_Stage02,buffSnow_Storm_Stage02,buffWasteland_Storm_Stage02"/>
				<!-- Don't play if a Biome Hazard is active to prevent sounds overlapping -->
				<requirement name="!HasBuff" buff="buffBurnt_Hazard01,buffBurnt_Hazard02,buffDesert_Hazard01,buffDesert_Hazard02,buffSnow_Hazard01,buffSnow_Hazard02,buffWasteland_Hazard01,buffWasteland_Hazard02"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".2"/>
			<passive_effect name="WalkSpeed" operation="perc_subtract" value=".2"/>
			<passive_effect name="RunSpeed" operation="perc_subtract" value=".2"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value=".2"/>
		</effect_group>
	</buff>

	<!-- *** buffElementWet -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays a percentage of wetness and adjusts thermal resistance stats -->
	<buff name="buffElementWet" name_key="buffElementWetName" description_key="buffElementWetDesc" tooltip_key="buffElementWetTooltip" icon="ui_game_symbol_wet">
		<damage_type value="cold"/>
		<stack_type value="ignore"/>
		<update_rate value="2.4"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value="$WetTempModifierDisplay"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffElementWet"/>
			<!-- Add wetness to the total and clamp at 100% -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempRate" operation="add" value="@_wetnessrate">
				<requirement name="CVarCompare" cvar="_wetnessrate" operation="GT" value=".005"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempRate" operation="set" value="1">
				<requirement name="CVarCompare" cvar="$WetTempRate" operation="GT" value="1"/>
				<requirement name="CVarCompare" cvar="_wetnessrate" operation="GT" value=".005"/>
			</triggered_effect>
			<!-- Set modifier and multiply by 16 to start the convert to %     16 * 6.25 = 100 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifier" operation="set" value="@$WetTempRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifier" operation="multiply" value="16"/>
			<!-- If the updated value is GT active counter, set active counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifierActive" operation="set" value="@$WetTempModifier">
				<requirement name="CVarCompare" cvar="$WetTempModifier" operation="GT" value="@$WetTempModifierActive"/>
			</triggered_effect>
			<!-- Setup the display and multiply by 6.25 to finish the convert to %     16 * 6.25 = 100 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifierDisplay" operation="set" value="@$WetTempModifierActive"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifierDisplay" operation="multiply" value="6.25"/>
			<!-- Decrease the active counter only if the wetness rate is  is too low -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifierActive" operation="subtract" value=".2">
				<requirement name="CVarCompare" cvar="_wetnessrate" operation="LTE" value=".005"/>
			</triggered_effect>
			<!-- Remove CVAR if wetnessrate is too low -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$WetTempRate">
				<requirement name="CVarCompare" cvar="_wetnessrate" operation="LTE" value=".005"/>
			</triggered_effect>
			<!-- Adjust thermal resistance stats -->
			<passive_effect name="HypothermalResist" operation="base_subtract" value="@$WetTempModifierActive"/>
			<passive_effect name="HyperthermalResist" operation="base_add" value="@$WetTempModifierActive"/>
			<!-- If active counter is LT .01, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffElementWet">
				<requirement name="CVarCompare" cvar="$WetTempModifierActive" operation="LT" value=".01"/>
			</triggered_effect>
			<!-- Remove CVars -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$WetTempRate,$WetTempModifier,$WetTempModifierActive,$WetTempModifierDisplay"/>
		</effect_group>

		<effect_group>
			<!-- If holding a torch OR near a campfire/forge/chem station, decrease the active counter faster -->
			<requirement_group op="or">
				<requirement name="HoldingItemHasTags" tags="heldTorch"/>
				<requirement name="HasBuff" buff="buffCampfireAOE"/>
			</requirement_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WetTempModifierActive" operation="subtract" value=".4"/>
		</effect_group>
	</buff>

	<!-- *** buffShocked -->
	<!-- TRIGGERED_BY: Items = meleeWpnBatonT2StunBaton -->
	<!-- TRIGGERED_BY: Props = cntVendingMachine,cntVendingMachine2Broken,electricfencepost -->
	<!-- Handler for electrical shock -->
	<buff name="buffShocked" description_key="buffShockedDesc" tooltip_key="buffShockedTooltip" icon="ui_game_symbol_electric_power" name_key="buffShockedName" icon_color="255,0,0">
		<damage_type value="electrical"/>
		<stack_type value="duration"/>
		<duration value="4"/>
		<update_rate value="1"/>
		<display_value value="$buffShockedDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffShocked"/>
		
			<triggered_effect trigger="onSelfBuffStart" action="GetBuffDuration" reference="$shockDurationMax"/>
			<triggered_effect trigger="onSelfBuffStart" action="GetBuffDuration" reference="$buffShockedDisplay"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffShockedDisplay" operation="set" value="4">
				<requirement name="CVarCompare" cvar="$buffShockedDisplay" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStack" action="GetBuffDuration" reference="$buffShockedDisplay"/>

			<passive_effect name="HealthChangeOT" operation="base_add" value="-6"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffShockedDisplay" operation="add" value="-1"/>

			<!-- If Charged zombie, reduce time again -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffShockedDisplay" operation="add" value="-1">
				<requirement name="EntityTagCompare" tags="charged"/>
			</triggered_effect>

			<!-- If Charged zombie and display is 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffShocked">
				<requirement name="CVarCompare" cvar="$buffShockedDisplay" operation="LTE" value="0"/>
				<requirement name="EntityTagCompare" tags="charged"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffShockImmune">
				<requirement name="CVarCompare" cvar="$buffShockedDisplay" operation="LTE" value="0"/>
				<requirement name="EntityTagCompare" tags="charged"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffShockedDisplay"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/>

			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>

			<triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="ETrapHit"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="electric_fence_impact"/>
			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="electric_fence_impact"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="electric_fence_impact"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="4"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,4"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,4"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,4"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,4"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="5"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,5"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,5"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,5"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,5"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="6"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,6"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,6"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,6"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,6"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="7"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,7"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,7"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,7"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,7"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="8"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,8"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,8"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,8"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,8"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$shockDurationMax" operation="GTE" value="9"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".9,.05" duration="0,9"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".9,.05" duration="0,9"/>
				<passive_effect name="CrouchSpeed" operation="perc_subtract" value=".9,.05" duration="0,9"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".9,.05" duration="0,9"/>
		</effect_group>
	</buff>

	<!-- *** buffShockImmune -->
	<!-- TRIGGERED_BY: Buffs = buffShocked -->
	<!-- Setup timer and start burning -->
	<buff name="buffShockImmune" hidden="true">
		<stack_type value="ignore"/>
		<duration value="5"/>
		
		<effect_group>
			<!-- ShockImmunity is a hardcoded CVar that stops the animation from playing when touching electric fence wires -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="ShockImmunity" operation="set" value="1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="ShockImmunity"/>
			<passive_effect name="BuffResistance" operation="base_set" value="2" tags="buffShocked"/>
		</effect_group>
	</buff>

	<!-- *** buffBurningZombie -->
	<!-- TRIGGERED_BY: Items = Various entity hands -->
	<!-- Setup timer and start burning -->
	<buff name="buffBurningZombie" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="10"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurningElement"/>
		</effect_group>
	</buff>

	<!-- *** buffBurningElement -->
	<!-- TRIGGERED_BY: Items = meleeToolTorch -->
	<!-- TRIGGERED_BY: item_modifiers = modMeleeClubBurningShaft -->
	<!-- Handler for burn duration timer and applies burn effects -->
	<buff name="buffBurningElement" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<!-- If burning duration is low, set it and/or stack it -->
			<requirement name="CVarCompare" cvar="$buffBurningElementDuration" operation="LTE" value="10"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="10"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="set" value="10"/>
		</effect_group>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffBurningElement"/>
			<!-- On update, decrease duration -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffBurningElementDuration" operation="add" value="-1"/>
			<!-- If duration is 0, remove buff -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement">
				<requirement name="CVarCompare" cvar="$buffBurningElementDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset duration when removed -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffBurningElementDuration"/>
		</effect_group>

		<effect_group>
			<!-- Start fire buff -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffIsOnFire"/>
			<!-- Decrease health and water, adjust thermal stats -->
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="1.5"/>
			<passive_effect name="WaterChangeOT" operation="base_subtract" value="2"/>
			<passive_effect name="HypothermalResist" operation="base_add" value="30"/>
			<passive_effect name="HyperthermalResist" operation="base_add" value="-10"/>
		</effect_group>
	</buff>

	<!-- Handler for blocks/props that cause burning -->
	<buff name="buffBurningEnvironment" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="replace"/>
		<duration value="2"/>

		<effect_group>
			<!-- Increase counters -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurningEnvironmentCounter" operation="set" value="0"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".BurningEnvironmentCounter" operation="add" value="1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".BurningEnvironmentCounter,$BurningEnvironmentDuration" operation="set" value="0"/>
			<!-- Reduce water and adjust thermal resistance stats -->
			<passive_effect name="WaterChangeOT" operation="base_subtract" value=".3"/>
			<passive_effect name="HypothermalResist" operation="base_add" value="30"/>
			<passive_effect name="HyperthermalResist" operation="base_add" value="-20"/>
		</effect_group>

		<effect_group>
			<!-- If counter is GTE 5, add buff and  set duration -->
			<requirement name="CVarCompare" cvar=".BurningEnvironmentCounter" operation="GTE" value="2.5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffIsOnFire"/>
				<triggered_effect trigger="onSelfBuffStack" action="AddBuff" buff="buffIsOnFire"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurningEnvironmentDuration" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$BurningEnvironmentDuration" operation="set" value="1"/>
				<!-- Reduce health while on fire -->
				<passive_effect name="HealthChangeOT" operation="base_subtract" value="1"/>
		</effect_group>
	</buff>
	
	<!-- *** buffBurningFlamingArrow -->
	<!-- TRIGGERED_BY: Items = ammoCrossbowBoltFlaming, ammoArrowFlaming -->
	<!-- Handler for flaming arrow burning -->
	<buff name="buffBurningFlamingArrow" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="replace"/>
		<!-- Setup or clear duration -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffBurningFlamingArrowDuration" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffBurningFlamingArrowDuration"/>
		</effect_group>
		<!-- If duration LT 14, set or stack duration -->
		<effect_group>
			<requirement name="CVarCompare" cvar="$buffBurningFlamingArrowDuration" operation="LT" value="14"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14"/>
		</effect_group>
		<!-- If duration LT 0, remove the buff and clear duration -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow">
				<requirement name="CVarCompare" cvar="$buffBurningFlamingArrowDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffBurningFlamingArrowDuration"/>
		</effect_group>
		
		<effect_group>
			<!-- Start the burning cycle -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffIsOnFire"/>
			<!-- If tag = player, reduce health based on a time curve -->
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="4,12.3,15">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Reduce water and adjust thermal resistance stats  -->
			<passive_effect name="WaterChangeOT" operation="base_subtract" value="1.5"/>
			<passive_effect name="HypothermalResist" operation="base_add" value="35"/>
			<passive_effect name="HyperthermalResist" operation="base_add" value="-15"/>
		</effect_group>
		<!-- If damage is towards a non-player, set the decrease health curve based on game difficulty -->
		<effect_group>
			<requirement name="!EntityTagCompare" tags="player"/>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="8,26.9,30">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="0"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="6,18.4,22.5">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="1"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="4,12.3,15">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="2"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="3.32,10.2,12.5">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="3"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="2.64,8.1,9.9">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="4"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,12,16" value="2,6.1,7.5">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="5"/></passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffBurningMolotov -->
	<!-- TRIGGERED_BY: Items = thrownAmmoMolotovCocktail -->
	<!-- Handler for Molotov burning -->
	<buff name="buffBurningMolotov" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="replace"/>

		<!-- Setup or clear duration -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="%buffBurningMolotovDuration" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="%buffBurningMolotovDuration"/>
		</effect_group>

		<!-- If duration is LT 16, set or stack the duration -->
		<effect_group>
			<requirement name="CVarCompare" cvar="%buffBurningMolotovDuration" operation="LT" value="16"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="%buffBurningMolotovDuration" operation="set" value="16"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="%buffBurningMolotovDuration" operation="set" value="16"/>
		</effect_group>

		<!-- If duration LT 0, remove the buff and clear duration -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov">
				<requirement name="CVarCompare" cvar="%buffBurningMolotovDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="%buffBurningMolotovDuration"/>
		</effect_group>
		
		<effect_group>
			<!-- Start the burning cycle -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffIsOnFire"/>

			<!-- If tag = player, reduce health based on a time curve -->
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="1,5,11,13">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>
			<!-- Reduce water and adjust thermal resistance stats  -->
			<passive_effect name="WaterChangeOT" operation="base_subtract" value="1.5"/>
			<passive_effect name="HypothermalResist" operation="base_add" value="35"/>
			<passive_effect name="HyperthermalResist" operation="base_add" value="-15"/>
		</effect_group>

			<!-- Player damage outgoing
			case 0: _strength = Mathf.RoundToInt(_strength * 2.0f);
			case 1: _strength = Mathf.RoundToInt(_strength * 1.5f);
			case 2: 1
			case 3: _strength = Mathf.RoundToInt(_strength * 0.83f);
			case 4: _strength = Mathf.RoundToInt(_strength * 0.66f);
			case 5: _strength = Mathf.RoundToInt(_strength * 0.5f);

			Player damage incoming
			case 0: _strength = Mathf.RoundToInt(_strength * 0.5f);
			case 1: _strength = Mathf.RoundToInt(_strength * 0.75f);
			case 2: 1
			case 3: _strength = Mathf.RoundToInt(_strength * 1.5f);
			case 4: _strength = Mathf.RoundToInt(_strength * 2.0f);
			case 5: _strength = Mathf.RoundToInt(_strength * 2.5f); -->

		<!-- If damage is towards a non-player, set the decrease health curve based on game difficulty -->
		<effect_group>
			<requirement name="!EntityTagCompare" tags="player"/>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="10,36,51,56">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="0"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="7.5,27,38.2,42">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="1"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="5,18,25.5,28">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="2"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="4.2,14.9,21.1,23.2">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="3"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="3.3,11.9,16.8,18.5">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="4"/></passive_effect>
				<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,8,14,18" value="2.5,9,12.7,14">
					<requirement name="CVarCompare" cvar="_difficulty" operation="Equals" value="5"/></passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffIsOnFire -->
	<!-- TRIGGERED_BY: Buffs = Various item buffs -->
	<!-- Handler for burning buffs and their particles -->
	<buff name="buffIsOnFire" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Heat"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<update_rate value="0.5"/>
		<display_value value=".buffIsOnFireDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
		<!-- Extinguish any fire if wet or if buffExtinguishFire is executed -->
			<requirement_group op="or">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,1" operation="LTE" value="@_wetnessrate"/>
				<requirement name="HasBuff" buff="buffExtinguishFire"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="GTE" value="0.3"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironmentHack"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironment"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHazardBurningElement"/>
		</effect_group>

		<effect_group>
			<!-- If the various durations are GT buffIsOnFireDisplay, set the duration to the value of buffIsOnFireDisplay -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffBurningFlamingArrowDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@%buffBurningMolotovDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$BurningEnvironmentDuration">
				<requirement name="CVarCompare" cvar="$BurningEnvironmentDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffBurningElementDuration">
				<requirement name="CVarCompare" cvar="$buffBurningElementDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffHazardBurningElementDuration">
				<requirement name="CVarCompare" cvar="$buffHazardBurningElementDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffBurningFlamingArrowDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@%buffBurningMolotovDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$BurningEnvironmentDuration">
				<requirement name="CVarCompare" cvar="$BurningEnvironmentDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffBurningElementDuration">
				<requirement name="CVarCompare" cvar="$buffBurningElementDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="@$buffHazardBurningElementDuration">
				<requirement name="CVarCompare" cvar="$buffHazardBurningElementDuration" operation="GT" value="@.buffIsOnFireDisplay"/></triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Terminate only if all burn buffs are gone -->
				<requirement name="!HasBuff" buff="buffBurningFlamingArrow,buffBurningMolotov,buffBurningEnvironmentHack,buffBurningEnvironment,buffBurningElement,buffHazardBurningElement"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffIsOnFire"/>
		</effect_group>
		<!-- Start and clean up particles and sounds -->
		<effect_group name="run particles, cleanup">
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffIsOnFireDisplay"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_burn_lp"/>
			<triggered_effect trigger="onSelfBuffRemove" action="StopSound" sound="buff_burn_lp"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="buff_burn_extinguish"/>
		</effect_group>
		
		<effect_group>
			<requirement name="!IsSDCS"/>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/>
		</effect_group>
		
		<effect_group>
			<requirement name="IsSDCS"/>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform=".body" shape_mesh="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform=".body" shape_mesh="true"/>
		</effect_group>
	</buff>

	<!-- *** buffBurningHazardPlayer -->
	<!-- TRIGGERED_BY: Props = Various Pipe Fire Hazards -->
	<!-- Trigger for fire hazards -->
	<buff name="buffBurningHazardPlayer" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="ignore"/>
		<duration value=".5"/>

		<effect_group>
		<!-- Set duration and start hazard burning -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffHazardBurningElementDuration" operation="set" value="4"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffHazardBurningElement"/>
		</effect_group>
	</buff>
	
	<!-- *** buffHazardBurningElement -->
	<!-- TRIGGERED_BY: Buffs = buffBurningHazardPlayer -->
	<!-- Handler for fire hazards -->
	<buff name="buffHazardBurningElement" hidden="true">
		<damage_type value="heat"/>
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<!-- If duration LT, set or stack duration -->
			<requirement name="CVarCompare" cvar="$buffHazardBurningElementDuration" operation="LTE" value="4"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffHazardBurningElementDuration" operation="set" value="4"/>
				<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$buffHazardBurningElementDuration" operation="set" value="4"/>
		</effect_group>

		<effect_group>
			<!-- Decrease duration and remove wetness -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffHazardBurningElementDuration" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="_wetness"/>
			<!-- If duration LT 0, remove hazard burning -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHazardBurningElement">
				<requirement name="CVarCompare" cvar="$buffHazardBurningElementDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Reset duration -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffHazardBurningElementDuration"/>
		</effect_group>

		<effect_group>
			<requirement name="EntityTagCompare" tags="player"/>
				<!-- Start burning cycle -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffIsOnFire"/>
				<!-- Reduce water, health, and adjust thermal resistance stats  -->
				<passive_effect name="HealthChangeOT" operation="base_subtract" value="10"/>
				<passive_effect name="WaterChangeOT" operation="base_subtract" value="2"/>
				<passive_effect name="HypothermalResist" operation="base_add" value="30"/>
				<passive_effect name="HyperthermalResist" operation="base_add" value="-10"/>
		</effect_group>
		
		<effect_group>
			<requirement name="!EntityTagCompare" tags="player"/>
				<!-- Start burning cycle -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffIsOnFire"/>
				<!-- Reduce health -->
				<passive_effect name="HealthChangeOT" operation="base_subtract" value="2"/>
		</effect_group>
	</buff>
	
	<!-- *** buffExtinguishFire -->
	<!-- TRIGGERED_BY: Items = Various drinks -->
	<!-- Extinguishes the fire -->
	<buff name="buffExtinguishFire" name_key="buffExtinguishFire" icon="ui_game_symbol_water" icon_color="0,255,0" hidden="true">
		<stack_type value="replace"/>
		<duration value="8"/>

		<effect_group>
			<!-- Play fire extinguish sounds and add to burning resistance -->
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="forge_fire_die"/>
			<triggered_effect trigger="onSelfBuffStack" action="PlaySound" sound="forge_fire_die"/>
			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffBurningFlamingArrow,buffBurningMolotov,buffBurningEnvironmentHack,buffBurningEnvironment,buffBurningElement"/>
		</effect_group>
	</buff>

	<!-- *** buffRadiation01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- LEVEL_1_Low_Level_Exposure_Zones -->
	<buff name="buffRadiation01" name_key="buffRadiation01Name" description_key="buffRadiation01Desc" tooltip_key="buffRadiation01Tooltip" icon="ui_game_symbol_radiation" icon_color="255,128,0" icon_blink="true">
		<damage_type value="radiation"/>
		<stack_type value="ignore"/>
		<duration value="1000"/>
		<update_rate value="1"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,10" value="1,1"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="RadiationSignal" operation="add" value="1"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="RadiationSignal">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="RadiationSignal"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="a_radiated_weak_lp"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="1" fade=".4" effect_name="Hot">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0" fade=".4" effect_name="Hot">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Hot"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRadiation01">
				<requirement name="CVarCompare" cvar="_biomeradiation" operation="LT" value="2.5"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Radiation" intensity=".6" fade="2"/>
			<triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="0"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="2"/>
		</effect_group>
	</buff>

	<!-- *** buffRadiation02 --><!-- Currently not used -->
	<!-- TRIGGERED_BY: ??? = ??? -->
	<!-- LEVEL_2_High_Level_Exposure_Zones -->

	<!-- *** buffRadiation03 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- LEVEL_3_Deadly_Biome_Radiation_Zones -->
	<buff name="buffRadiation03" name_key="buffRadiation03Name" description_key="buffRadiation03Desc" tooltip_key="buffRadiation03Tooltip" icon="ui_game_symbol_radiation" icon_color="255,0,0" icon_blink="true">
		<damage_type value="radiation"/>
		<stack_type value="ignore"/>
		<duration value="5000"/>
		<update_rate value="1"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,10" value="1,1"/>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="10,50" value="1,30"/>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="50,1000" value="40,1000"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="RadiationSignal" operation="add" value="1"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="RadiationSignal">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="2"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="RadiationSignal"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="a_radiated_strong_lp"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="1" fade=".7" effect_name="Hot">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0" fade=".7" effect_name="Hot">
				<requirement name="CVarCompare" cvar="RadiationSignal" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Hot"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRadiation03">
				<requirement name="CVarCompare" cvar="_biomeradiation" operation="LT" value="2.5"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Radiation" intensity=".6" fade="2"/>
			<triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="0"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="2"/>
		</effect_group>
	</buff>

	<buff name="buffRadiationPool" name_key="buffRadiation03Name" description_key="buffRadiation03Desc" icon="ui_game_symbol_radiation" icon_color="255,0,0" icon_blink="true">
		<damage_type value="radiation"/>
		<stack_type value="ignore"/>
		<duration value="3"/>
		<update_rate value="1"/>
		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="4">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Stamina" operation="subtract" value="20">
				<requirement name="EntityTagCompare" tags="player"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0" fade=".7" effect_name="Hot"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Hot"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Radiation" intensity=".6" fade="1"/>
			<triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="0"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffRadiationPool"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="1"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Illness Debuffs: Dysentery, Pneumonia, etc. -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffNearDeathTraumaTrigger -->
	<!-- TRIGGERED_BY: Entity Class = playerMale onSelfRespawn -->
	<!-- Setup and start Near Death Trauma -->
	<buff name="buffNearDeathTraumaTrigger" hidden="true">
		<stack_type value="replace"/>
		<duration value=".1"/>

		<!-- Intended death rules: -->
			<!-- Death incurs XP debt. -->
			<!-- All negative buffs are cleared on death. -->
			<!-- Player respawns / regens to 90% health/food/water -->

		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffNearDeathTrauma">
				<requirement name="PlayerLevel" operation="LTE" value="300"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffNearDeathRegen"/>

			<!-- <requirement name="PlayerLevel" operation="GT" value="5"/> -->
				<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaCounter" operation="set" value="1800"> -->
					<!-- <requirement name="!HasBuff" buff="buffNearDeathTrauma"/> -->
				<!-- </triggered_effect> -->
				<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaCounter" operation="add" value="1800"/> -->
				<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaCounter" operation="set" value="3600"/> -->
				<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaReduction" operation="set" value="@$NearDeathTraumaCounter"/> -->
				<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaReduction" operation="divide" value="40"/> -->

				<!-- <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffNearDeathProtection"/> -->
				<!-- <triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffNearDeathTrauma"/> -->
		</effect_group>
	</buff>

	<!-- *** buffNearDeathTrauma -->
	<!-- TRIGGERED_BY: Buffs = buffNearDeathTraumaTrigger -->
	<!-- Displays the xp deficit icon after death -->
	<buff name="buffNearDeathTrauma" name_key="buffNearDeathTraumaName" description_key="buffNearDeathTraumaDesc" icon="ui_game_symbol_near_death_trauma" icon_color="255,128,0" remove_on_death="false">
		<!--<damage_type value="disease"/>-->
		<stack_type value="replace"/>
		<duration value="0"/>
		<update_rate value="2.1"/>

		<effect_group>
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="_expdeficit" operation="LT" value="1"/>
				<requirement name="PlayerLevel" operation="GTE" value="300"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffNearDeathTrauma"/>
		</effect_group>
	</buff>

	<!-- *** buffNearDeathTraumaCalculate --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: Buffs = buffNearDeathTrauma -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffNearDeathTraumaCalculate" hidden="true">
		<damage_type value="disease"/>
		<stack_type value="ignore"/>
		<duration value=".5"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="2"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="1">
				<requirement name="PlayerLevel" operation="LTE" value="60"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="1">
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="LT" value="1800"/>
			</triggered_effect>

			<!--
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="1">
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="2">
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="GT" value="1800"/>
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="LTE" value="3600"/>
				<requirement name="PlayerLevel" operation="GTE" value="20"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="3">
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="GT" value="3600"/>
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="LTE" value="5400"/>
				<requirement name="PlayerLevel" operation="GTE" value="40"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathTraumaEffect" operation="set" value="4">
				<requirement name="CVarCompare" cvar="$NearDeathTraumaCounter" operation="GT" value="5400"/>
				<requirement name="PlayerLevel" operation="GTE" value="60"/>
			</triggered_effect>
			-->
		</effect_group>
	</buff>

	<!-- *** buffNearDeathRegen -->
	<!-- TRIGGERED_BY: Buffs = buffNearDeathTraumaTrigger -->
	<!-- In the early game, it was deemed too easy to get into a death loop, so boost health/food/water regen to a degree. -->
	<buff name="buffNearDeathRegen" name_key="buffNearDeathTraumaName"  icon="ui_game_symbol_near_death_trauma" icon_color="0,255,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="100"/>
		<display_value_key value="NDR {0}"/>
		<display_value value="$NearDeathRegen"/>
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".9"/>

			<!--<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".95"> -->
				<!-- <requirement name="PlayerLevel" operation="LT" value="4"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".9"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="4"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".8"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="5"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".7"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="6"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".6"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="7"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".5"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="8"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".4"> -->
				<!-- <requirement name="PlayerLevel" operation="Equals" value="9"/></triggered_effect> -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$NearDeathRegen" operation="set" value=".3"> -->
				<!-- <requirement name="PlayerLevel" operation="GT" value="9"/></triggered_effect> -->

			<!-- <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffNearDeathRegen"> -->
				<!-- <requirement name="PlayerLevel" operation="GTE" value="10"/></triggered_effect> -->

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$NearDeathRegen"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveAllNegativeBuffs">
				<requirement name="PlayerLevel" operation="LT" value="6"/></triggered_effect>
				
			<!-- clear healing buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryAbrasionTreated,buffLegSplinted,buffLegCast,buffArmSplinted,buffArmCast">
				<requirement name="PlayerLevel" operation="LT" value="6"/></triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSprained">
				<requirement name="PlayerLevel" operation="LT" value="11"/></triggered_effect>

			<!-- <passive_effect name="HealthMaxModifierOT" operation="base_add" value="1"> -->
				<!-- <requirement name="StatComparePercModMaxToMax" stat="Health" operation="LTE" value="@$NearDeathRegen"/> -->
			<!-- </passive_effect> -->

			<passive_effect name="HealthChangeOT" operation="base_add" value="1">
				<requirement name="StatComparePercCurrentToModMax" stat="health" operation="LTE" value="@$NearDeathRegen"/>
			</passive_effect>

			<!--<passive_effect name="StaminaMaxModifierOT" operation="base_add" value="1"> -->
				<!-- <requirement name="StatComparePercModMaxToMax" stat="Food" operation="LTE" value="@$NearDeathRegen"/> -->
			<!-- </passive_effect>-->

			<!-- Food and Water now handled by game event on respawn -->
			<!-- <passive_effect name="WaterChangeOT" operation="base_add" value="1"> -->
				<!-- <requirement name="StatComparePercCurrentToMax" stat="Water" operation="LTE" value="@$NearDeathRegen"/> -->
			<!-- </passive_effect> -->
		</effect_group>

		<effect_group>
			<!-- Food and Water now handled by game event on respawn -->
			<!--<requirement name="StatComparePercCurrentToMax" stat="Food" operation="GTE" value="@$NearDeathRegen"/>-->
			<!-- <requirement name="StatComparePercCurrentToMax" stat="Water" operation="GTE" value="@$NearDeathRegen"/> -->
			<requirement name="StatComparePercCurrentToModMax" stat="Health" operation="GTE" value="@$NearDeathRegen"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffNearDeathRegen"/>
		</effect_group>
	</buff>

	<!-- *** buffNearDeathProtection --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: Buffs = buffNearDeathTraumaTrigger -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffNearDeathProtection" icon="ui_game_symbol_near_death_trauma" icon_color="0,255,0" remove_on_death="false" hidden="true">
		<stack_type value="replace"/>
		<duration value="10"/>

		<effect_group>
			<triggered_effect trigger="onSelfRespawn" action="RemoveBuff" buff="buffNearDeathProtection"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffNearDeathProtection"/>
			<triggered_effect trigger="onSelfTeleported" action="RemoveBuff" buff="buffNearDeathProtection"/>

			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffInfectionCatch,buffInfection01Main,buffInjuryBleeding,buffDrowning01,buffDrowning02,buffArmorShredding,buffLegSprainedFallTrigger,buffLegBroken,buffArmSprained"/>
			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffArmBroken,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03,buffInjuryCrippled01,buffInjuryKnockdown01,buffInjuryKnockdown01,buffInjuryUnconscious,buffStayDownKO"/>
			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffInjuryConcussion,buffShocked,buffBurningElement,buffBurningEnvironment,buffBurningFlamingArrow,buffBurningMolotov,buffBurning"/>
		</effect_group>
	</buff>

	<!-- *** buffDysenteryCatchFood -->
	<!-- TRIGGERED_BY: Items = Various food items -->
	<!-- Setup counters and start the dysentery cycle -->
	<buff name="buffDysenteryCatchFood" name_key="buff Dysentery Catch"  hidden="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- Increase the counter and reset the poop attack  -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCounter" operation="add" value="1080"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$dysenteryNextPoopAttack"/>
			<!-- Cap the dysenteryCounter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCounter" operation="set" value="3600">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="3600"/>
			</triggered_effect>
			<!-- If not already running, start dysentery cycle -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDysenteryMain">
				<requirement name="!HasBuff" buff="buffDysenteryMain"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDysenteryCatchDrink -->
	<!-- TRIGGERED_BY: Items = Various drink items -->
	<!-- Setup counters and start the dysentery cycle -->
	<buff name="buffDysenteryCatchDrink" name_key="buff Dysentery Catch"  hidden="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<!-- Increase the counter and reset the poop attack  -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCounter" operation="add" value="1080"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$dysenteryNextPoopAttack"/>
			<!-- Cap the dysenteryCounter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCounter" operation="set" value="3600">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="3600"/>
			</triggered_effect>
			<!-- If not already running, start dysentery cycle -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDysenteryMain">
				<requirement name="!HasBuff" buff="buffDysenteryMain"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDysenteryMain -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryCatchFood,buffDysenteryCatchDrink -->
	<!-- Main handler for dysentery -->
	<buff name="buffDysenteryMain" name_key="buffDysentery01UntreatedName" hidden="true" icon="ui_game_symbol_dysentery">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<update_rate value="1"/>
		<tags value="deathpenalty_injured"/>

		<!-- Dysentery is fully %-based. $dysenteryCounter is a float % value. Dysentery kills the player when it reaches 100%, cures when it reaches 0%. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryMaxDuration" operation="set" value="3600">
				<requirement name="CVarCompare" cvar="$dysenteryMaxDuration" operation="Equals" value="0"/>
			</triggered_effect>

			<!-- $dysenteryMaxDuration defined in buffStatusCheck01 (1 hour) -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryDisplayDivisor" operation="set" value="@$dysenteryMaxDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryDisplayDivisor" operation="divide" value="100"/>
				<!-- .dysenteryDisplayPerc = $dysenteryCounter / $dysenteryDisplayDivisor -->

			<!-- Cleanup counters and displays -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".dummy"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$dysenteryCounter,.dysenteryDisplayPerc,$dysenteryDisplayDivisor,$dysenteryCureCounter,$dysenteryNextPoopAttack,.dummy"/>
		</effect_group>

		<effect_group name="main loop">
			<!-- Add -1 to the counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$dysenteryCounter" operation="add" value="-1"/>
			<!-- If curing, Add -1 to the counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$dysenteryCounter" operation="add" value="-1">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
			<!-- If counter LT 0, set it to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$dysenteryCounter">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LT" value="0"/>
			</triggered_effect>
			<!-- If curing, Add -2 to cure counter -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$dysenteryCureCounter" operation="add" value="-2">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
			<!-- If not curing, set the cure counter to 0 -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$dysenteryCureCounter">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LT" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="poop attacks 1">
			<!-- If the counter is LT the next poop attack... -->
			<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LT" value="@$dysenteryNextPoopAttack"/>
				<!-- ...If not treated and not having diarrhea, start the diarrhea -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDysentery01UntreatedDiarrhea">
					<requirement name="HasBuff" buff="buffDysentery01Untreated"/>
					<requirement name="!HasBuff" buff="buffDysentery01UntreatedDiarrhea"/>
				</triggered_effect>
				<!-- ...If treated, but not the diarrhea, start the diarrhea -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDysentery01GetBetterDiarrhea">
					<requirement name="HasBuff" buff="buffDysentery01GetBetter"/>
					<requirement name="!HasBuff" buff="buffDysentery01GetBetterDiarrhea"/>
				</triggered_effect>
		</effect_group>
		
		<effect_group name="poop attack untreated sounds">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LT" value="@$dysenteryNextPoopAttack"/>
				<requirement name="HasBuff" buff="buffDysentery01UntreatedDiarrhea"/>
					<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#sick"/>
		</effect_group>

		<effect_group name="poop attack get better sounds">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LT" value="@$dysenteryNextPoopAttack"/>
				<requirement name="HasBuff" buff="buffDysentery01GetBetterDiarrhea"/>
					<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#sick"/>
		</effect_group>

		<effect_group name="poop attacks 2">
			<!-- If the next poop attack is 0 OR the counter is LT next poop attack... -->
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LT" value="@$dysenteryNextPoopAttack"/>
				<requirement name="CVarCompare" cvar="$dysenteryNextPoopAttack" operation="Equals" value="0"/>
			</requirement_group>
					<!-- ... If the cure is 0, get a number for the next poop attack -->
					<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="set" value="@$dysenteryCounter"/>
					<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="subtract" value="randomint(162,306)">
						<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
					</triggered_effect>
					<!-- ...If the cure is GT 0, get a higher number for the next poop attack -->
					<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="subtract" value="randomint(324,612)">
						<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
					</triggered_effect>
					<!-- Set the next poop attack -->
					<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$dysenteryNextPoopAttack" operation="set" value="@.dummy"/>
		</effect_group>

		<effect_group name="shut down">
			<!-- If the counters are at 0, remove the main cycle -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDysenteryMain">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Remove all associated buffs -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDysenteryCureDisplay"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDysentery01Untreated"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDysentery01GetBetter"/>
		</effect_group>
		<!-- Update the displays -->
		<effect_group name="display % values">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dysenteryDisplayPerc" operation="set" value="@$dysenteryCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dysenteryDisplayPerc" operation="divide" value="@$dysenteryDisplayDivisor"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dysenteryCureDisplayPerc" operation="set" value="@$dysenteryCureCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dysenteryCureDisplayPerc" operation="divide" value="@$dysenteryDisplayDivisor"/>
		</effect_group>

		<effect_group name="signaling buffs 1">
			<!-- No cure, counter up, start cure -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDysenteryCureDisplay">
				<requirement name="!HasBuff" buff="buffDysenteryCureDisplay"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
			<!-- Cured, remove untreated status -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDysentery01Untreated">
				<requirement name="HasBuff" buff="buffDysentery01Untreated"/>
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Cured, remove treated status -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDysentery01GetBetter">
				<requirement name="HasBuff" buff="buffDysentery01GetBetter"/>
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Cure in process -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDysentery01GetBetter">
				<requirement name="!HasBuff" buff="buffDysentery01GetBetter,buffDysentery01UntreatedDiarrhea,buffDysentery01GetBetterDiarrhea"/>
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>
		<!-- No cure or cure wore off without fully curing -->
		<effect_group name="signaling buffs 2">
			<requirement name="!HasBuff" buff="buffDysentery01Untreated,buffDysentery01UntreatedDiarrhea,buffDysentery01GetBetterDiarrhea"/>
			<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ShowToolbeltMessage" message_key="buffDysentery01UntreatedTooltip"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDysentery01Untreated"/>
		</effect_group>
	</buff>

	<!-- *** buffDysenteryAddCure -->
	<!-- TRIGGERED_BY: Items = drinkJarGoldenRodTea,drinkJarPureMineralWater -->
	<!-- Process cures -->
	<buff name="buffDysenteryAddCure" name_key="buff Dysentery Add Cure" hidden="true" icon="ui_game_symbol_pills">
		<stack_type value="ignore"/>
		<duration value=".1"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Setup the cure values. buffDysenteryAddCurePerc set by item used -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="multiply" value="@$dysenteryMaxDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="divide" value="100"/>
			<!-- Cure has started, clear next poop attack counter -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$dysenteryNextPoopAttack">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Setup the cure counter -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCureCounter" operation="add" value="@$buffDysenteryAddCurePerc"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$buffDysenteryAddCurePerc"/>
			<!-- If the cure is GT the max duration, set the cure to the max -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$dysenteryCureCounter" operation="set" value="@$dysenteryMaxDuration">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="@$dysenteryMaxDuration"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDysenteryMain"/>
		</effect_group>
	</buff>

	<!-- *** buffDysenteryCureDisplay -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryMain -->
	<!-- Clean up the displays if cure is done or main cycle not running -->
	<buff name="buffDysenteryCureDisplay" name_key="buffDysenteryCureDisplayName" description_key="buffDysenteryCureDisplayDesc" showonhud="false" icon="ui_game_symbol_pills">
		<duration value="0"/>
		<update_rate value="1.7"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".dysenteryCureDisplayPerc"/>

		<effect_group>
			<!-- If no cure OR no main cycle running... -->
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
				<requirement name="!HasBuff" buff="buffDysenteryMain"/>
			</requirement_group>
				<!-- ...reset the cure counter and remove the buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDysenteryCureDisplay"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$dysenteryCureCounter"/>
		</effect_group>
		<!-- Reset display percentage -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".dysenteryCureDisplayPerc"/>
		</effect_group>
	</buff>

	<!-- *** buffDysentery01Untreated -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryMain -->
	<!-- Setup and blink the display and remove cures that wore off too soon -->
	<buff name="buffDysentery01Untreated" name_key="buffDysentery01UntreatedName" description_key="buffDysentery01UntreatedDesc" icon="ui_game_symbol_dysentery" icon_color="255,128,0">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".dysenteryDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- No cure or cure wore off. Blink the display and remove the cure -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDysentery01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01GetBetter"/>
		</effect_group>
	</buff>

	<!-- *** buffDysentery01GetBetter -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryMain -->
	<!-- Setup the display and remove the untreated buff -->
	<buff name="buffDysentery01GetBetter" name_key="buffDysentery01GetBetterName" description_key="buffDysentery01GetBetterDesc" icon="ui_game_symbol_dysentery_better">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".dysenteryDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01Untreated"/>
		</effect_group>
	</buff>

	<!-- *** buffDysentery01UntreatedDiarrhea -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryMain -->
	<!-- Periodically reduce food and water due to "diarrhea" -->
	<buff name="buffDysentery01UntreatedDiarrhea" name_key="buffDysentery01UntreatedName" description_key="buffDysentery01UntreatedDesc" icon="ui_game_symbol_dysentery" icon_color="255,128,0" icon_blink="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="5.5"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".dysenteryDisplayPerc"/>

		<effect_group>
			<!-- The CVar .dysenterySmell is used in code to trigger the smell system to start. It is also removed in code. -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".dysenterySmell" operation="set" value="1"/>
			<!-- Remove buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01GetBetter"/>
			<!-- Remove any incoming food and water -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$foodAmountAdd,$waterAmount,$waterAmountAdd"/>
			<!-- Reduce food and water -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="water" operation="add" value="-1.5"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Food" operation="add" value="-.5"/>
		</effect_group>

		<effect_group>
			<!-- No cure, go back to untreated -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffDysentery01Untreated">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Has cure, go back to getting better -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffDysentery01GetBetter">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDysentery01GetBetterDiarrhea -->
	<!-- TRIGGERED_BY: Buffs = buffDysenteryMain -->
	<!-- Periodically reduce food and water due to "diarrhea" -->
	<buff name="buffDysentery01GetBetterDiarrhea" name_key="buffDysentery01GetBetterName" description_key="buffDysentery01GetBetterDesc" icon="ui_game_symbol_dysentery_better" icon_color="255,128,0" icon_blink="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="5.5"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".dysenteryDisplayPerc"/>

		<effect_group>
			<!-- Remove buffs -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDysentery01GetBetter"/>
			<!-- Remove any incoming food and water -->
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$foodAmountAdd,$waterAmount,$waterAmountAdd"/>
			<!-- Reduce food and water -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="water" operation="add" value="-1.5"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value="-.5"/>
		</effect_group>

		<effect_group>
			<!-- No cure, go back to untreated -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffDysentery01Untreated">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="LTE" value="0"/>
			</triggered_effect>
			<!-- Has cure, go back to getting better -->
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffDysentery01GetBetter">
				<requirement name="CVarCompare" cvar="$dysenteryCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$dysenteryCureCounter" operation="GT" value="0"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffInfectionCatch -->
	<!-- TRIGGERED_BY: Buffs = buffOnAnyCrit -->
	<!-- Setup counters and start the infection cycle -->
	<buff name="buffInfectionCatch" name_key="buff Infection Catch" hidden="true">
		<damage_type value="Bashing"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="infectionCounter" operation="set" value="25">
				<requirement name="!HasBuff" buff="buffInfectionMain"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="infectionCounter" operation="add" value="250">
				<requirement name="HasBuff" buff="buffInfectionMain"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInfectionMain"/>
		</effect_group>
	</buff>

	<!-- *** buffInfectionMain -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionCatch -->
	<!-- Main handler for infections -->
	<buff name="buffInfectionMain" name_key="buff Infection Main" hidden="true" icon="ui_game_symbol_infection">
		<damage_type value="Infection"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<update_rate value="1"/>
		<tags value="deathpenalty_injured"/>

		<!-- Infection is fully %-based. infectionCounter is a float % value. Infection kills the player when it reaches 100%, cures when it reaches 0%. -->
		<effect_group>
			<!-- $infectionMaxDuration defined in buffStatusCheck01 (7 hours) -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionMaxDuration" operation="set" value="25200">
				<requirement name="CVarCompare" cvar="$infectionMaxDuration" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionStage2Duration" operation="set" value="14"/> <!-- % of the full buff duration -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionStage3Duration" operation="set" value="57"/> <!-- % of the full buff duration -->

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionDisplayDivisor" operation="set" value="@$infectionMaxDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionDisplayDivisor" operation="divide" value="100"/>
				<!-- .infectionDisplayPerc = infectionCounter / $infectionDisplayDivisor -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionStage2Duration" operation="multiply" value="@$infectionDisplayDivisor"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionStage3Duration" operation="multiply" value="@$infectionDisplayDivisor"/>

			<!-- cleanup -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="infectionCounter,.infectionDisplayPerc,$infectionDisplayDivisor,$infectionCureCounter,$infectionStage2Duration,$infectionStage3Duration"/>
		</effect_group>

		<effect_group name="main loop">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="infectionCounter" operation="add" value="1.25"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="set" value="@$critHitNaturalHealingRate"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="divide" value="4"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="infectionCounter" operation="subtract" value="@.dummy"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="infectionCounter" operation="add" value="-3">
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="infectionCounter">
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$infectionCureCounter" operation="add" value="-2">
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$infectionCureCounter">
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LT" value="0"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfDied" action="ModifyCVar" cvar="infectionCounterRespawn" operation="set" value="@infectionCounter"/>
		</effect_group>

		<effect_group name="shut down">
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInfectionMain">
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfectionCureDisplay"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffInfection03GetBetter"/>

			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffInfectionImmunity">
				<requirement name="ProgressionLevel" progression_name="perkFortitudeMastery" operation="GTE" value="2"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="display % values">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".infectionDisplayPerc" operation="set" value="@infectionCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".infectionDisplayPerc" operation="divide" value="@$infectionDisplayDivisor"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".infectionCureDisplayPerc" operation="set" value="@$infectionCureCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".infectionCureDisplayPerc" operation="divide" value="@$infectionDisplayDivisor"/>
		</effect_group>

		<effect_group name="signaling buffs">
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfectionCureDisplay">
				<requirement name="!HasBuff" buff="buffInfectionCureDisplay"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection01Untreated">
				<requirement name="!HasBuff" buff="buffInfection01Untreated"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionStage2Duration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection01GetBetter">
				<requirement name="!HasBuff" buff="buffInfection01GetBetter"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionStage2Duration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInfection01GetBetter">
				<requirement name="HasBuff" buff="buffInfection01GetBetter"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection02Untreated">
				<requirement name="!HasBuff" buff="buffInfection02Untreated"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GTE" value="@$infectionStage2Duration"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionStage3Duration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection02GetBetter">
				<requirement name="!HasBuff" buff="buffInfection02GetBetter"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GTE" value="@$infectionStage2Duration"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionStage3Duration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection03Untreated">
				<requirement name="!HasBuff" buff="buffInfection03Untreated"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GTE" value="@$infectionStage3Duration"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionMaxDuration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection03GetBetter">
				<requirement name="!HasBuff" buff="buffInfection03GetBetter"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GTE" value="@$infectionStage3Duration"/>
				<requirement name="CVarCompare" cvar="infectionCounter" operation="LT" value="@$infectionMaxDuration"/>
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffInfection04">
				<requirement name="CVarCompare" cvar="infectionCounter" operation="GTE" value="@$infectionMaxDuration"/>
			</triggered_effect>
		</effect_group>

		<effect_group name="getting hit makes it worse">
			<!-- When attacked again, make it last longer -->
			<triggered_effect trigger="onOtherAttackedSelf" action="AddBuff" buff="buffInfectionGetsWorse"/>
		</effect_group>
	</buff>

	<!-- *** buffInfectionGetsWorse -->
	<!-- TRIGGERED_BY: Buff = buffInfectionMain -->
	<!-- Blinks the display to indicate that the infection is getting worse with each additional hit from an entity -->
	<buff name="buffInfectionGetsWorse" name_key="buff Infection Gets Worse" icon="ui_game_symbol_brokenbone" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="buffInfection01GetBetter,buffInfection01Untreated,buffInfection02GetBetter,buffInfection02Untreated,buffInfection03GetBetter,buffInfection03Untreated,buffInfection04"/>
		</effect_group>
	</buff>

	<!-- *** buffInfectionAddCure -->
	<!-- TRIGGERED_BY: Items = foodHoney,drugHerbalAntibiotics,drugAntibiotics -->
	<!-- Decreases the infectionCounter -->
	<buff name="buffInfectionAddCure" name_key="buff Infection Add Cure" hidden="true" icon="ui_game_symbol_pills">
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="multiply" value="@$infectionMaxDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="divide" value="100"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionCureCounter" operation="add" value="@$buffInfectionAddCurePerc"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$buffInfectionAddCurePerc"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$infectionCureCounter" operation="set" value="@$infectionMaxDuration">
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="GT" value="@$infectionMaxDuration"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffInfectionMain"/>
		</effect_group>
	</buff>

	<!-- *** buffInfectionCureDisplay -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- Sets up the cure display -->
	<buff name="buffInfectionCureDisplay" name_key="buffInfectionCureDisplayName" description_key="buffInfectionCureDisplayDesc" showonhud="false" icon="ui_game_symbol_pills">
		<duration value="0"/>
		<update_rate value="1.7"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionCureDisplayPerc"/>

		<effect_group>
			<requirement_group op="or">
				<requirement name="CVarCompare" cvar="$infectionCureCounter" operation="LTE" value="0"/>
				<requirement name="!HasBuff" buff="buffInfectionMain"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInfectionCureDisplay"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$infectionCureCounter"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".infectionCureDisplayPerc"/>
		</effect_group>
	</buff>

	<!-- *** buffInfection01Untreated -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- A mild infection -->
	<!-- Displays an ORANGE biohazard icon -->
	<buff name="buffInfection01Untreated" name_key="buffInfection01UntreatedName" description_key="buffInfection01UntreatedDesc" tooltip_key="buffInfection01UntreatedTooltip" icon="ui_game_symbol_infection" icon_color="255,128,0">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>
	</buff>

	<!-- *** buffInfection01GetBetter -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- Curing a mild infection -->
	<buff name="buffInfection01GetBetter" name_key="buffInfection01GetBetterName" description_key="buffInfection01GetBetterDesc" icon="ui_game_symbol_infection_better">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>
	</buff>

	<!-- *** buffInfection02Untreated -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- A serious infection -->
	<!-- Displays a RED biohazard icon -->
	<buff name="buffInfection02Untreated" name_key="buffInfection02UntreatedName" description_key="buffInfection02UntreatedDesc" icon="ui_game_symbol_infection" icon_color="255,0,0">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.25"/> <!-- buffInfection02Untreated -->
		</effect_group>
	</buff>

	<!-- *** buffInfection02GetBetter -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- Curing a serious infection -->
	<buff name="buffInfection02GetBetter" name_key="buffInfection02GetBetterName" description_key="buffInfection02GetBetterDesc" icon="ui_game_symbol_infection_better">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.125"/> <!-- buffInfection02GetBetter -->
		</effect_group>
	</buff>

	<!-- *** buffInfection03Untreated -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- A life threatening serious infection -->
	<!-- Displays an RED biohazard icon -->
	<buff name="buffInfection03Untreated" name_key="buffInfection03UntreatedName" description_key="buffInfection03UntreatedDesc" icon="ui_game_symbol_infection" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>

		<effect_group>
			<passive_effect name="AttributeLevel" operation="base_subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.35"/> <!-- buffInfection03Untreated -->
		</effect_group>
	</buff>

	<!-- *** buffInfection03GetBetter -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- Curing a life threatening severe infection -->
	<buff name="buffInfection03GetBetter" name_key="buffInfection03GetBetterName" description_key="buffInfection03GetBetterDesc" icon="ui_game_symbol_infection_better">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="0"/>
		<display_value_key value="{0:0.0}%"/>
		<display_value value=".infectionDisplayPerc"/>
		<tags value="deathpenalty_injured"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
		</effect_group>

		<effect_group>
			<passive_effect name="AttributeLevel" operation="base_subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.17"/> <!-- buffInfection03GetBetter -->
		</effect_group>
	</buff>

	<!-- *** buffInfection04 -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- Triggers full loss of all HP resulting in death -->
	<buff name="buffInfection04" tooltip_key="buffInfection04Tooltip" icon="ui_game_symbol_infection" icon_color="255,0,0">
		<damage_type value="Infection"/>
		<stack_type value="ignore"/>
		<duration value=".1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/>
			<!-- Clear out counters -->
			<triggered_effect trigger="onSelfDied" action="ModifyCVar" cvar="infectionCounter" operation="set" value="1"/>
			<triggered_effect trigger="onSelfDied" action="RemoveCVar" cvar="infectionCounterRespawn"/>
		</effect_group>
	</buff>

	<!-- *** buffInfectionImmunity -->
	<!-- TRIGGERED_BY: Buffs = buffInfectionMain -->
	<!-- After recovering from an infection you are immune to further infection for 2 real world hours -->
	<buff name="buffInfectionImmunity" name_key="buffInfectionImmunityName" description_key="buffInfectionImmunityDesc" icon="ui_game_symbol_infection_immunity" icon_color="0,255,0">
		<stack_type value="ignore"/>
		<duration value="7208"/>
		<display_value value="duration"/>
		<display_value_format value="time"/>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffInfectionCatch"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusHungry01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays an orange icon when food is below 50% -->
	<buff name="buffStatusHungry01" name_key="buffStatusHungry01Name" description_key="buffStatusHungry01Desc" tooltip_key="buffStatusHungry01Tooltip" icon="ui_game_symbol_hunger" icon_color="255,128,0">
		<damage_type value="Starvation"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffStatusHungry01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry02"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry03"/>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Hungry" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<requirement name="StatComparePercCurrentToMax" stat="Food" operation="GT" value="0.52"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusHungry01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffStatusHungryBlockage"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="multiply" value=".2"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusHungryBlockage"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusHungry02 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays an orange icon when food is below 25% -->
	<buff name="buffStatusHungry02" name_key="buffStatusHungry02Name" description_key="buffStatusHungry02Desc" tooltip_key="buffStatusHungry02Tooltip" icon="ui_game_symbol_hunger" icon_color="255,128,0">
		<damage_type value="Starvation"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffStatusHungry02"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry03"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusHungry01">
				<requirement name="StatComparePercCurrentToMax" stat="Food" operation="GT" value="0.27"/></triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Hungry" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Player$Hungry" play_in_head="true">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="0.6"/></triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="multiply" value=".4"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusHungryBlockage"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusHungry03 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays a constantly blinking red icon when food is below 2% -->
	<buff name="buffStatusHungry03" name_key="buffStatusHungry03Name" description_key="buffStatusHungry03Desc" tooltip_key="buffStatusHungry03Tooltip" icon="ui_game_symbol_hunger" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Starvation"/>
		<damage_source value="Internal"/>
		<stack_type value="ignore"/>
		<update_rate value="2.2"/>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_subtract" value=".1"/> <!-- buffStatusHungry03 -->

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="subtract" value=".25"/> <!-- ~14:30 @ 100HP -->
			<triggered_effect trigger="onSelfBuffStart" action="PinToolbeltMessage" message_key="buffStatusHungry03Tooltip"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveToolbeltMessage" message_key="buffStatusHungry03Tooltip"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Hungry" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Player$Hungry" play_in_head="true">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="1.22"/></triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="multiply" value=".6"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusHungryBlockage"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusHungry02"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusHungry02">
				<requirement name="StatComparePercCurrentToMax" stat="Food" operation="GT" value="0.04"/></triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffStatusThirsty01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays an orange icon when water is below 50% -->
	<buff name="buffStatusThirsty01" name_key="buffStatusThirsty01Name" description_key="buffStatusThirsty01Desc" tooltip_key="buffStatusThirsty01Tooltip" icon="ui_game_symbol_water" icon_color="255,128,0">
		<damage_type value="Dehydration"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffStatusThirsty01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty02"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty03"/>
		</effect_group>

		<effect_group>
			<requirement name="StatComparePercCurrentToMax" stat="Water" operation="GT" value="0.52"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusThirsty01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffStatusThirstyBlockage"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Thirsty" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="multiply" value=".2"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusThirstyBlockage"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusThirsty02 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays an orange icon when water is below 25% -->
	<buff name="buffStatusThirsty02" name_key="buffStatusThirsty02Name" description_key="buffStatusThirsty02Desc" tooltip_key="buffStatusThirsty02Tooltip" icon="ui_game_symbol_water" icon_color="255,128,0">
		<damage_type value="Dehydration"/>
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffStatusThirsty02"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty03"/>
		</effect_group>

		<effect_group>
			<requirement name="StatComparePercCurrentToMax" stat="Water" operation="GT" value="0.27"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusThirsty01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffStatusThirstyBlockage"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Thirsty" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Player$Thirsty" play_in_head="true">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="0.6"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="multiply" value=".4"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusThirstyBlockage"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusThirsty03 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays a constantly blinking red icon when water is below 2% -->
	<buff name="buffStatusThirsty03" name_key="buffStatusThirsty03Name" description_key="buffStatusThirsty03Desc" tooltip_key="buffStatusThirsty03Tooltip" icon="ui_game_symbol_water" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Dehydration"/>
		<damage_source value="Internal"/>
		<stack_type value="ignore"/>
		<update_rate value="2.2"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="subtract" value=".25"/> <!-- ~14:30 @ 100HP -->
			<triggered_effect trigger="onSelfBuffStart" action="PinToolbeltMessage" message_key="buffStatusThirsty03Tooltip"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveToolbeltMessage" message_key="buffStatusThirsty03Tooltip"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty01"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusThirsty02"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="Player$Thirsty" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Player$Thirsty" play_in_head="true">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="1.22"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<requirement name="StatComparePercCurrentToMax" stat="Water" operation="GT" value="0.04"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffStatusThirsty02"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffStatusThirstyBlockage"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusThirstyBlockage" operation="multiply" value=".6"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusThirstyBlockage"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusArmorLow -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Weakened Armor: Displays a YELLOW armor icon when ANY armor item is below 25% durability -->
	<buff name="buffStatusArmorLow" name_key="buffStatusArmorLowName" description_key="buffStatusArmorLowDesc" tooltip_key="buffStatusArmorLowTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,255,0">
		<stack_type value="ignore"/>
		<display_value_key value="buffStatusArmorLowNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorHigh"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorBroken"/>
		</effect_group>

		<effect_group>
			<requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0.25"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusArmorLow"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusArmorHigh -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Critical Armor: Displays an ORANGE armor icon when ANY armor item is below 10% durability -->
	<buff name="buffStatusArmorHigh" name_key="buffStatusArmorHighName" description_key="buffStatusArmorHighDesc" tooltip_key="buffStatusArmorHighTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,128,0">
		<stack_type value="ignore"/>
		<display_value_key value="buffStatusArmorHighNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorLow"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorBroken"/>
		</effect_group>

		<effect_group>
			<requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0.10"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusArmorHigh"/>
		</effect_group>
	</buff>

	<!-- *** buffStatusArmorBroken -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Broken Armor: Displays a RED armor icon when ANY armor item is at 0% durability -->
	<buff name="buffStatusArmorBroken" name_key="buffStatusArmorBrokenName" description_key="buffStatusArmorBrokenDesc" tooltip_key="buffStatusArmorBrokenTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,0,0" icon_blink="true">
		<stack_type value="ignore"/>
		<display_value_key value="buffStatusArmorBrokenNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorLow"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffStatusArmorHigh"/>
		</effect_group>

		<effect_group>
			<requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusArmorBroken"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Healing Item Buffs: Medical, Food, Drink -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffProcessConsumables -->
	<!-- TRIGGERED_BY: Items = Food, Water, and Health items -->
	<!-- Items add multiple types of healing/food/water at once and trigger this buff. -->
	<!-- It then figures out which types of healing need to be processed and which kind of perk bonuses need to be applied. -->
	<buff name="buffProcessConsumables" hidden="true">
		<stack_type value="ignore"/>
		<duration value=".7"/>

		<effect_group>
			<!-- Is the item adding food healing? -->
			<requirement name="CVarCompare" cvar="foodHealthAmount" operation="GT" value="0"/>
			<!-- you are not trying to heal max stamina, a valid use of food -->
			<requirement name="StatComparePercCurrentToModMax" stat="Food" operation="GTE" value=".985"/>
			<!-- max food healing reached -->
			<requirement name="StatComparePercCurrentToModMax" stat="health" operation="GT" value=".985"/>
			<!-- Is medical healing needed? -->
			<requirement name="StatComparePercModMaxToMax" stat="health" operation="LT" value=".985"/>
			<!-- Check that the cool down is NOT already active. -->
			<requirement name="!HasBuff" buff="buffDoingHealingWrongCooldown"/>
			<!-- CVar check to ??? -->
			<requirement name="CVarCompare" cvar="$doingHealingWrong" operation="GT" value="0"/>
				<!-- If ALL questions are answered correctly, then display "Dude, you are doing it wrong!" message. -->
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDoingHealingWrong"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffHealHealth">
				<requirement name="CVarCompare" cvar="medicalRegHealthAmount" operation="GT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffHealHealth">
				<requirement name="CVarCompare" cvar="foodHealthAmount" operation="GT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffHealFood">
				<requirement name="CVarCompare" cvar="$foodAmountAdd" operation="GT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffHealWaterMax">
				<requirement name="CVarCompare" cvar="$waterAmountAdd" operation="GT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffFoodStaminaBonus">
				<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="LT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".foodStaminaBonusAdd">
				<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="LT" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveCVar" cvar=".foodStaminaBonusAdd"/>
		</effect_group>

		<effect_group name="apply equal or higher buff">
			<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="GTE" value="@$foodStaminaBonus"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffFoodStaminaBonus"/>
		</effect_group>

		<effect_group name="apply lower buff if higher buff duration is low">
			<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar=".foodStaminaBonusAdd" operation="LT" value="@$foodStaminaBonus"/>
			<requirement name="CVarCompare" cvar="$buffFoodStaminaBonusDuration" operation="LT" value="211"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffFoodStaminaBonus"/>
		</effect_group>
	</buff>

	<!-- *** buffHealHealth -->
	<!-- TRIGGERED_BY: Buffs = buffProcessConsumables -->
	<!-- Digesting HP items -->
	<buff name="buffHealHealth" name_key="buffHealHealthName" description_key="buffHealHealthDesc" icon="ui_game_symbol_add">
		<stack_type value="ignore"/>
		<update_rate value="1"/>
		<display_value value=".healHealthAmountDisplay"/>

		<effect_group>
			<requirement name="CVarCompare" cvar=".NoHealingManager" operation="Equals" value="0"/>
			<requirement name="CVarCompare" cvar="foodHealthAmount" operation="GTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value=".5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="foodHealthAmount" operation="subtract" value=".5"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".NoHealingManager" operation="Equals" value="0"/>
			<requirement name="CVarCompare" cvar="medicalRegHealthAmount" operation="GT" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value="@medRegHealthIncSpeed"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="medicalRegHealthAmount" operation="subtract" value="2"/>
		</effect_group>

		<effect_group name="display">
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="set" value="@medicalRegHealthAmount"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="divide" value="2"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="multiply" value="@medRegHealthIncSpeed"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="add" value="@foodHealthAmount"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="set" value="@medicalRegHealthAmount"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="divide" value="2"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="multiply" value="@medRegHealthIncSpeed"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".healHealthAmountDisplay" operation="add" value="@foodHealthAmount"/>
			<!--
			<triggered_effect trigger="onSelfBuffUpdate" action="LogMessage" message="==========================="/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="medRegHealthIncSpeed"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="medicalRegHealthAmount"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar=".healHealthAmountDisplay"/>
			-->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHealHealth">
				<requirement name="CVarCompare" cvar="medicalRegHealthAmount" operation="LTE" value="0"/>
				<requirement name="CVarCompare" cvar="foodHealthAmount" operation="LT" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="medRegHealthIncSpeed" operation="set" value="2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="foodHealthAmount,medicalRegHealthAmount,.healHealthAmountDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffHealFood -->
	<!-- TRIGGERED_BY: Buffs = buffProcessConsumables -->
	<!-- Digesting food -->
	<!-- $foodAmountAdd is displayed on the buff and is the total amount of all foods consumed and being processed while the buff is active -->
	<buff name="buffHealFood" name_key="buffHealFoodName" description_key="buffHealFoodDesc" icon="ui_game_symbol_hunger" hidden="false">
		<stack_type value="ignore"/>
		<update_rate value=".1"/>
		<display_value value="$foodAmountAdd"/>

		<effect_group name="heal Food from $foodAmountAdd that was added by an item">
			<requirement name="!IsStatAtMax" stat="food"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$foodAmountAdd" operation="subtract" value=".1"/>
		</effect_group>

		<effect_group name="stat is at max but stuffed, convert normally">
			<requirement name="IsStatAtMax" stat="food"/>
			<requirement name="CVarCompare" cvar="$foodAmountAdd" operation="GT" value="@$foodOverEatAmount"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$foodAmountAdd" operation="subtract" value=".1"/>
		</effect_group>

		<effect_group name="stat is at max, convert more slowly">
			<requirement name="IsStatAtMax" stat="food"/>
			<requirement name="CVarCompare" cvar="$foodAmountAdd" operation="LTE" value="@$foodOverEatAmount"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value=".01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$foodAmountAdd" operation="subtract" value=".01"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$foodOverEatAmount" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$foodOverEatAmount" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$foodOverEatAmount" operation="multiply" value=".2"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHealFood">
				<requirement name="CVarCompare" cvar="$foodAmountAdd" operation="LT" value=".1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$foodAmountAdd,$foodOverEatAmount"/>
		</effect_group>
	</buff>

	<!-- *** buffPuking01 --><!-- UNUSED ??? -->
	<!-- TRIGGERED_BY: N/A = N/A -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffPuking01" name_key="buffPuking01Name" icon="ui_game_symbol_hunger" icon_color="255,0,0" hidden="true">
		<damage_type value="Disease"/>
		<stack_type value="ignore"/>
		<duration value="4"/>
		<update_rate value="2"/>

		<effect_group>
			<!--<passive_effect name="StaminaMaxModifierOT" operation="base_add" value="-12.5"/>-->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="water" operation="subtract" value="50"/>
			<passive_effect name="WalkSpeed" operation="perc_add" duration="0,4" value="-.9,-.7"/>
			<passive_effect name="RunSpeed" operation="perc_add" duration="0,4" value="-.9,-.7"/>
			<passive_effect name="CrouchSpeed" operation="perc_add" duration="0,4" value="-.9,-.7"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$foodAmountAdd"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.4" fade=".8" effect_name="Drunk"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0" fade=".8" effect_name="Drunk"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Drunk"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#vomit" play_in_head="true"/>
		</effect_group>
	</buff>

	<!-- *** buffDoingHealingWrong -->
	<!-- TRIGGERED_BY: Buffs = buffProcessConsumables -->
	<!-- Players can use healing items while their max HP are capped. This buff reminds them of that. -->
	<buff name="buffDoingHealingWrong" name_key="buffDoingHealingWrongName" description_key="buffDoingHealingWrongDesc" tooltip_key="buffDoingHealingWrongTooltip" icon="ui_game_symbol_quest">
		<stack_type value="ignore"/>
		<duration value="20"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDoingHealingWrong"/>
			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" buff="buffDoingHealingWrongCooldown"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$doingHealingWrong" operation="add" value="-1"/>
		</effect_group>
	</buff>

	<!-- *** buffDoingHealingWrongCooldown -->
	<!-- TRIGGERED_BY: Buffs = buffDoingHealingWrong -->
	<!-- Prevents the parent buff from firing too often -->
	<buff name="buffDoingHealingWrongCooldown" name_key="buff Doing Healing Wrong Cooldown" icon="ui_game_symbol_add" hidden="true">
		<stack_type value="ignore"/>
		<duration value="300"/>
	</buff>

	<!-- *** buffHealWaterMax -->
	<!-- TRIGGERED_BY: Buffs = buffProcessConsumables -->
	<!-- Digesting water  -->
	<buff name="buffHealWaterMax" name_key="buffHealWaterMaxName" description_key="buffHealWaterMaxDesc" icon="ui_game_symbol_thirst" hidden="false">
		<stack_type value="ignore"/>
		<update_rate value=".1"/>
		<display_value value="$waterAmountAdd"/>

		<effect_group name="heal Water from $waterAmountAdd that was added by an item">
			<requirement name="!IsStatAtMax" stat="water"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="water" operation="add" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$waterAmountAdd" operation="subtract" value=".1"/>
		</effect_group>

		<effect_group name="stat is at max but stuffed, convert normally">
			<requirement name="IsStatAtMax" stat="water"/>
			<requirement name="CVarCompare" cvar="$waterAmountAdd" operation="GT" value="@$waterOverEatAmount"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="water" operation="add" value=".1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$waterAmountAdd" operation="subtract" value=".1"/>
		</effect_group>

		<effect_group name="stat is at max, convert more slowly">
			<requirement name="IsStatAtMax" stat="water"/>
			<requirement name="CVarCompare" cvar="$waterAmountAdd" operation="LTE" value="@$waterOverEatAmount"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="water" operation="add" value=".01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$waterAmountAdd" operation="subtract" value=".01"/>
		</effect_group>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value=".15"/> <!-- buffHealWaterMax -->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$waterOverEatAmount" operation="set" value="100"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$waterOverEatAmount" operation="add" value="@$PlayerLevelBonus"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$waterOverEatAmount" operation="multiply" value=".2"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHealWaterMax">
				<requirement name="CVarCompare" cvar="$waterAmountAdd" operation="LT" value=".1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$waterAmountAdd,$waterOverEatAmount"/>
		</effect_group>
	</buff>

	<!-- *** buffFoodStaminaBonus -->
	<!-- TRIGGERED_BY: Buffs = buffProcessConsumables -->
	<!-- Boost max stamina while processing food -->
	<buff name="buffFoodStaminaBonus" name_key="buffFoodStaminaBonusName" description_key="buffFoodStaminaBonusDesc" icon="ui_game_symbol_agility" showonhud="true">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffFoodStaminaBonusDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffFoodStaminaBonusDuration" operation="set" value="423"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$buffFoodStaminaBonusDuration" operation="set" value="423"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffFoodStaminaBonusDuration" operation="subtract" value="@$MetabolismDuration">
				<!-- freeze the food buff until the over-eaten food is digested -->
				<requirement name="CVarCompare" cvar="$foodAmountAdd" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffFoodStaminaBonusDisplay" operation="set" value="@$buffFoodStaminaBonusDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffFoodStaminaBonusDisplay" operation="divide" value="@$MetabolismDuration"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".foodStaminaBonusAdd,$foodStaminaBonus,.buffFoodStaminaBonusDisplay,$buffFoodStaminaBonusDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffFoodStaminaBonus">
				<requirement name="CVarCompare" cvar="$buffFoodStaminaBonusDuration" operation="LTE" value="0"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$foodStaminaBonus" operation="set" value="@.foodStaminaBonusAdd"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".foodStaminaBonusAdd"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$foodStaminaBonus" operation="set" value="@.foodStaminaBonusAdd"/>
			<triggered_effect trigger="onSelfBuffStack" action="RemoveCVar" cvar=".foodStaminaBonusAdd"/>
			<passive_effect name="StaminaMax" operation="base_add" value="@$foodStaminaBonus"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugPainkillers -->
	<!-- TRIGGERED_BY: Items = drugPainkillers -->
	<!-- Cure concussion, stun resist, and heals HP -->
	<buff name="buffDrugPainkillers" name_key="buffDrugPainkillersName" description_key="buffDrugPainkillersDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugPainkillersDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugPainkillersDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugPainkillersDisplay" operation="set" value="@$buffDrugPainkillersDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugPainkillersDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugPainkillers">
				<requirement name="CVarCompare" cvar=".buffDrugPainkillersDisplay" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugPainkillers">
				<requirement name="CVarCompare" cvar="$buffDrugPainkillersDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugPainkillersDisplay,$buffDrugPainkillersDuration,$buffDrugPainkillersHealed"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffInjuryConcussion"/>
			<requirement name="CVarCompare" cvar="$buffDrugPainkillersHealed" operation="Equals" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value="40"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugPainkillersHealed" operation="set" value="1"/>
		</effect_group>

		<effect_group>
			<!-- <passive_effect name="GeneralDamageResist" operation="base_add" value="0.1"/> -->
			<passive_effect name="WaterChangeOT" operation="base_subtract" value="0.2"/> <!-- 40/180 -->
			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryStunned01CHTrigger,buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugVitamins -->
	<!-- TRIGGERED_BY: Items = drugVitamins -->
	<!-- Cures fatigue and prevents illness -->
	<buff name="buffDrugVitamins" name_key="drugVitamins" description_key="drugVitaminsDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugVitaminsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugVitaminsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugVitaminsDisplay" operation="set" value="@$buffDrugVitaminsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugVitaminsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugVitamins">
				<requirement name="CVarCompare" cvar="$buffDrugVitaminsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugVitaminsDisplay,$buffDrugVitaminsDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="BuffResistance" operation="base_add" value="2" tags="buffInfectionCatch,buffDysenteryCatchFood,buffDysenteryCatchDrink"/>
		</effect_group>
	</buff>

	<!-- *** buffEncumberedInv -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays the count of inventory slots that are over encumbered -->
	<buff name="buffEncumberedInv" name_key="buffEncumberedInvName" description_key="buffEncumberedInvDesc" tooltip_key="buffEncumberedInvTooltip" icon="ui_game_symbol_pack_mule">
		<stack_type value="ignore"/>
		<damage_type value="stun"/>
		<update_rate value="2.1"/>
		<display_value value="_encumberedslots"/>
		<display_value_key value="{0}"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffEncumberedInv"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$encumbranceEffect" operation="set" value="@_encumberedslots"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$encumbranceEffect" operation="multiply" value="0.026"/> <!--0.026% X 27 = 0.70-->
			<passive_effect name="Mobility" operation="perc_subtract" value="@$encumbranceEffect"/>
			<!--<passive_effect name="JumpStrength" operation="perc_subtract" value="@$encumbranceEffect"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_encumbrance"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="_encumberedslots"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="$encumbranceEffect"/>
			-->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffEncumberedInv">
				<requirement name="CVarCompare" cvar="_encumberedslots" operation="LT" value="1"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDrowning01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Displays and counts down the amount of remaining oxygen when underwater -->
	<buff name="buffDrowning01" name_key="buffDrowning01Name" description_key="buffDrowning01Desc" tooltip_key="buffDrowning01Desc" icon="ui_game_symbol_oxygen">
		<damage_type value="Suffocation"/>
		<duration value="0"/>
		<display_value_key value="{0}"/>
		<display_value value=".DrowningTimerDisplay"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDrowning01"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrowning01">
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$DrowningTimer" operation="set" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DrowningTimer" operation="subtract" value="1"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="set" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="add" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="set" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="add" value="@$DrowningTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDrowning02">
				<requirement name="CVarCompare" cvar="$DrowningTimer" operation="LTE" value="0"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrowning01">
				<requirement name="CVarCompare" cvar="$DrowningTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$DrowningTimer,.DrowningTimerDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffDrowning02 -->
	<!-- TRIGGERED_BY: Buffs = buffDrowning01 -->
	<!-- When the oxygen counter is at or below 50%, show the display as orange -->
	<buff name="buffDrowning02" name_key="buffDrowning01Name" description_key="buffDrowning02Desc" tooltip_key="buffDrowning02Tooltip" icon="ui_game_symbol_oxygen" icon_color="255,128,0">
		<damage_type value="Suffocation"/>
		<duration value="0"/>
		<display_value_key value="{0}"/>
		<display_value value=".DrowningTimerDisplay"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDrowning02"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrowning02">
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$DrowningTimer" operation="set" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DrowningTimer" operation="subtract" value="1"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="set" value="@$DrowningTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DrowningTimerDisplay" operation="set" value="@$DrowningTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDrowning03">
				<requirement name="CVarCompare" cvar="$DrowningTimer" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrowning02">
				<requirement name="CVarCompare" cvar="$DrowningTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$DrowningTimer,.DrowningTimerDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffDrowning03 -->
	<!-- TRIGGERED_BY: Buffs = buffDrowning02 -->
	<!-- When the oxygen counter is at 0, show the display as red and start losing HP -->
	<buff name="buffDrowning03" name_key="buffDrowning03Name" description_key="buffDrowning03Desc" tooltip_key="buffDrowning03Desc" icon="ui_game_symbol_oxygen" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Suffocation"/>
		<duration value="1000"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrowning03">
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
			</triggered_effect>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,10" value="1,1"/>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="10,50" value="1,30"/>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="50,1000" value="40,1000"/>
		</effect_group>
	</buff>

	<!-- *** buffTrippy -->
	<!-- Temporarily gives psychedelic color vision screen effect -->
	<buff name="buffTrippy" name_key="buffTrippyName" description_key="buffTrippyDesc" tooltip_key="buffTrippyDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,128,0">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffTrippy"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Trippy"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Trippy"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Item Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffJumpJetsActivated -->
	<!-- <buff name="buffJumpJetsActivated" hidden="true"> -->
		<!-- <stack_type value="replace"/> -->
		<!-- <duration value="5"/> -->

		<!-- <effect_group> -->
			<!-- <passive_effect name="WalkSpeed" operation="perc_subtract" value=".35"/> -->
			<!-- <passive_effect name="RunSpeed" operation="perc_subtract" value=".35"/> -->
			<!-- <passive_effect name="JumpStrength" operation="perc_add" value="3.2"/> -->
			<!-- <passive_effect name="StaminaLoss" operation="perc_subtract" value=".75" tags="jumping"/> -->

			<!-- <triggered_effect trigger="onSelfJump" action="PlaySound" sound="m136_fire" play_in_head="true"/> -->
			<!-- <triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffJumpJetsAirborne"/> -->

			<!-- <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="buff_stunned" play_in_head="true"/> -->
			<!-- <triggered_effect trigger="onSelfEnteredGame" action="PlaySound" sound="buff_stunned" play_in_head="true"/> -->

			<!-- <triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="buff_stunned" play_in_head="true"/> -->

		<!-- </effect_group> -->
	<!-- </buff> -->

	<!-- *** buffmodMeleeStunBatonRepulsor -->
	<!-- TRIGGERED_BY: item_modifiers = modMeleeStunBatonRepulsor -->
	<!-- Used as a requirement to test that the item is installed -->
	<buff name="buffmodMeleeStunBatonRepulsor" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffImpactBracing -->
	<!-- Used as a requirement to test that the item is installed -->
	<buff name="buffImpactBracing" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffWaterPurifier -->
	<!-- Used as a requirement to test that the item is installed -->
	<buff name="buffWaterPurifier" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>
	</buff>

	<!-- *** buffJumpJetsAirborne -->
	<!-- TRIGGERED_BY: item_modifiers = modArmorJumpJets -->
	<!-- Admin item that increases run/walk speed while jumping in the air -->
	<buff name="buffJumpJetsAirborne" hidden="true">
		<stack_type value="replace"/>
		<duration value="5"/>

		<effect_group>
			<passive_effect name="WalkSpeed" operation="perc_add" value="2.35"/>
			<passive_effect name="RunSpeed" operation="perc_add" value="2.35"/>
			<triggered_effect trigger="onSelfFallImpact" action="RemoveBuff" buff="buffJumpJetsAirborne"/>
		</effect_group>
	</buff>

	<!-- *** buffRocketBootsAirborne -->
	<!-- TRIGGERED_BY: Items = rocketBootsAdmin -->
	<!-- Admin item that increases run/walk speed while jumping in the air -->
	<buff name="buffRocketBootsAirborne" hidden="true">
		<stack_type value="replace"/>
		<duration value="5"/>

		<effect_group>
			<passive_effect name="WalkSpeed" operation="base_set" value="1.65"/>
			<passive_effect name="RunSpeed" operation="base_set" value="4"/>
			<passive_effect name="WalkSpeed" operation="perc_add" value="2.35"/>
			<passive_effect name="RunSpeed" operation="perc_add" value="2.35"/>
			<triggered_effect trigger="onSelfFallImpact" action="RemoveBuff" buff="buffRocketBootsAirborne"/>
		</effect_group>
	</buff>

	<!-- *** buffBandolierChest -->
	<!-- TRIGGERED_BY: item_modifiers = modArmorBandolier -->
	<!-- Increases reload speed -->
	<buff name="buffBandolierChest" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>

		<effect_group>
			<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value=".15"/>
		</effect_group>
	</buff>

	<!-- *** buffArmorShredding -->
	<!-- TRIGGERED_BY: items_modifiers = modMeleeClubMetalSpikes -->
	<!-- Increase damage through armor -->
	<buff name="buffArmorShredding" name_key="buffArmorShreddingName" description_key="buffArmorShreddingDesc" tooltip_key="buffArmorShreddingTooltip" icon="ui_game_symbol_armor_iron" icon_color="255,128,0">
		<stack_type value="replace"/>
		<duration value="20"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffArmorShredding"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".ArmorShreddingCounter" operation="set" value=".2"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".ArmorShreddingCounter" operation="add" value=".2"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".ArmorShreddingCounter"/>
			<passive_effect name="PhysicalDamageResist" operation="perc_subtract" value="@.ArmorShreddingCounter"/>
		</effect_group>
	</buff>

	<!-- *** buffCoffee -->
	<!-- TRIGGERED_BY: Items = drinkJarCoffee -->
	<!-- Increases stamina regeneration and cold resist -->
	<buff name="buffCoffee" name_key="drinkJarCoffee" description_key="drinkJarCoffeeDesc" icon="ui_game_symbol_coffee">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffCoffeeDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffCoffeeDisplay" operation="set" value="@$buffCoffeeDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffCoffeeDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffCoffee">
				<requirement name="CVarCompare" cvar="$buffCoffeeDuration" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffCoffeeDisplay,$buffCoffeeDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="add" value="@$buffCoffeeBSDuration"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="set" value="543">
				<requirement name="CVarCompare" cvar="$buffCoffeeDuration" operation="GT" value="543"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffBlackStrapCoffee"/>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.2"> <!-- buffCoffee -->
				<requirement name="!HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.1"> <!-- buffCoffee -->
				<requirement name="HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<passive_effect name="HypothermalResist" operation="base_add" value="5"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="SnowWeatherHelped" operation="set" value="@.buffCoffeeDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffBlackStrapCoffee -->
	<!-- TRIGGERED_BY: Items = drinkJarBlackStrapCoffee -->
	<!-- Increases stamina regeneration and cold resist -->
	<buff name="buffBlackStrapCoffee" name_key="drinkJarBlackStrapCoffee" description_key="drinkJarBlackStrapCoffeeDesc" icon="ui_game_symbol_coffee">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffCoffeeBSDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffCoffeeBSDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffCoffeeBSDisplay" operation="set" value="@$buffCoffeeBSDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffCoffeeBSDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBlackStrapCoffee">
				<requirement name="CVarCompare" cvar="$buffCoffeeBSDuration" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffCoffeeBSDisplay,$buffCoffeeBSDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".dummy" operation="set" value="@$buffCoffeeDuration"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".dummy" operation="multiply" value=".66"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffCoffeeBSDuration" operation="add" value="@.dummy"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar=".dummy"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffCoffee"/>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.25"> <!-- buffBlackStrapCoffee -->
				<requirement name="!HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.1"> <!-- buffBlackStrapCoffee -->
				<requirement name="HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<passive_effect name="HypothermalResist" operation="base_add" value="10"/>
		</effect_group>
	</buff>

	<!-- *** buffYuccaJuiceSmoothie -->
	<!-- TRIGGERED_BY: Items = drinkYuccaJuiceSmoothie -->
	<!-- Increases stamina regeneration and heat resist -->
	<buff name="buffYuccaJuiceSmoothie" name_key="drinkYuccaJuiceSmoothie" description_key="drinkYuccaJuiceSmoothieDesc" icon="ui_game_symbol_coffee">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffYuccaJuiceSmoothieDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffYuccaJuiceSmoothieDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffYuccaJuiceSmoothieDisplay" operation="set" value="@$buffYuccaJuiceSmoothieDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffYuccaJuiceSmoothieDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffYuccaJuiceSmoothie">
				<requirement name="CVarCompare" cvar="$buffYuccaJuiceSmoothieDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffYuccaJuiceSmoothieDisplay,$buffYuccaJuiceSmoothieDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HyperthermalResist" operation="base_add" value="10"/>
		</effect_group>
	</buff>

	<!-- *** buffBeer -->
	<!-- TRIGGERED_BY: Items = drinkJarBeer -->
	<!-- Increases stamina regeneration and brawling damage -->
	<buff name="buffBeer" name_key="buffDrunk01Name" description_key="buffDrunk01Desc" tooltip_key="buffDrunk01Tooltip" icon="ui_game_symbol_beer">
		<damage_type value="disease"/>
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffBeerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="set" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".dummy" operation="divide" value="2">
				<requirement name="ProgressionLevel" progression_name="perkBarBrawling7BoozedUp" operation="Equals" value="1"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffBeerDuration" operation="subtract" value="@.dummy"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffBeerDisplay" operation="set" value="@$buffBeerDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffBeerDisplay" operation="divide" value="@.dummy"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBeer">
				<requirement name="CVarCompare" cvar="$buffBeerDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffBeerDuration,.buffBeerDisplay,.dummy"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="3">
				<requirement name="HoldingItemHasTags" tags="perkBrawler"/>
			</passive_effect>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.4"> <!-- buffBeer -->
				<requirement name="!HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.25"> <!-- buffBeer -->
				<requirement name="HasBuff" buff="buffHealWaterMax"/>
			</passive_effect>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.3" effect_name="Drunk">
				<requirement name="ProgressionLevel" progression_name="perkBarBrawling7BoozedUp" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0.3" effect_name="Drunk">
				<requirement name="ProgressionLevel" progression_name="perkBarBrawling7BoozedUp" operation="Equals" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Drunk"/>

			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffBeerDisplay,$buffBeerDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffBurntSmoothieRun -->
	<!-- TRIGGERED_BY: Items = foodBurntSmoothie -->
	<!-- Increases run speed -->
	<buff name="buffBurntSmoothieRun" name_key="buffBurntSmoothieRunName" description_key="buffBurntSmoothieRunDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffBurntSmoothieRunDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffBurntSmoothieRunDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffBurntSmoothieRunDisplay" operation="set" value="@$buffBurntSmoothieRunDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffBurntSmoothieRunDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
		<passive_effect name="RunSpeed" operation="perc_add" value=".1">
			<requirement name="InBiome" biome="9"/></passive_effect> <!-- burnt_forest -->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurntSmoothieRun">
				<requirement name="CVarCompare" cvar="$buffBurntSmoothieRunDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffBurntSmoothieRunDisplay,$buffBurntSmoothieRunDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffOasisSmoothieRun -->
	<!-- TRIGGERED_BY: Items = foodOasisSmoothie -->
	<!-- Increases run speed -->
	<buff name="buffOasisSmoothieRun" name_key="buffOasisSmoothieRunName" description_key="buffOasisSmoothieRunDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffOasisSmoothieRunDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffOasisSmoothieRunDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffOasisSmoothieRunDisplay" operation="set" value="@$buffOasisSmoothieRunDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffOasisSmoothieRunDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
		<passive_effect name="RunSpeed" operation="perc_add" value=".1">
			<requirement name="InBiome" biome="5"/></passive_effect> <!-- desert -->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffOasisSmoothieRun">
				<requirement name="CVarCompare" cvar="$buffOasisSmoothieRunDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffOasisSmoothieRunDisplay,$buffOasisSmoothieRunDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffFrostbiteSmoothieRun -->
	<!-- TRIGGERED_BY: Items = foodFrostbiteSmoothie -->
	<!-- Increases run speed -->
	<buff name="buffFrostbiteSmoothieRun" name_key="buffFrostbiteSmoothieRunName" description_key="buffFrostbiteSmoothieRunDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffFrostbiteSmoothieRunDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffFrostbiteSmoothieRunDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffFrostbiteSmoothieRunDisplay" operation="set" value="@$buffFrostbiteSmoothieRunDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffFrostbiteSmoothieRunDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
		<passive_effect name="RunSpeed" operation="perc_add" value=".1">
			<requirement name="InBiome" biome="1"/></passive_effect> <!-- snow -->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffFrostbiteSmoothieRun">
				<requirement name="CVarCompare" cvar="$buffFrostbiteSmoothieRunDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffFrostbiteSmoothieRunDisplay,$buffFrostbiteSmoothieRunDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffAtomicSmoothieRun -->
	<!-- TRIGGERED_BY: Items = foodAtomicSmoothie -->
	<!-- Increases run speed -->
	<buff name="buffAtomicSmoothieRun" name_key="buffAtomicSmoothieRunName" description_key="buffAtomicSmoothieRunDesc" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffAtomicSmoothieRunDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffAtomicSmoothieRunDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffAtomicSmoothieRunDisplay" operation="set" value="@$buffAtomicSmoothieRunDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffAtomicSmoothieRunDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
		<passive_effect name="RunSpeed" operation="perc_add" value=".1">
			<requirement name="InBiome" biome="8"/></passive_effect> <!-- wasteland -->
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffAtomicSmoothieRun">
				<requirement name="CVarCompare" cvar="$buffAtomicSmoothieRunDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffAtomicSmoothieRunDisplay,$buffAtomicSmoothieRunDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffMegaCrush -->
	<!-- TRIGGERED_BY: Items = drinkCanMegaCrush -->
	<!-- Increases stamina regeneration and run speed -->
	<buff name="buffMegaCrush" name_key="buffMegaCrushName" description_key="buffMegaCrushDesc" tooltip_key="buffMegaCrushTooltip" icon="ui_game_symbol_pills">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffMegaCrushDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffMegaCrushDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffMegaCrushDisplay" operation="set" value="@$buffMegaCrushDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffMegaCrushDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffMegaCrush">
				<requirement name="CVarCompare" cvar="$buffMegaCrushDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffMegaCrushDisplay,$buffMegaCrushDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="RunSpeed" operation="perc_add" value=".5"/>
			<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="1.2"/> <!-- regening stamina costs you water -->
			<!--<passive_effect name="StaminaLossMaxMult" operation="perc_add" value="1.2"/> --><!-- regening stamina costs food, blacks out the stamina bar -->
		</effect_group>
	</buff>

	<!-- *** buffRedTea -->
	<!-- TRIGGERED_BY: Items = drinkJarPureMineralWater, drinkJarRedTea -->
	<!-- Reduces food and water use -->
	<buff name="buffRedTea" name_key="buffRedTea" description_key="buffRedTeaDesc" icon="ui_game_symbol_stomach">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffRedTeaDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffRedTeaDisplay" operation="set" value="@$buffRedTeaDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffRedTeaDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRedTea">
				<requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffRedTeaEffectDisplay" operation="set" value="-15"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffRedTeaDisplay,$buffRedTeaDuration,$buffRedTeaEffectDisplay"/>
		</effect_group>

		<effect_group>
			<passive_effect name="FoodLossPerStaminaPointGained" operation="perc_add" value="-.15"/>
			<passive_effect name="WaterLossPerStaminaPointGained" operation="perc_add" value="-.15"/>
		</effect_group>
	</buff>

	<!-- *** buffDrunkGrandpasMoonshine -->
	<!-- TRIGGERED_BY: Items = drinkJarGrandpasMoonshine -->
	<!-- Nuthin' makes settling it the old way easier than a bottle of grandpa's moonshine. -->
	<!-- Gives all melee damage a punch that will make 'em quake in their boots. -->
	<!-- Also Increases damage resistance and a bunch of other stuff.  -->
	<buff name="buffDrunkGrandpasMoonshine" name_key="buffDrunkGrandpasMoonshineName" description_key="buffDrunkGrandpasMoonshineDesc" tooltip_key="buffDrunkGrandpasMoonshineTooltip" icon="ui_game_symbol_beer">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffGrandpasMoonshineDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffGrandpasMoonshineDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasMoonshineDisplay" operation="set" value="@$buffGrandpasMoonshineDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasMoonshineDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrunkGrandpasMoonshine">
				<requirement name="CVarCompare" cvar="$buffGrandpasMoonshineDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffGrandpasMoonshineDisplay,$buffGrandpasMoonshineDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="4">
				<requirement name="HoldingItemHasTags" tags="melee"/>
			</passive_effect>
			<!-- <passive_effect name="GeneralDamageResist" operation="base_add" value="0.5"/> -->
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.6"/> <!-- buffDrunkGrandpasMoonshine -->
			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun"/>
			<passive_effect name="HealthChangeOT" operation="base_add" value="20"/>
			<passive_effect name="FoodLossPerHealthPointGained" operation="base_set" value="0"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="4" effect_name="Drunk"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="1" fade="4" effect_name="Drunk"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="4" effect_name="Drunk"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffGrandpasMoonshineDuration,.buffGrandpasMoonshineDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffDrunkGrandpasAwesomeSauce -->
	<!-- TRIGGERED_BY: Items = drinkJarGrandpasAwesomeSauce -->
	<!-- Temporarily increases bartering -->
	<buff name="buffDrunkGrandpasAwesomeSauce" name_key="buffDrunkGrandpasAwesomeSauceName" description_key="buffDrunkGrandpasAwesomeSauceDesc" tooltip_key="buffDrunkGrandpasAwesomeSauceTooltip" icon="ui_game_symbol_beer">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffGrandpasAwesomeSauceDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffGrandpasAwesomeSauceDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasAwesomeSauceDisplay" operation="set" value="@$buffGrandpasAwesomeSauceDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasAwesomeSauceDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrunkGrandpasAwesomeSauce">
				<requirement name="CVarCompare" cvar="$buffGrandpasAwesomeSauceDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffGrandpasAwesomeSauceDisplay,$buffGrandpasAwesomeSauceDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
			<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffDrunkGrandpasLearningElixir -->
	<!-- TRIGGERED_BY: Items = drinkJarGrandpasLearningElixir -->
	<!-- Temporarily increases the amount of XP gain -->
	<buff name="buffDrunkGrandpasLearningElixir" name_key="buffDrunkGrandpasLearningElixirName" description_key="buffDrunkGrandpasLearningElixirDesc" tooltip_key="buffDrunkGrandpasLearningElixirTooltip" icon="ui_game_symbol_beer">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffGrandpasLearningElixirDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffGrandpasLearningElixirDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasLearningElixirDisplay" operation="set" value="@$buffGrandpasLearningElixirDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffGrandpasLearningElixirDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrunkGrandpasLearningElixir">
				<requirement name="CVarCompare" cvar="$buffGrandpasLearningElixirDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffGrandpasLearningElixirDisplay,$buffGrandpasLearningElixirDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" value=".2"/>
		</effect_group>
	</buff>

	<!-- *** buffPumpkinCheesecake -->
	<!-- TRIGGERED_BY: Items = foodPumpkinCheesecake -->
	<!-- Temporarily increases bartering -->
	<buff name="buffPumpkinCheesecake" name_key="foodPumpkinCheesecake" description_key="foodPumpkinCheesecakeDesc" icon="ui_game_symbol_fork">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffPumpkinCheesecakeDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" value=".05"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffPumpkinCheesecakeDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffPumpkinCheesecakeDisplay" operation="set" value="@$buffPumpkinCheesecakeDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffPumpkinCheesecakeDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffPumpkinCheesecake">
				<requirement name="CVarCompare" cvar="$buffPumpkinCheesecakeDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffPumpkinCheesecakeDisplay,$buffPumpkinCheesecakeDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffShamChowder -->
	<!-- TRIGGERED_BY: Items = foodShamChowder -->
	<!-- Temporarily increases fortitude -->
	<buff name="buffShamChowder" name_key="foodShamChowder" description_key="foodShamChowderDesc" icon="ui_game_symbol_fork">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffShamChowderDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffShamChowderDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffShamChowderDisplay" operation="set" value="@$buffShamChowderDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffShamChowderDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffShamChowder">
				<requirement name="CVarCompare" cvar="$buffShamChowderDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffShamChowderDisplay,$buffShamChowderDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/>
			<triggered_effect trigger="onSelfBuffStart" action="RefreshPerks" attribute="Fortitude"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks" attribute="Fortitude"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugSteroids -->
	<!-- TRIGGERED_BY: Items = drugSteroids -->
	<!-- Steroids decrease encumbrance, allowing you to carry more items, and allow you to run faster. -->
	<!-- They also allow you to move and perform actions normally when you have a sprained or broken limb. -->
	<buff name="buffDrugSteroids" name_key="drugSteroids" description_key="drugSteroidsDesc" icon="ui_game_symbol_steroids">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugSteroidsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugSteroidsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSteroidsDisplay" operation="set" value="@$buffDrugSteroidsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSteroidsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugSteroids">
				<requirement name="CVarCompare" cvar="$buffDrugSteroidsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugSteroidsDisplay,$buffDrugSteroidsDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="CarryCapacity" operation="base_set" value="50"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
			<passive_effect name="WaterChangeOT" operation="base_subtract" value=".04"/> <!-- 30/720 -->
		</effect_group>
	</buff>

	<!-- *** buffDrugRecog -->
	<!-- TRIGGERED_BY: Items = drugRecog -->
	<!-- Recog enhances ranged damage -->
	<buff name="buffDrugRecog" name_key="drugRecog" description_key="drugRecogDesc" icon="ui_game_symbol_candy_recog">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugRecogDisplay"/>
		<display_value_format value="time"/>

		<!-- Increase ranged damage 50% for 2 minutes. -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugRecogDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugRecogDisplay" operation="set" value="@$buffDrugRecogDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugRecogDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugRecog">
				<requirement name="CVarCompare" cvar="$buffDrugRecogDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$buffDrugRecogDuration,.buffDrugRecogDisplay"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value=".5" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkArchery,admin"/>
			<passive_effect name="WaterChangeOT" operation="base_subtract" value=".08"/> <!-- 30/360 -->
		</effect_group>
	</buff>

	<!-- *** buffDrugFortBites -->
	<!-- TRIGGERED_BY: Items = drugFortBites -->
	<!-- Fort Bites greatly increase your damage resistance. -->
	<buff name="buffDrugFortBites" name_key="drugFortBites" description_key="drugFortBitesDesc" icon="ui_game_symbol_candy_fortitude">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugFortBitesDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugFortBitesDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugFortBitesDisplay" operation="set" value="@$buffDrugFortBitesDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugFortBitesDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugFortBites">
				<requirement name="CVarCompare" cvar="$buffDrugFortBitesDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugFortBitesDisplay,$buffDrugFortBitesDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="0.4"/>
			<passive_effect name="WaterChangeOT" operation="base_subtract" value=".05"/> <!-- 20/360 -->
		</effect_group>
	</buff>

	<!-- *** buffDrugAtomJunkies -->
	<!-- TRIGGERED_BY: Items = drugAtomJunkies -->
	<!-- Atom sized candy and atomic sized power! -->
	<!-- Increases the damage of explosives. -->
	<buff name="buffDrugAtomJunkies" name_key="drugAtomJunkies" description_key="drugAtomJunkiesDesc" icon="ui_game_symbol_candy_atom_junkies">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugAtomJunkiesDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<passive_effect name="ExplosionBlockDamage" operation="perc_add" value=".5" tags="perkDemolitionsExpert"/>
			<passive_effect name="ExplosionEntityDamage" operation="perc_add" value=".5" tags="perkDemolitionsExpert"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugAtomJunkiesDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugAtomJunkiesDisplay" operation="set" value="@$buffDrugAtomJunkiesDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugAtomJunkiesDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugAtomJunkies">
				<requirement name="CVarCompare" cvar="$buffDrugAtomJunkiesDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugAtomJunkiesDisplay,$buffDrugAtomJunkiesDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugCovertCats -->
	<!-- TRIGGERED_BY: Items = drugCovertCats -->
	<!-- Be a cool cat and have it made in the shade with Covert Cats. -->
	<!-- Increases sneak attack damage. -->
	<buff name="buffDrugCovertCats" name_key="drugCovertCats" description_key="drugCovertCatsDesc" icon="ui_game_symbol_candy_covert_cats">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugCovertCatsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugCovertCatsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugCovertCatsDisplay" operation="set" value="@$buffDrugCovertCatsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugCovertCatsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugCovertCats">
				<requirement name="CVarCompare" cvar="$buffDrugCovertCatsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugCovertCatsDisplay,$buffDrugCovertCatsDuration"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/>
				<passive_effect name="DamageBonus" operation="base_add" value=".5"/> <!--For UI-->
				<passive_effect name="EntityDamage" operation="perc_add" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugEyeKandy -->
	<!-- TRIGGERED_BY: Items = drugEyeKandy -->
	<!-- Find that sparkling treasure easier with a drop of Eye Kandy. -->
	<!-- Increases loot quality. -->
	<buff name="buffDrugEyeKandy" name_key="drugEyeKandy" description_key="drugEyeKandyDesc" icon="ui_game_symbol_candy_eye_candy">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugEyeKandyDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugEyeKandyDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugEyeKandyDisplay" operation="set" value="@$buffDrugEyeKandyDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugEyeKandyDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugEyeKandy">
				<requirement name="CVarCompare" cvar="$buffDrugEyeKandyDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugEyeKandyDisplay,$buffDrugEyeKandyDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootStage" operation="base_add" value="5"/>
			<passive_effect name="LootStage" operation="perc_add" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugHackers -->
	<!-- TRIGGERED_BY: Items = drugHackers -->
	<!-- These tasty treats increase the amount of resources that you harvest with salvage tools. -->
	<buff name="buffDrugHackers" name_key="drugHackers" description_key="drugHackersDesc" icon="ui_game_symbol_candy_hackers">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugHackersDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugHackersDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugHackersDisplay" operation="set" value="@$buffDrugHackersDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugHackersDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugHackers">
				<requirement name="CVarCompare" cvar="$buffDrugHackersDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugHackersDisplay,$buffDrugHackersDuration"/>
		</effect_group>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkSalvageOperations"/>
				<passive_effect name="HarvestCount" operation="perc_add" value=".2" tags="salvageHarvest"/>
				<passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugHealthBar -->
	<!-- TRIGGERED_BY: Items = drugHealthBar -->
	<!-- Delicious low carb bar made from all natural synthetics! -->
	<!-- Increases your max health as well as your resistance to critical injuries and the speed at which they heal naturally. -->
	<buff name="buffDrugHealthBar" name_key="drugHealthBar" description_key="drugHealthBarDesc" icon="ui_game_symbol_candy_health_bar">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugHealthBarDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugHealthBarDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugHealthBarDisplay" operation="set" value="@$buffDrugHealthBarDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugHealthBarDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugHealthBar">
				<requirement name="CVarCompare" cvar="$buffDrugHealthBarDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugHealthBarDisplay,$buffDrugHealthBarDuration"/>
		</effect_group>

		<effect_group>
			<!-- heal effect is rolled into $critHitNaturalHealingRate -->
			<passive_effect name="BuffResistance" operation="base_add" value=".25" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<passive_effect name="HealthMax" operation="base_add" value="10"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugJailBreakers -->
	<!-- TRIGGERED_BY: Items = drugJailBreakers -->
	<!-- Be the daddy to that stubborn lock. -->
	<!-- Lock picking is always successful. -->
	<buff name="buffDrugJailBreakers" name_key="drugJailBreakers" description_key="drugJailBreakersDesc" icon="ui_game_symbol_candy_jail_breakers">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugJailBreakersDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugJailBreakersDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugJailBreakersDisplay" operation="set" value="@$buffDrugJailBreakersDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugJailBreakersDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugJailBreakers">
				<requirement name="CVarCompare" cvar="$buffDrugJailBreakersDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugJailBreakersDisplay,$buffDrugJailBreakersDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LockPickBreakChance" operation="perc_subtract" value="2"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugNerdTats -->
	<!-- TRIGGERED_BY: Items = drugNerdTats -->
	<!-- Channel your inner nerd powers! -->
	<!-- Stun batons shock nearby enemies on charged hits. -->
	<buff name="buffDrugNerdTats" name_key="drugNerdTats" description_key="drugNerdTatsDesc" icon="ui_game_symbol_candy_nerd_tats">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugNerdTatsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugNerdTatsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugNerdTatsDisplay" operation="set" value="@$buffDrugNerdTatsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugNerdTatsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugNerdTats">
				<requirement name="CVarCompare" cvar="$buffDrugNerdTatsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugNerdTatsDisplay,$buffDrugNerdTatsDuration"/>
		</effect_group>
		<!-- effect is on the baton -->
	</buff>

	<!-- *** buffDrugOhShitzDrops -->
	<!-- TRIGGERED_BY: Items = drugOhShitzDrops -->
	<!-- Be prepared for those Oh Shitz moments! -->
	<!-- Fall damage immunity. -->
	<buff name="buffDrugOhShitzDrops" name_key="drugOhShitzDrops" description_key="drugOhShitzDropsDesc" icon="ui_game_symbol_candy_oh_shitz">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugOhShitzDropsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugOhShitzDropsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugOhShitzDropsDisplay" operation="set" value="@$buffDrugOhShitzDropsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugOhShitzDropsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugOhShitzDrops">
				<requirement name="CVarCompare" cvar="$buffDrugOhShitzDropsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugOhShitzDropsDisplay,$buffDrugOhShitzDropsDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugRockBusters -->
	<!-- TRIGGERED_BY: Items = drugRockBusters -->
	<!-- Jawbreakers got nuthin' on us! -->
	<!-- Increase the amount of wood, ore and stone that you harvest with mining tools. -->
	<buff name="buffDrugRockBusters" name_key="drugRockBusters" description_key="drugRockBustersDesc" icon="ui_game_symbol_candy_rock_busters">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugRockBustersDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugRockBustersDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugRockBustersDisplay" operation="set" value="@$buffDrugRockBustersDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugRockBustersDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugRockBusters">
				<requirement name="CVarCompare" cvar="$buffDrugRockBustersDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugRockBustersDisplay,$buffDrugRockBustersDuration"/>
		</effect_group>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkMiner69r"/>
				<passive_effect name="HarvestCount" operation="perc_add" value=".2" tags="oreWoodHarvest"/>
				<passive_effect name="PlayerExpGain" operation="perc_add" value="-.05" tags="Harvesting"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugSkullCrushers -->
	<!-- TRIGGERED_BY: Items = drugSkullCrushers -->
	<!-- Rock hard candy that gives you a rock hard punch. -->
	<!-- Increases melee damage 50% for 2 minutes. -->
	<buff name="buffDrugSkullCrushers" name_key="drugSkullCrushers" description_key="drugSkullCrushersDesc" icon="ui_game_symbol_candy_skull_crushers">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugSkullCrushersDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugSkullCrushersDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSkullCrushersDisplay" operation="set" value="@$buffDrugSkullCrushersDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSkullCrushersDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugSkullCrushers">
				<requirement name="CVarCompare" cvar="$buffDrugSkullCrushersDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugSkullCrushersDisplay,$buffDrugSkullCrushersDuration"/>
		</effect_group>

		<effect_group>
				<passive_effect name="EntityDamage" operation="perc_add" value=".5" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler"/>
		</effect_group>
	</buff>

	<!-- *** buffDrugSugarButts -->
	<!-- TRIGGERED_BY: Items = drugSugarButts -->
	<!-- If ifs and butts were candy and nuts every day would be Christmas! -->
	<!-- Well now it can be with one tasty Sugar Butts Candy. -->
	<!-- Increases Better Barter one rank for 2 minutes. -->
	<buff name="buffDrugSugarButts" name_key="drugSugarButts" description_key="drugSugarButtsDesc" icon="ui_game_symbol_candy_sugar_butts">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDrugSugarButtsDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDrugSugarButtsDuration" operation="subtract" value="@$MetabolismDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSugarButtsDisplay" operation="set" value="@$buffDrugSugarButtsDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDrugSugarButtsDisplay" operation="divide" value="@$MetabolismDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugSugarButts">
				<requirement name="CVarCompare" cvar="$buffDrugSugarButtsDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDrugSugarButtsDisplay,$buffDrugSugarButtsDuration"/>
		</effect_group>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" value="0.1"/>
			<passive_effect name="BarteringSelling" operation="base_add" value="0.1"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Player Action Buffs / Procs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffPowerAttackStaminaStunt -->
	<!-- TRIGGERED_BY: Entity Class = playerMale -->
	<!-- Temporarily reduces stamina recover after a melee power attack -->
	<buff name="buffPowerAttackStaminaStunt" icon="ui_game_symbol_run" icon_color="255,128,0" hidden="true">
		<stack_type value="replace"/>
		<duration value="1.5"/>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="1"/> <!-- buffPowerAttackStaminaStunt -->
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="1" tags="running"/> <!-- buffPowerAttackStaminaStunt -->
		</effect_group>
	</buff>

	<!-- *** buffHoldBreathAiming01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Decreases stamina over time while aiming down the sights of firearms -->
	<buff name="buffHoldBreathAiming01" name_key="Aiming1" description_key="" tooltip_key="" icon="ui_game_symbol_all_blocks" hidden="true">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffHoldBreathAiming01"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffHoldBreathAiming01"/>
			<triggered_effect trigger="onSelfAimingGunStop" action="RemoveBuff" buff="buffHoldBreathAiming01"/>
			<triggered_effect trigger="onSelfEquipStart" action="RemoveBuff" buff="buffHoldBreathAiming01"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffHoldBreathAiming01">
				<requirement name="!HoldingItemHasTags" tags="holdBreathAiming"/>
			</triggered_effect>

			<!--
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="open_vending"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="close_vending"/>
			-->
			<passive_effect name="StaminaChangeOT" operation="perc_add" duration="0,1" value="-.9,-1.6"/> <!-- buffHoldBreathAiming01 -->
			<passive_effect name="StaminaChangeOT" operation="perc_add" duration="1,9999" value="-1.6,-1.6"/> <!-- buffHoldBreathAiming01 -->

			<passive_effect name="WeaponHandling" operation="perc_add" value="-.45"/>
			<passive_effect name="WeaponHandling" operation="perc_add" duration="0,.3" value="1,0" tags="perkDeadEye"/>

			<passive_effect name="WeaponHandling" operation="perc_add" duration="0,.4" value="1.1,0" tags="perkArchery">
				<requirement name="HoldingItemHasTags" tags="crossbow"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="HoldingItemHasTags" tags="perkDeadEye"/>
				<passive_effect name="StaminaChangeOT" operation="perc_add" value=".1"> <!-- buffHoldBreathAiming01 -->
					<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="3"/>
				</passive_effect>
				<passive_effect name="StaminaChangeOT" operation="perc_add" value=".2"> <!-- buffHoldBreathAiming01 -->
					<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="4"/>
				</passive_effect>
				<passive_effect name="StaminaChangeOT" operation="perc_add" value=".3"> <!-- buffHoldBreathAiming01 -->
					<requirement name="ProgressionLevel" progression_name="perkDeadEye" operation="Equals" value="5"/>
				</passive_effect>
				<passive_effect name="StaminaChangeOT" operation="perc_add" value=".15"> <!-- buffHoldBreathAiming01 -->
					<requirement name="ProgressionLevel" progression_name="perkSniperControlledBreathing" operation="Equals" value="1"/>
				</passive_effect>
		</effect_group>
	</buff>

	<!-- *** buffDrawBow01 -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Decreases stamina over time while bow is drawn -->
	<buff name="buffDrawBow01" name_key="buffDrawBow01" icon="ui_game_symbol_all_blocks" hidden="true">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffDrawBow01"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffDrawBow01"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffDrawBow01"/>
			<triggered_effect trigger="onSelfEquipStart" action="RemoveBuff" buff="buffDrawBow01"/>
			<!--
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="open_vending"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="close_vending"/>
			-->

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrawBow01">
				<requirement name="!HoldingItemHasTags" tags="bowDrawPenalty"/>
			</triggered_effect>

			<passive_effect name="StaminaChangeOT" operation="perc_subtract" value="1.4"/> <!-- buffDrawBow01 -->
		</effect_group>

		<!-- <effect_group>
			<requirement name="HoldingItemHasTags" tags="perkArchery"/>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value=".1"> NOT_USED
				<requirement name="ProgressionLevel" progression_name="perkArchery" operation="GTE" value="3"/>
			</passive_effect>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value=".2"> NOT_USED
				<requirement name="ProgressionLevel" progression_name="perkArchery" operation="GTE" value="4"/>
			</passive_effect>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value=".3"> NOT_USED
				<requirement name="ProgressionLevel" progression_name="perkArchery" operation="GTE" value="5"/>
			</passive_effect>
		</effect_group> -->
	</buff>

	<!-- *** buffReloadMovementPenalty -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Decreases movement speed while reloading -->
	<buff name="buffReloadMovementPenalty" name_key="Reloading" icon="ui_game_symbol_pack_mule" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<damage_type value="stun"/>
		<duration value="7"/>

		<effect_group>
			<triggered_effect trigger="onReloadStop" action="RemoveBuff" buff="buffReloadMovementPenalty"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffReloadMovementPenalty"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="0"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".5"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".5"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".5"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="1"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".4"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".4"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".4"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="2"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".3"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".3"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".3"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="3"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".2"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".2"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".2"/>
		</effect_group>

		<effect_group>
			<requirement name="ProgressionLevel" progression_name="perkRunAndGun" operation="Equals" value="4"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/>
		</effect_group>
	</buff>

	<!-- *** buffSetHeldItemJammed -->
	<buff name="buffSetHeldItemJammed" hidden="true" icon_color="255,128,255">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetHeldItemJammed"/>
		</effect_group>
	</buff>

	<!-- *** buffLegendaryBoss --><!-- UNUSED. Keep for mod example. -->
	<!-- TRIGGERED_BY: Entity Class = zombieBusinessManRadiated, zombieUtilityWorkerRadiated -->
	<!-- See entityclasses.xml for examples -->
	<buff name="buffLegendaryBoss" name_key="Legendary Boss Buff Name" description_key="legendaryDesc" tooltip_key="na" icon="ui_game_symbol_skull">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_set" value="3"/>
			<passive_effect name="EntityDamage" operation="perc_set" value="3"/>
		</effect_group>
	</buff>

	<!-- *** buffTazasWrath --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: Items = ??? -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffTazasWrath" name_key="buffTazasWrathName" description_key="buffTazasWrathDesc" tooltip_key="buffTazasWrathTooltip" icon="ui_game_symbol_skull">
		<stack_type value="replace"/>
		<duration value="1"/>
		<update_rate value=".5"/>

		<effect_group>
			<!--
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$VarTest" operation="setvalue" value="randomfloat(12,13)"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CVarLogValue" cvar="$VarTest"/>
			-->
			<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="melee,tazas"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="open_apache_artifact_chest"/>
		</effect_group>
	</buff>

	<!-- *** buffRingOfFire -->
	<!-- TRIGGERED_BY: Items = ringOfFireAdmin -->
	<!-- Admin AOE item to quickly burn/kill hostile entities -->
	<buff name="buffRingOfFire" name_key="buffRingOfFireName" description_key="buffRingOfFireDesc" icon="ui_game_symbol_fire" icon_color="200,200,0" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>
		<update_rate value=".7"/>
		<display_value_key value="buffRingOfFireEffectNameShort"/>
		<display_value value="xxx"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,10" tags="buffRingOfFire"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="10" buff="buffRingOfFireEffect">
				<requirement name="!EntityTagCompare" target="other" tags="npc,vehicle,player,turret,drone"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="FireMediumLoop" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="FadeOutSound" sound="FireMediumLoop" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="forge_fire_die" play_in_head="true"/>
		</effect_group>
	</buff>

	<!-- *** buffRingOfFireEffect -->
	<!-- TRIGGERED_BY: Buffs = buffRingOfFire -->
	<!-- Handler for fire particles when using ringOfFireAdmin item -->
	<buff name="buffRingOfFireEffect" name_key="buffRingOfFireName" description_key="buffRingOfFireEffectDesc" tooltip_key="buffRingOfFireEffectDesc" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
		<damage_type value="heat"/>
		<stack_type value="ignore"/>
		<duration value="10"/>
		<update_rate value="1.2"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" duration="0,10" value="0,500"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
		</effect_group>
	</buff>

	<!-- *** buffDontBreakMyLeg -->
	<!-- TRIGGERED_BY: Items = rocketBootsAdmin -->
	<!-- Don't break legs when using rocketBootsAdmin item -->
	<buff name="buffDontBreakMyLeg" hidden="true" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>
	</buff>
	
	<!-- *** buffRadiatedRegen -->
	<!-- TRIGGERED_BY: Entity Class = radiated zombies -->
	<!-- Regenerates health over time -->
	<buff name="buffRadiatedRegen" name_key="buffRadiatedRegenDesc" description_key="buffRadiatedRegenDesc" tooltip_key="buffRadiatedRegenDesc" icon="ui_game_symbol_radiation" icon_color="255,0,0">
		<stack_type value="ignore"/>
		<duration value="2000000000"/>
		<update_rate value="2.5"/>

		<effect_group>
			<requirement name="!HasBuff" buff="buffRadiatedRegenBlock"/>
				<passive_effect name="HealthChangeOT" operation="base_add" value="@RadiatedRegenAmount"/>
		</effect_group>

		<effect_group>
			<!--
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="RadiatedParticlesOnMesh" local_offset="0,0.75,0"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="RadiatedParticlesOnMesh"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="RadiatedParticlesOnMesh"/>
			-->

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffRadiatedRegen">
				<requirement name="StatComparePercCurrentToMax" stat="health" operation="GTE" value=".8"/>
			</triggered_effect>

<!-- *** Allan_TO_DO: Is this still needed??? Did Gazz or someone request it?-->
			<!--
			entityclasses.xml has
				<property name="ParticleOnSpawn" value="@:ParticleEffects/RadiatedParticlesOnMesh.prefab" param1="SetShapeToMesh0"/>

			That is what I would need as an argument for
			AttachParticleEffectToEntity

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="RadiatedParticlesOnMesh" local_offset="0,0.75,0"/>
					AttachParticleEffectToEntity		target, particle, parent_transform, local_offset, local_rotation
			-->
		</effect_group>
	</buff>

	<!-- *** buffRadiatedRegenBlock -->
	<!-- TRIGGERED_BY: item_modifiers = modGunMeleeRadRemover -->
	<!-- Temporarily disables radiated entities buffRadiatedRegen abilities -->
	<buff name="buffRadiatedRegenBlock" name_key="buffRadiatedRegenBlockName" icon="ui_game_symbol_radiation" icon_color="255,255,0" hidden="true">
		<stack_type value="replace"/>
		<duration value="90"/>
	</buff>

	<!-- *** buffHarvestXPBalance -->
	<!-- TRIGGERED_BY: item_modifiers = multiple harvest mods -->
	<!-- Keeps harvest mods from allowing the harvest XP to skyrocket -->
	<buff name="buffHarvestXPBalance" name_key="buffHarvestXPBalanceName" icon="ui_game_symbol_radiation" icon_color="255,255,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>

		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" value="-.1" tags="Harvesting"/>
		</effect_group>
	</buff>
	
	<buff name="buffDontMove" hidden="true" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="3"/>
		
		<effect_group>
			<passive_effect name="DisableMovement" operation="base_set" value="1"/>
			<passive_effect name="Mobility" operation="base_set" value="0"/>
			<passive_effect name="JumpStrength" operation="base_set" value="0"/>
			
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffDontMove"/>
		</effect_group>
	</buff>
	
	<!-- *** buffDummyEntitySuicide --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: N/A = N/A -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffDummyEntitySuicide" name_key="buffDummyEntitySuicideName" icon="ui_game_symbol_radiation" hidden="true">
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="-1000"/>
		</effect_group>
	</buff>

	<!-- *** buffCampfireAOE -->
	<!-- TRIGGERED_BY: Props = forge and campfire -->
	<!-- Setup for buffCampfireAOEEffect -->
	<buff name="buffCampfireAOE" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<!-- without the 2nd buff the buff display will flicker -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffCampfireAOEEffect"/>
		</effect_group>
	</buff>

	<!-- *** buffCampfireAOEEffect -->
	<!-- TRIGGERED_BY: Buffs = buffCampfireAOE -->
	<!-- Grants an insulation buff -->
	<buff name="buffCampfireAOEEffect" name_key="buffCampfireAOEEffectName" description_key="buffCampfireAOEEffectDesc" icon="ui_game_symbol_campfire">
		<stack_type value="replace"/>
		<duration value="2"/>

		<effect_group>
			<passive_effect name="HypothermalResist" operation="base_add" value="20"/>
		</effect_group>
	</buff>

	<!-- *** buffCandleAOE -->
	<!-- TRIGGERED_BY: Props = candles -->
	<!-- Setup for buffCandleAOEEffect -->
	<buff name="buffCandleAOE" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<!-- without the 2nd buff the buff display will flicker -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffCandleAOEEffect"/>
		</effect_group>
	</buff>

	<!-- *** buffCandleAOEEffect -->
	<!-- TRIGGERED_BY: Buffs = buffCandleAOE -->
	<!-- Grants an insulation buff -->
	<buff name="buffCandleAOEEffect" name_key="buffCandleAOEEffectName" description_key="buffCandleAOEEffectDesc" icon="ui_game_symbol_campfire">
		<stack_type value="replace"/>
		<duration value="2"/>

		<effect_group>
			<passive_effect name="HypothermalResist" operation="base_add" value="5"/>
		</effect_group>
	</buff>

	<!-- *** buffTreasureHunterAOE -->
	<!-- TRIGGERED_BY: Props = Buried Supplies and Treasure Map chests -->
	<!-- Setup for buffTreasureHunterAOEEffect -->
	<buff name="buffTreasureHunterAOE" name_key="buffTreasureHunterAOEName" description_key="buffTreasureHunterAOEDesc" icon="ui_game_symbol_treasure">
	<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="0.5"/>
		</effect_group>
	</buff>

	<!-- *** buffTreasureHunterAOEEnd -->
	<!-- TRIGGERED_BY: Props = Buried Supplies and Treasure Map chests -->
	<!-- 60 second buff after the chest is opened -->
	<buff name="buffTreasureHunterAOEEnd" name_key="buffTreasureHunterAOEName" description_key="buffTreasureHunterAOEDesc" icon="ui_game_symbol_treasure">
		<stack_type value="ignore"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="0.5"/>
		</effect_group>
	</buff>

	<!-- *** buffJunkDroneSupportEffect -->
	<!-- TRIGGERED_BY: Hard Coded = EntityDrone.cs -->
	<!-- Used by the Morale Booster drone mod -->
	<buff name="buffJunkDroneSupportEffect" name_key="modRoboticDroneMoraleBoosterMod" description_key="modRoboticDroneMoraleBoosterModDesc" icon="ui_game_symbol_assemble">
		<stack_type value="ignore"/>

		<effect_group>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.1"/> <!-- buffJunkDroneSupportEffect -->
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffJunkDroneSupportEffect"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffJunkDroneSupportEffect"/>
		</effect_group>
	</buff>

	<!-- *** buffJunkDroneHealCooldownEffect -->
	<!-- TRIGGERED_BY: Hard Coded = DroneWeapons.cs -->
	<!-- Prevents the drone from healing for a period of time -->
	<buff name="buffJunkDroneHealCooldownEffect" name_key="modRoboticDroneModCooldown" description_key="modRoboticDroneModCooldownDesc" icon="ui_game_symbol_drone">
		<stack_type value="ignore"/>
		<duration value="17"/>
		<display_value value=".DroneHealCooldownDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$DroneHealCooldownDuration" operation="set" value="17"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DroneHealCooldownDisplay" operation="set" value="@$DroneHealCooldownDuration"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DroneHealCooldownDuration" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DroneHealCooldownDisplay" operation="set" value="@$DroneHealCooldownDuration"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="$DroneHealCooldownDuration,.DroneHealCooldownDisplay"/>
		</effect_group>
	</buff>

	<!-- *** buffInternalBleeding -->
	<!-- TRIGGERED_BY: Items = resourceBrokenGlass -->
	<!-- Causes massive HP loss over time -->
	<buff name="buffInternalBleeding" name_key="buffInternalBleedingName" description_key="buffInternalBleedingDesc" tooltip_key="buffInternalBleedingTooltip" icon="ui_game_symbol_critical" icon_color="255,0,0" icon_blink="true">
		<damage_type value="bloodloss"/>
		<stack_type value="ignore"/>
		<duration value="60"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="1,5,200" duration="0,3,60"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffInternalBleeding"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Hazard Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffHazard_Slow -->
	<!-- TRIGGERED_BY: Props = Various pipeFireHazard -->
	<!-- Used to slow players when they walk too far into flame traps -->
	<buff name="buffHazard_Slow" hidden="true">
		<stack_type value="replace"/>
		<duration value="5"/>

		<effect_group>
			<requirement name="EntityTagCompare" tags="player"/>
				<passive_effect name="Mobility" operation="base_add" value="-.95"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value="0.85"/>
				<passive_effect name="VehicleMotorTorquePer" operation="perc_set" value="0.95"/>
				<passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0.95"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Biome Storm Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** Burnt Forest Storms -->

	<!-- *** buffBurnt_Storm -->
	<!-- TRIGGERED_BY: Biome -->
	<!-- Burnt Forest storm handler -->
	<buff name="buffBurnt_Storm" hidden="true" name_key="buffBurnt_StormName" description_key="buffBurnt_StormDesc" icon="ui_game_symbol_storm_burnt" icon_color="150,100,50" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Storm_Stage01">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffBurnt_Storm"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootDropProb" operation="perc_add" value="5"/>
		</effect_group>

		<effect_group>
			<!-- Remove CVars - Keep these for clean up on old V2.0 save games -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".StormTimerGrace,.StormTimerDMG,$StormDamage,$StormDamageTotal,.StormTimerDisplay"/>
			<!-- Remove CVars -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurntStage01BaseTime,.BurntStage01DMGBase,.BurntStage01DMGRate,.BurntStage01Target"/>
			<!-- Add Recovery buff if storm is over -->
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffBurnt_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Storm_Stage01 -->
	<!-- TRIGGERED_BY: buffBurnt_Storm -->
	<!-- Biome storm stage 1 that gives de-buffs over time -->
	<buff name="buffBurnt_Storm_Stage01" name_key="buffBurnt_Storm_Stage01Name" description_key="buffBurnt_Storm_Stage01Desc" icon="ui_game_symbol_storm_burnt" icon_color="255,204,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".BurntStage01Display"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- If Tracked Time remains from Recovery... -->
			<requirement name="CVarCompare" cvar=".BurntTrackTime" operation="GT" value="0"/>
				<!-- Set Base Time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01Target" operation="set" value="@.BurntStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01Target" operation="add" value="@.BurntStage01BaseTime"/>
				<!-- Set the display to the target time and then remove the recovery time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01Display" operation="set" value="@.BurntStage01Target"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01Display" operation="subtract" value="@.BurntTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Add 1 to the time tracker -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntTrackTime" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on START if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".BurntTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on UPDATE if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".BurntTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".BurntStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="set" value="@.BurntStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="add" value="@.BurntStage01BaseTime"/>
				<!-- Set the Display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Display" operation="set" value="@.BurntStage01Target"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Display" operation="subtract" value="@.BurntTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Set the bast time if the base time is 0 -->
			<!-- Needed here for when a player is in the middle of an update loop and has both inside and outside buffs -->
			<requirement name="CVarCompare" cvar=".BurntStage01BaseTime" operation="EQ" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
				<!-- The base "stat damage" being done to the player over time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01DMGBase" operation="set" value="25"/>
				<!-- Set the rate to the base -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMGRate" operation="set" value="@.BurntStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMGRate" operation="divide" value="@.BurntStage01Target">
					<requirement name="CVarCompare" cvar=".BurntStage01Target" operation="GT" value="0"/>
				</triggered_effect>
				<!-- Add the rate to the DMG on update -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMG" operation="add" value="@.BurntStage01DMGRate"/>
				<!-- Do the "stat damage" -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.BurntStage01DMG"/>
		</effect_group>

		<effect_group>
			<!-- Start Screen FX -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormBurnt">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<!-- Remove Screen FX -->
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormBurnt"/>
			<!-- Remove buff if the player leaves the game -->
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffBurnt_Storm_Stage01"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffBurnt_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBurnt_Storm_Recover01">
					<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and Buff and Start next Stage -->
			<requirement name="CVarCompare" cvar=".BurntStage01Display" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurntStage01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffBurnt_Storm_Stage02"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Storm_Stage02 -->
	<!-- TRIGGERED_BY: buffBurnt_Storm_Stage01 -->
	<!-- Biome storm stage 2 that reduces health over time -->
	<buff name="buffBurnt_Storm_Stage02" name_key="buffBurnt_Storm_Stage02Name" description_key="buffBurnt_Storm_Stage02Desc" icon="ui_game_symbol_storm_burnt" icon_color="255,0,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormBurnt">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormBurnt"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffBurnt_Storm_Stage02"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01,god"/>
				<!-- Continue Stage01 Stat DMG -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.BurntStage01DMG">
					<requirement name="!HasBuff" buff="buffBurnt_Storm_Recover01"/>
				</passive_effect>
				<!-- Reduce health without smoothie buffs -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2">
					<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over,buffBurntSmoothieRun"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffBurnt_Hazard_Over"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffBurntSmoothieRun"/>
				</triggered_effect>
				<!-- Play pain sounds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffBurnt_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Storm_Stage02"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffBurnt_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Storm_Recover01 -->
	<!-- TRIGGERED_BY: IsSheltered or end of buffBurnt_Storm -->
	<!-- Recovery of storm de-buff -->
	<buff name="buffBurnt_Storm_Recover01" name_key="buffBurnt_Storm_Recover01Name" description_key="buffBurnt_Storm_Recover01Desc" icon="ui_game_symbol_storm_burnt" icon_color="0,255,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".BurntRecover01Display"/>
		<display_value_format value="time"/>

		<effect_group>
		<!-- Setup de-buff for recovery -->
		<requirement name="CVarCompare" cvar=".BurntRecover01Display" operation="LT" value="1"/>
		<requirement name="!HasBuff" buff="buffBurnt_Storm,buffBurnt_Storm_Stage01,buffBurnt_Storm_Stage02"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.BurntStage01DMG"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".BurntStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="set" value="@.BurntStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01Target" operation="add" value="@.BurntStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMGRate" operation="set" value="@.BurntStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMGRate" operation="divide" value="@.BurntStage01Target"/>
				<!-- Increase the rate by the recovery speed -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMGRate" operation="multiply" value="3"/>
		</effect_group>

		<effect_group>
			<!-- Setup timer and heal de-buffs -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement_group op="and">
					<requirement name="!HasBuff" buff="buffBurnt_Storm,buffBurnt_Storm_Stage01,buffBurnt_Storm_Stage02"/>
				</requirement_group>
			</requirement_group>
				<!-- Set Recovery Display -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntStage01DMGBase" operation="set" value="25"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntRecover01Display" operation="set" value="@.BurntStage01Display"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".BurntTrackTime" operation="set" value="@.BurntTrackTime"/>
				<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffBurnt_Storm_Recover01"/>
				<!-- Subtract timer and increase de-buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntRecover01Display" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntTrackTime" operation="subtract" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntStage01DMG" operation="subtract" value="@.BurntStage01DMGRate"/>
				<!-- Apply De-buff -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.BurntStage01DMG">
					<requirement name="CVarCompare" cvar=".BurntRecover01Display" operation="GT" value="0"/>
					<requirement name="!HasBuff" buff="buffBurnt_Storm_Stage02"/>
				</passive_effect>
		</effect_group>

		<effect_group>
			<!-- If no longer sheltered... -->
			<requirement name="!IsSheltered"/>
			<requirement name="HasBuff" buff="buffBurnt_Storm,buffBurnt_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Storm_Recover01"/>
		</effect_group>

		<effect_group><!-- Remove Buff -->
			<requirement name="CVarCompare" cvar=".BurntTrackTime" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffBurnt_Storm,buffBurnt_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Storm_Recover01"/>
		</effect_group>

		<effect_group>
			<!-- Clean up CVars -->
			<requirement name="CVarCompare" cvar=".BurntTrackTime" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurntRecover01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurntRecover01Display,.BurntStage01DMG,.BurntStage01DMGRate"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".BurntStage01Display,.BurntTrackTime,.BurntStage01BaseTime,.BurntStage01DMGBase,.BurntStage01ETRate"/>
		</effect_group>
	</buff>

	<!-- *** Desert Storms -->

	<!-- *** buffDesert_Storm -->
	<!-- TRIGGERED_BY: Biome -->
	<!-- Desert Forest storm handler -->
	<buff name="buffDesert_Storm" hidden="true" name_key="buffDesert_StormName" description_key="buffDesert_StormDesc" icon="ui_game_symbol_storm_desert" icon_color="150,100,50" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Storm_Stage01">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffDesert_Storm"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootDropProb" operation="perc_add" value="5"/>
		</effect_group>

		<!-- <effect_group> -->
			<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/> -->
			<!-- <requirement name="HoldingItemHasTags" tags="gun,turretRanged"/> -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffSetHeldItemJammed"/> -->
		<!-- </effect_group> -->

		<effect_group>
			<!-- Remove CVars - Keep these for clean up on old V2.0 save games -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".StormTimerGrace,.StormTimerDMG,$StormDamage,$StormDamageTotal,.StormTimerDisplay"/>
			<!-- Remove CVars -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DesertStage01BaseTime,.DesertStage01DMGBase,.DesertStage01DMGRate,.DesertStage01Target"/>
			<!-- Add Recovery buff if storm is over -->
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffDesert_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Storm_Stage01 -->
	<!-- TRIGGERED_BY: buffDesert_Storm -->
	<!-- Biome storm stage 1 that gives de-buffs over time -->
	<buff name="buffDesert_Storm_Stage01" name_key="buffDesert_Storm_Stage01Name" description_key="buffDesert_Storm_Stage01Desc" icon="ui_game_symbol_storm_desert" icon_color="255,204,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".DesertStage01Display"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- If Tracked Time remains from Recovery... -->
			<requirement name="CVarCompare" cvar=".DesertTrackTime" operation="GT" value="0"/>
				<!-- Set Base Time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01Target" operation="set" value="@.DesertStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01Target" operation="add" value="@.DesertStage01BaseTime"/>
				<!-- Set the display to the target time and then remove the recovery time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01Display" operation="set" value="@.DesertStage01Target"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01Display" operation="subtract" value="@.DesertTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Add 1 to the time tracker -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertTrackTime" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on START if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".DesertTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on UPDATE if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".DesertTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".DesertStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="set" value="@.DesertStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="add" value="@.DesertStage01BaseTime"/>
				<!-- Set the Display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Display" operation="set" value="@.DesertStage01Target"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Display" operation="subtract" value="@.DesertTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Set the bast time if the base time is 0 -->
			<!-- Needed here for when a player is in the middle of an update loop and has both inside and outside buffs -->
			<requirement name="CVarCompare" cvar=".DesertStage01BaseTime" operation="EQ" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
				<!-- The base "stat damage" being done to the player over time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01DMGBase" operation="set" value="2"/>
				<!-- Set the rate to the base -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMGRate" operation="set" value="@.DesertStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMGRate" operation="divide" value="@.DesertStage01Target">
					<requirement name="CVarCompare" cvar=".DesertStage01Target" operation="GT" value="0"/>
				</triggered_effect>
				<!-- Add the rate to the DMG on update -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMG" operation="add" value="@.DesertStage01DMGRate"/>
				<!-- Do the "stat damage" -->
				<passive_effect name="WaterChangeOT" operation="base_subtract" value=".1"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".1"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/>
		</effect_group>

		<effect_group>
			<!-- Start Screen FX -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormDesert">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<!-- Remove Screen FX -->
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormDesert"/>
			<!-- Remove buff if the player leaves the game -->
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffDesert_Storm_Stage01"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffDesert_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDesert_Storm_Recover01">
					<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and Buff and Start next Stage -->
			<requirement name="CVarCompare" cvar=".DesertStage01Display" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DesertStage01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffDesert_Storm_Stage02"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Storm_Stage02 -->
	<!-- TRIGGERED_BY: buffDesert_Storm_Stage01 -->
	<!-- Biome storm stage 2 that reduces health over time -->
	<buff name="buffDesert_Storm_Stage02" name_key="buffDesert_Storm_Stage02Name" description_key="buffDesert_Storm_Stage02Desc" icon="ui_game_symbol_storm_desert" icon_color="255,0,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormDesert">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormDesert"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffDesert_Storm_Stage02"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffDesert_Storm_Recover01,god"/>
				<!-- Continue Stage01 Stat DMG -->
				<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.DesertStage01DMG"> -->
					<!-- <requirement name="!HasBuff" buff="buffDesert_Storm_Recover01"/> -->
				<!-- </passive_effect> -->
				<!-- Reduce health without smoothie buffs -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2">
					<requirement name="!HasBuff" buff="buffDesert_Hazard_Over,buffDesertSmoothieRun"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffDesert_Hazard_Over"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffDesertSmoothieRun"/>
				</triggered_effect>
				<!-- Play pain sounds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".1"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".1"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".1"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffDesert_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Storm_Stage02"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffDesert_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Storm_Recover01 -->
	<!-- TRIGGERED_BY: IsSheltered or end of buffDesert_Storm -->
	<!-- Recovery of storm de-buff -->
	<buff name="buffDesert_Storm_Recover01" name_key="buffDesert_Storm_Recover01Name" description_key="buffDesert_Storm_Recover01Desc" icon="ui_game_symbol_storm_desert" icon_color="0,255,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".DesertRecover01Display"/>
		<display_value_format value="time"/>

		<!-- <effect_group> -->
		<!-- Setup de-buff for recovery -->
		<!-- <requirement name="CVarCompare" cvar=".DesertRecover01Display" operation="LT" value="1"/> -->
		<!-- <requirement name="!HasBuff" buff="buffDesert_Storm,buffDesert_Storm_Stage01,buffDesert_Storm_Stage02"/> -->
			<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.DesertStage01DMG"/> -->
		<!-- </effect_group> -->

		<effect_group>
			<requirement name="CVarCompare" cvar=".DesertStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="set" value="@.DesertStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01Target" operation="add" value="@.DesertStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMGRate" operation="set" value="@.DesertStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMGRate" operation="divide" value="@.DesertStage01Target"/>
				<!-- Increase the rate by the recovery speed -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMGRate" operation="multiply" value="3"/>
		</effect_group>

		<effect_group>
			<!-- Setup timer and heal de-buffs -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement_group op="and">
					<requirement name="!HasBuff" buff="buffDesert_Storm,buffDesert_Storm_Stage01,buffDesert_Storm_Stage02"/>
				</requirement_group>
			</requirement_group>
				<!-- Set Recovery Display -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertStage01DMGBase" operation="set" value="2"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertRecover01Display" operation="set" value="@.DesertStage01Display"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".DesertTrackTime" operation="set" value="@.DesertTrackTime"/>
				<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffDesert_Storm_Recover01"/>
				<!-- Subtract timer and increase debuff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertRecover01Display" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertTrackTime" operation="subtract" value="3"/>
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertStage01DMG" operation="subtract" value="@.DesertStage01DMGRate"/> -->
				<!-- Recover De-buff -->
				<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.DesertStage01DMG"/> -->
		</effect_group>

		<effect_group>
			<!-- If no longer sheltered... -->
			<requirement name="!IsSheltered"/>
			<requirement name="HasBuff" buff="buffDesert_Storm,buffDesert_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Storm_Recover01"/>
		</effect_group>

		<effect_group><!-- Remove Buff -->
			<requirement name="CVarCompare" cvar=".DesertTrackTime" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffDesert_Storm,buffDesert_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Storm_Recover01"/>
		</effect_group>

		<effect_group>
			<!-- Clean up CVars -->
			<requirement name="CVarCompare" cvar=".DesertTrackTime" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DesertRecover01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DesertRecover01Display,.DesertStage01DMG,.DesertStage01DMGRate"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".DesertStage01Display,.DesertTrackTime,.DesertStage01BaseTime,.DesertStage01DMGBase,.DesertStage01ETRate"/>
		</effect_group>
	</buff>

	<!-- *** Snow Storms -->

	<!-- *** buffSnow_Storm -->
	<!-- TRIGGERED_BY: Biome -->
	<!-- Snow Forest storm handler -->
	<buff name="buffSnow_Storm" hidden="true" name_key="buffSnow_StormName" description_key="buffSnow_StormDesc" icon="ui_game_symbol_storm_snow" icon_color="150,100,50" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Storm_Stage01">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSnow_Storm"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootDropProb" operation="perc_add" value="5"/>
		</effect_group>

		<!-- <effect_group> -->
			<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="10"/> -->
			<!-- <requirement name="HoldingItemHasTags" tags="gun,turretRanged"/> -->
				<!-- <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffSetHeldItemJammed"/> -->
		<!-- </effect_group> -->

		<effect_group>
			<!-- Remove CVars - Keep these for clean up on old V2.0 save games -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".StormTimerGrace,.StormTimerDMG,$StormDamage,$StormDamageTotal,.StormTimerDisplay"/>
			<!-- Remove CVars -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SnowStage01BaseTime,.SnowStage01DMGBase,.SnowStage01DMGRate,.SnowStage01Target"/>
			<!-- Add Recovery buff if storm is over -->
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffSnow_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Storm_Stage01 -->
	<!-- TRIGGERED_BY: buffSnow_Storm -->
	<!-- Biome storm stage 1 that gives de-buffs over time -->
	<buff name="buffSnow_Storm_Stage01" name_key="buffSnow_Storm_Stage01Name" description_key="buffSnow_Storm_Stage01Desc" icon="ui_game_symbol_storm_snow" icon_color="255,204,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".SnowStage01Display"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- If Tracked Time remains from Recovery... -->
			<requirement name="CVarCompare" cvar=".SnowTrackTime" operation="GT" value="0"/>
				<!-- Set Base Time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01Target" operation="set" value="@.SnowStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01Target" operation="add" value="@.SnowStage01BaseTime"/>
				<!-- Set the display to the target time and then remove the recovery time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01Display" operation="set" value="@.SnowStage01Target"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01Display" operation="subtract" value="@.SnowTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Add 1 to the time tracker -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowTrackTime" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on START if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".SnowTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on UPDATE if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".SnowTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".SnowStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="set" value="@.SnowStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="add" value="@.SnowStage01BaseTime"/>
				<!-- Set the Display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Display" operation="set" value="@.SnowStage01Target"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Display" operation="subtract" value="@.SnowTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Set the bast time if the base time is 0 -->
			<!-- Needed here for when a player is in the middle of an update loop and has both inside and outside buffs -->
			<requirement name="CVarCompare" cvar=".SnowStage01BaseTime" operation="EQ" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
				<!-- The base "stat damage" being done to the player over time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01DMGBase" operation="set" value="1"/>
				<!-- Set the rate to the base -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMGRate" operation="set" value="@.SnowStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMGRate" operation="divide" value="@.SnowStage01Target">
						<requirement name="CVarCompare" cvar=".SnowStage01Target" operation="GT" value="0"/>
					</triggered_effect>
				<!-- Add the rate to the DMG on update -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMG" operation="add" value="@.SnowStage01DMGRate"/>
				<!-- Do the "stat damage" -->
				<passive_effect name="FoodChangeOT" operation="base_subtract" value=".1"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".15"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".15"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".15"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".15"/>
		</effect_group>

		<effect_group>
			<!-- Start Screen FX -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormSnow">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<!-- Remove Screen FX -->
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormSnow"/>
			<!-- Remove buff if the player leaves the game -->
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSnow_Storm_Stage01"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffSnow_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffSnow_Storm_Recover01">
					<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and Buff and Start next Stage -->
			<requirement name="CVarCompare" cvar=".SnowStage01Display" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SnowStage01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffSnow_Storm_Stage02"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Storm_Stage02 -->
	<!-- TRIGGERED_BY: buffSnow_Storm_Stage01 -->
	<!-- Biome storm stage 2 that reduces health over time -->
	<buff name="buffSnow_Storm_Stage02" name_key="buffSnow_Storm_Stage02Name" description_key="buffSnow_Storm_Stage02Desc" icon="ui_game_symbol_storm_snow" icon_color="255,0,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormSnow">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormSnow"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSnow_Storm_Stage02"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffSnow_Storm_Recover01,god"/>
				<!-- Continue Stage01 Stat DMG -->
				<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.SnowStage01DMG"> -->
					<!-- <requirement name="!HasBuff" buff="buffSnow_Storm_Recover01"/> -->
				<!-- </passive_effect> -->
				<!-- Reduce health without smoothie buffs -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2">
					<requirement name="!HasBuff" buff="buffSnow_Hazard_Over,buffSnowSmoothieRun"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffSnow_Hazard_Over"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
					<requirement name="HasBuff" buff="buffSnowSmoothieRun"/>
				</triggered_effect>
				<!-- Play pain sounds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>
				<passive_effect name="ReloadSpeedMultiplier" operation="perc_subtract" value=".15"/>
				<passive_effect name="WalkSpeed" operation="perc_subtract" value=".15"/>
				<passive_effect name="RunSpeed" operation="perc_subtract" value=".15"/>
				<passive_effect name="JumpStrength" operation="perc_subtract" value=".15"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffSnow_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Storm_Stage02"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffSnow_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Storm_Recover01 -->
	<!-- TRIGGERED_BY: IsSheltered or end of buffSnow_Storm -->
	<!-- Recovery of storm de-buff -->
	<buff name="buffSnow_Storm_Recover01" name_key="buffSnow_Storm_Recover01Name" description_key="buffSnow_Storm_Recover01Desc" icon="ui_game_symbol_storm_snow" icon_color="0,255,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".SnowRecover01Display"/>
		<display_value_format value="time"/>

		<!-- <effect_group> -->
		<!-- Setup de-buff for recovery -->
		<!-- <requirement name="CVarCompare" cvar=".SnowRecover01Display" operation="LT" value="1"/> -->
		<!-- <requirement name="!HasBuff" buff="buffSnow_Storm,buffSnow_Storm_Stage01,buffSnow_Storm_Stage02"/> -->
			<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.SnowStage01DMG"/> -->
		<!-- </effect_group> -->

		<effect_group>
			<requirement name="CVarCompare" cvar=".SnowStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="set" value="@.SnowStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01Target" operation="add" value="@.SnowStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMGRate" operation="set" value="@.SnowStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMGRate" operation="divide" value="@.SnowStage01Target"/>
				<!-- Increase the rate by the recovery speed -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMGRate" operation="multiply" value="3"/>
		</effect_group>

		<effect_group>
			<!-- Setup timer and heal de-buffs -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement_group op="and">
					<requirement name="!HasBuff" buff="buffSnow_Storm,buffSnow_Storm_Stage01,buffSnow_Storm_Stage02"/>
				</requirement_group>
			</requirement_group>
				<!-- Set Recovery Display -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowStage01DMGBase" operation="set" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowRecover01Display" operation="set" value="@.SnowStage01Display"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".SnowTrackTime" operation="set" value="@.SnowTrackTime"/>
				<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffSnow_Storm_Recover01"/>
				<!-- Subtract timer and increase debuff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowRecover01Display" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowTrackTime" operation="subtract" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowStage01DMG" operation="subtract" value="@.SnowStage01DMGRate"/>
				<!-- Recover De-buff -->
				<!-- <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.SnowStage01DMG"/> -->
		</effect_group>

		<effect_group>
			<!-- If no longer sheltered... -->
			<requirement name="!IsSheltered"/>
			<requirement name="HasBuff" buff="buffSnow_Storm,buffSnow_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Storm_Recover01"/>
		</effect_group>

		<effect_group><!-- Remove Buff -->
			<requirement name="CVarCompare" cvar=".SnowTrackTime" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffSnow_Storm,buffSnow_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Storm_Recover01"/>
		</effect_group>

		<effect_group>
			<!-- Clean up CVars -->
			<requirement name="CVarCompare" cvar=".SnowTrackTime" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SnowRecover01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SnowRecover01Display,.SnowStage01DMG,.SnowStage01DMGRate"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".SnowStage01Display,.SnowTrackTime,.SnowStage01BaseTime,.SnowStage01DMGBase,.SnowStage01ETRate"/>
		</effect_group>
	</buff>

	<!-- *** Wasteland Storms -->

	<!-- *** buffWasteland_Storm -->
	<!-- TRIGGERED_BY: Biome -->
	<!-- Wasteland Forest storm handler -->
	<buff name="buffWasteland_Storm" hidden="true" name_key="buffWasteland_StormName" description_key="buffWasteland_StormDesc" icon="ui_game_symbol_storm_wasteland" icon_color="150,100,50" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Storm_Stage01">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffWasteland_Storm"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootDropProb" operation="perc_add" value="5"/>
		</effect_group>

		<effect_group>
			<!-- Remove CVars - Keep these for clean up on old V2.0 save games -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".StormTimerGrace,.StormTimerDMG,$StormDamage,$StormDamageTotal,.StormTimerDisplay"/>
			<!-- Remove CVars -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".WastelandStage01BaseTime,.WastelandStage01DMGBase,.WastelandStage01DMGRate,.WastelandStage01Target"/>
			<!-- Add Recovery buff if storm is over -->
			<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffWasteland_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Storm_Stage01 -->
	<!-- TRIGGERED_BY: buffWasteland_Storm -->
	<!-- Biome storm stage 1 that gives de-buffs over time -->
	<buff name="buffWasteland_Storm_Stage01" name_key="buffWasteland_Storm_Stage01Name" description_key="buffWasteland_Storm_Stage01Desc" icon="ui_game_symbol_storm_wasteland" icon_color="255,204,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".WastelandStage01Display"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- If Tracked Time remains from Recovery... -->
			<requirement name="CVarCompare" cvar=".WastelandTrackTime" operation="GT" value="0"/>
				<!-- Set Base Time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01Target" operation="set" value="@.WastelandStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01Target" operation="add" value="@.WastelandStage01BaseTime"/>
				<!-- Set the display to the target time and then remove the recovery time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01Display" operation="set" value="@.WastelandStage01Target"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01Display" operation="subtract" value="@.WastelandTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Add 1 to the time tracker -->
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandTrackTime" operation="add" value="1"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on START if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".WastelandTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<!-- Set the base time on UPDATE if the track time isn't set -->
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".WastelandTrackTime" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
			<requirement name="CVarCompare" cvar=".WastelandStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="set" value="@.WastelandStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="add" value="@.WastelandStage01BaseTime"/>
				<!-- Set the Display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Display" operation="set" value="@.WastelandStage01Target"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Display" operation="subtract" value="@.WastelandTrackTime"/>
		</effect_group>

		<effect_group>
			<!-- Set the bast time if the base time is 0 -->
			<!-- Needed here for when a player is in the middle of an update loop and has both inside and outside buffs -->
			<requirement name="CVarCompare" cvar=".WastelandStage01BaseTime" operation="EQ" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
				<!-- The base "stat damage" being done to the player over time -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01DMGBase" operation="set" value="50"/>
				<!-- Set the rate to the base -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMGRate" operation="set" value="@.WastelandStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMGRate" operation="divide" value="@.WastelandStage01Target">
					<requirement name="CVarCompare" cvar=".WastelandStage01Target" operation="GT" value="0"/>
				</triggered_effect>
				<!-- Add the rate to the DMG on update -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMG" operation="add" value="@.WastelandStage01DMGRate"/>
				<!-- Do the "stat damage" -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.WastelandStage01DMG"/>
				<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.WastelandStage01DMG"/>
				<passive_effect name="DegradationPerUse" operation="base_add" value="2"/>
		</effect_group>

		<effect_group>
			<!-- Start Screen FX -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormWasteland">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<!-- Remove Screen FX -->
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormWasteland"/>
			<!-- Remove buff if the player leaves the game -->
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffWasteland_Storm_Stage01"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffWasteland_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffWasteland_Storm_Recover01">
					<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
				</triggered_effect>
		</effect_group>

		<effect_group>
			<!-- Remove CVars and Buff and Start next Stage -->
			<requirement name="CVarCompare" cvar=".WastelandStage01Display" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".WastelandStage01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffWasteland_Storm_Stage02"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Storm_Stage02 -->
	<!-- TRIGGERED_BY: buffWasteland_Storm_Stage01 -->
	<!-- Biome storm stage 2 that reduces health over time -->
	<buff name="buffWasteland_Storm_Stage02" name_key="buffWasteland_Storm_Stage02Name" description_key="buffWasteland_Storm_Stage02Desc" icon="ui_game_symbol_storm_wasteland" icon_color="255,0,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>

		<effect_group>
			<!-- Start/Stop -->
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="10" effect_name="StormWasteland">
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="10" effect_name="StormWasteland"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffWasteland_Storm_Stage02"/>
		</effect_group>

		<effect_group>
			<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01,god"/>
				<!-- Continue Stage01 Stat DMG -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.WastelandStage01DMG">
					<requirement name="!HasBuff" buff="buffWasteland_Storm_Recover01"/>
				</passive_effect>
				<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.WastelandStage01DMG"/>
				<!-- Reduce health without smoothie buffs -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-4">
					<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over,buffWastelandSmoothieRun"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2">
					<requirement name="HasBuff" buff="buffWasteland_Hazard_Over"/>
				</triggered_effect>
				<!-- Reduce health 50% less with smoothie buff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2">
					<requirement name="HasBuff" buff="buffWastelandSmoothieRun"/>
				</triggered_effect>
				<!-- Play pain sounds -->
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>
		</effect_group>

		<effect_group>
			<!-- Trigger Recovery if... -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement name="!HasBuff" buff="buffWasteland_Storm"/>
			</requirement_group>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Storm_Stage02"/>
				<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" buff="buffWasteland_Storm_Recover01"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Storm_Recover01 -->
	<!-- TRIGGERED_BY: IsSheltered or end of buffWasteland_Storm -->
	<!-- Recovery of storm de-buff -->
	<buff name="buffWasteland_Storm_Recover01" name_key="buffWasteland_Storm_Recover01Name" description_key="buffWasteland_Storm_Recover01Desc" icon="ui_game_symbol_storm_wasteland" icon_color="0,255,0" icon_blink="true">
		<damage_type value="weather"/>
		<update_rate value="1"/>
		<display_value value=".WastelandRecover01Display"/>
		<display_value_format value="time"/>

		<effect_group>
		<!-- Setup de-buff for recovery -->
		<requirement name="CVarCompare" cvar=".WastelandRecover01Display" operation="LT" value="1"/>
		<requirement name="!HasBuff" buff="buffWasteland_Storm,buffWasteland_Storm_Stage01,buffWasteland_Storm_Stage02"/>
			<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.WastelandStage01DMG"/>
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.WastelandStage01DMG"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".WastelandStage01BaseTime" operation="GTE" value="1"/>
				<!-- Set the target duration time based on the clothing insulation total -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="set" value="@.WastelandStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="multiply" value="@.insulationTotal"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01Target" operation="add" value="@.WastelandStage01BaseTime"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMGRate" operation="set" value="@.WastelandStage01DMGBase"/>
				<!-- Divide the rate by the display to have the same amount of damage over time when clothing increases the display time -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMGRate" operation="divide" value="@.WastelandStage01Target"/>
				<!-- Increase the rate by the recovery speed -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMGRate" operation="multiply" value="3"/>
		</effect_group>

		<effect_group>
			<!-- Setup timer and heal de-buffs -->
			<requirement_group op="or">
				<requirement name="IsSheltered"/>
				<requirement_group op="and">
					<requirement name="!HasBuff" buff="buffWasteland_Storm,buffWasteland_Storm_Stage01,buffWasteland_Storm_Stage02"/>
				</requirement_group>
			</requirement_group>
				<!-- Set Recovery Display -->
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01BaseTime" operation="set" value="30"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandStage01DMGBase" operation="set" value="50"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandRecover01Display" operation="set" value="@.WastelandStage01Display"/>
				<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".WastelandTrackTime" operation="set" value="@.WastelandTrackTime"/>
				<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffWasteland_Storm_Recover01"/>
				<!-- Subtract timer and increase debuff -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandRecover01Display" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandTrackTime" operation="subtract" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandStage01DMG" operation="subtract" value="@.WastelandStage01DMGRate"/>
				<!-- Recover De-buff -->
				<passive_effect name="StaminaMaxBlockage" operation="base_add" value="@.WastelandStage01DMG">
					<requirement name="CVarCompare" cvar=".WastelandRecover01Display" operation="GT" value="0"/>
					<requirement name="!HasBuff" buff="buffWasteland_Storm_Stage02"/>
				</passive_effect>
				<passive_effect name="HealthMaxBlockage" operation="base_add" value="@.WastelandStage01DMG">
					<requirement name="CVarCompare" cvar=".WastelandRecover01Display" operation="GT" value="0"/>
					<requirement name="!HasBuff" buff="buffWasteland_Storm_Stage02"/>
				</passive_effect>
		</effect_group>

		<effect_group>
			<!-- If no longer sheltered... -->
			<requirement name="!IsSheltered"/>
			<requirement name="HasBuff" buff="buffWasteland_Storm,buffWasteland_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Storm_Recover01"/>
		</effect_group>

		<effect_group><!-- Remove Buff -->
			<requirement name="CVarCompare" cvar=".WastelandTrackTime" operation="LTE" value="0"/>
			<requirement name="!HasBuff" buff="buffWasteland_Storm,buffWasteland_Storm_Stage01"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Storm_Recover01"/>
		</effect_group>

		<effect_group>
			<!-- Clean up CVars -->
			<requirement name="CVarCompare" cvar=".WastelandTrackTime" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".WastelandRecover01Display"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".WastelandRecover01Display,.WastelandStage01DMG,.WastelandStage01DMGRate"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".WastelandStage01Display,.WastelandTrackTime,.WastelandStage01BaseTime,.WastelandStage01DMGBase,.WastelandStage01ETRate"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Biome Hazard Survival Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffBiomeProgressionCheck -->
	<!-- TRIGGERED_BY: Buffs = buffStatusCheck01 -->
	<!-- Used to set a CVar if Biome Progression is ON -->
	<buff name="buffBiomeProgressionCheck" hidden="true" required_game_stat="BiomeProgression">
		<stack_type value="ignore"/>
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$BiomeProgressionOn" operation="set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** buffForest_Hazard -->
	<!-- TRIGGERED_BY: Biome = Pine Forest -->
	<!-- Main buff for the Pine Forest -->
	<buff name="buffForest_Hazard" hidden="true" icon_color="0,128,0">
		<duration value="0"/>

		<effect_group name="Remove Buffs">
				<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffBurnt_Hazard,buffDesert_Hazard,buffSnow_Hazard,buffWasteland_Hazard"/>
		</effect_group>

		<effect_group name="Recover Burnt Start">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Burnt Over">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Over">
					<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Desert Start">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Desert Over">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Over">
					<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Snow Start">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Snow Over">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Over">
					<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Wasteland Start">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Wasteland Over">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Over">
					<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimerMax"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Hazard -->
	<!-- TRIGGERED_BY: Biome = Burnt Forest -->
	<!-- Main buff for the Burnt Forest -->
	<buff name="buffBurnt_Hazard" hidden="true" icon_color="150,100,50" required_game_stat="BiomeProgression">
		<duration value="0"/>

		<effect_group name="Shelter Challenge">
			<requirement name="InBiome" biome="9"/><!-- burnt_forest -->
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AwardChallenge" challenge_stat="challengeStatBurntShelter" count="1"/>
		</effect_group>

		<effect_group name="Remove Buffs">
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffForest_Hazard,buffDesert_Hazard,buffSnow_Hazard,buffWasteland_Hazard"/>
		</effect_group>

		<effect_group name="Update">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffBurnt_Hazard_Over">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffBurnt_Hazard_Recover">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="IsSheltered"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffBurnt_Hazard01">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="!IsSheltered"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LTE" value="@$BurntHazardTimerMax"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="0"/>
				<requirement name="WornItems" tags="biomeBadge1" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffBurnt_Hazard02">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard01"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard02"/>
		</effect_group>

		<effect_group name="Recover Burnt In Shelter">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
		</effect_group>

		<effect_group name="Recover Burnt Over">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Over">
					<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimerMax"/>
		</effect_group>

		<effect_group name="Update Time">
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over,god"/>
			<requirement name="!IsSheltered"/>
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
			<requirement name="WornItems" tags="biomeBadge1" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
		</effect_group>

		<effect_group name="Recover Desert Start">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Desert Over">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Over">
					<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Snow Start">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Snow Over">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Over">
					<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Wasteland Start">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Wasteland Over">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Over">
					<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimerMax"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Hazard_Over -->
	<!-- TRIGGERED_BY: Biome = Burnt with extra time -->
	<!-- Drinking a smoothie puts time above the max time as added protection from the biome hazard -->
	<buff name="buffBurnt_Hazard_Over" name_key="buffBurntOverName" description_key="buffBurntOverDesc" tooltip_key="buffBurntOverToolTip" icon="ui_game_symbol_burnt_hazard" icon_color="120,180,255">
		<duration value="0"/>
		<display_value_key value="{0}"/>
		<display_value value=".BurntHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffBurnt_Hazard_Over"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1">
				<requirement name="InBiome" biome="9"/> <!-- burnt_forest -->
				<requirement name="!HasBuff" buff="buffBurntSmoothieRun"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LTE" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Over"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Hazard_Recover -->
	<!-- TRIGGERED_BY: Biome = Burnt -->
	<!-- Used to show biome hazard is recovering -->
	<buff name="buffBurnt_Hazard_Recover" name_key="buffBurntRecoverName" description_key="buffBurntRecoverDesc" tooltip_key="buffBurntRecoverToolTip" icon="ui_game_symbol_burnt_hazard" icon_color="0,255,0">
		<duration value="0"/>
		<display_value value=".BurntHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffBurnt_Hazard_Recover"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Hazard01 -->
	<!-- TRIGGERED_BY: Biome = Burnt -->
	<!-- This is the orange display of the natural protection timer when first entering a biome. Player starts taking damage when it reaches 0 -->
	<buff name="buffBurnt_Hazard01" name_key="buffBurnt01Name" description_key="buffBurnt01Desc" tooltip_key="buffBurnt01ToolTip" icon="ui_game_symbol_burnt_hazard" icon_color="255,128,0">
		<duration value="0"/>
		<display_value value=".BurntHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
				<!-- Start moderate screen effects -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="3" effect_name="Smoke"/> -->

				<!-- Slower pace doesn't cough as much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_smokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Running increases coughing frequency -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_smokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<requirement name="EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Smoke"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_smokeCough"/>
		</effect_group>
	</buff>

	<!-- *** buffBurnt_Hazard02 -->
	<!-- TRIGGERED_BY: Buffs = buffBurnt_Hazard01 -->
	<!-- This is the red display that is shown when the orange display reaches 0 and the player starts taking damage. -->
	<buff name="buffBurnt_Hazard02" name_key="buffBurnt02Name" description_key="buffBurnt02Desc" tooltip_key="buffBurnt02ToolTip" icon="ui_game_symbol_burnt_hazard" icon_color="255,0,0" icon_blink="true">
		<duration value="1000"/>
		<stack_type value="ignore"/>
		<update_rate value="2"/>
		<damage_type value="weather"/>

		<effect_group>
				<!-- Start exaggerated screen effects and blink buff pop out -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffBurnt_Hazard02"/>
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="1" effect_name="Smoke2"/> -->

				<!-- Player is dying and coughs even more -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_smokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Reduce health and play pain sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1" show_splatter="false"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Smoke2"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_smokeCough"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Hazard -->
	<!-- TRIGGERED_BY: Biome = Desert -->
	<!-- Main buff for the Desert -->
	<buff name="buffDesert_Hazard" hidden="true" icon_color="200,200,0" required_game_stat="BiomeProgression">
		<duration value="0"/>

		<effect_group name="Shelter Challenge">
			<requirement name="InBiome" biome="5"/><!-- desert -->
			<requirement name="IsSheltered"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AwardChallenge" challenge_stat="challengeStatDesertShelter" count="1"/>
		</effect_group>

		<effect_group name="Remove Buffs">
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffForest_Hazard,buffBurnt_Hazard,buffSnow_Hazard,buffWasteland_Hazard"/>
		</effect_group>

		<effect_group name="Update">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffDesert_Hazard_Over">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffDesert_Hazard_Recover">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="IsSheltered"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffDesert_Hazard01">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="!IsSheltered"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LTE" value="@$DesertHazardTimerMax"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="0"/>
				<requirement name="WornItems" tags="biomeBadge2" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffDesert_Hazard02">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard01"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard02"/>
		</effect_group>

		<effect_group name="Recover Desert In Shelter">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
		</effect_group>

		<effect_group name="Recover Desert Over">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Over">
					<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimerMax"/>
		</effect_group>

		<effect_group name="Update Time">
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over,god"/>
			<requirement name="!IsSheltered"/>
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
			<requirement name="WornItems" tags="biomeBadge2" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
		</effect_group>

		<effect_group name="Recover Burnt Start">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Burnt Over">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Over">
					<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Snow Start">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Snow Over">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Over">
					<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Wasteland Start">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Wasteland Over">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Over">
					<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimerMax"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Hazard_Over -->
	<!-- TRIGGERED_BY: Biome = Desert with extra time -->
	<!-- Drinking a smoothie puts time above the max time as added protection from the biome hazard -->
	<buff name="buffDesert_Hazard_Over" name_key="buffDesertOverName" description_key="buffDesertOverDesc" tooltip_key="buffDesertOverToolTip" icon="ui_game_symbol_desert_hazard" icon_color="120,180,255">
		<duration value="0"/>
		<display_value value=".DesertHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDesert_Hazard_Over"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1">
				<requirement name="InBiome" biome="5"/> <!-- desert -->
				<requirement name="!HasBuff" buff="buffOasisSmoothieRun"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LTE" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Over"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Hazard_Recover -->
	<!-- TRIGGERED_BY: Buffs = Leaving desert -->
	<!-- Used to show biome hazard is recovering -->
	<buff name="buffDesert_Hazard_Recover" name_key="buffDesertRecoverName" description_key="buffDesertRecoverDesc" tooltip_key="buffDesertRecoverToolTip" icon="ui_game_symbol_desert_hazard" icon_color="0,255,0">
		<duration value="0"/>
		<display_value value=".DesertHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDesert_Hazard_Recover"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Hazard01 -->
	<!-- TRIGGERED_BY: Biome = Desert -->
	<!-- This is the orange display of the natural protection timer when first entering a biome. Player starts taking damage when it reaches 0  -->
	<buff name="buffDesert_Hazard01" name_key="buffDesert01Name" description_key="buffDesert01Desc" tooltip_key="buffDesert01ToolTip" icon="ui_game_symbol_desert_hazard" icon_color="255,128,0">
		<duration value="0"/>
		<display_value_format value="time"/>
		<display_value value=".DesertHazardTimerDisplay"/>

		<effect_group>
				<!-- Start moderate screen effects -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="3" effect_name="Hot2"/> -->

				<!-- Slower pace doesn't cough as much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_DesertsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Running increases coughing frequency -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_DesertsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<requirement name="EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Slower pace doesn't sweat as much -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#hot"> -->
				<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/> -->
				<!-- <requirement name="!EntityHasMovementTag" tags="running"/> -->
				<!-- <requirement name="!HasBuff" buff="god"/> -->
			<!-- </triggered_effect> -->

				<!-- Running increases sweat frequency -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#hot"> -->
				<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/> -->
				<!-- <requirement name="EntityHasMovementTag" tags="running"/> -->
				<!-- <requirement name="!HasBuff" buff="god"/> -->
			<!-- </triggered_effect> -->

			<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Hot2"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_DesertsmokeCough"/>
		</effect_group>
	</buff>

	<!-- *** buffDesert_Hazard02 -->
	<!-- TRIGGERED_BY: Buffs = buffDesert_Hazard -->
	<!-- This is the red display that is shown when the orange display reaches 0 and the player starts taking damage. -->
	<buff name="buffDesert_Hazard02" name_key="buffDesert02Name" description_key="buffDesert02Desc" tooltip_key="buffDesert02ToolTip" icon="ui_game_symbol_desert_hazard" icon_color="255,0,0" icon_blink="true">
		<duration value="1000"/>
		<stack_type value="ignore"/>
		<update_rate value="2"/>
		<damage_type value="weather"/>

		<effect_group>
				<!-- Start exaggerated screen effects and blink buff pop out -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffDesert_Hazard02"/>
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="3" effect_name="Hot3"/> -->

				<!-- Player is dying and coughs even more -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_DesertsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Player is dying and sweats even more -->
			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#hot"> -->
				<!-- <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/> -->
				<!-- <requirement name="!HasBuff" buff="god"/> -->
			<!-- </triggered_effect> -->

				<!-- Reduce health and play pain sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1" show_splatter="false"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Hot3"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_DesertsmokeCough"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Hazard -->
	<!-- TRIGGERED_BY: Biome = Snow -->
	<!-- Main buff for the Snow -->
	<buff name="buffSnow_Hazard" hidden="true" icon_color="179,255,255" required_game_stat="BiomeProgression">
		<duration value="0"/>

		<effect_group name="Shelter Challenge">
			<requirement name="InBiome" biome="1"/><!-- snow -->
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AwardChallenge" challenge_stat="challengeStatSnowShelter" count="1"/>
		</effect_group>

		<effect_group name="Remove Buffs">
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffForest_Hazard,buffBurnt_Hazard,buffDesert_Hazard,buffWasteland_Hazard"/>
		</effect_group>

		<effect_group name="Update">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffSnow_Hazard_Over">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffSnow_Hazard_Recover">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="IsSheltered"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffSnow_Hazard01">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="!IsSheltered"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LTE" value="@$SnowHazardTimerMax"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="0"/>
				<requirement name="WornItems" tags="biomeBadge3" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffSnow_Hazard02">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard01"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard02"/>
		</effect_group>

		<effect_group name="Recover Snow In Shelter">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
		</effect_group>

		<effect_group name="Recover Snow Over">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Over">
					<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimerMax"/>
		</effect_group>

		<effect_group name="Update Time">
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over,god"/>
			<requirement name="!IsSheltered"/>
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
			<requirement name="WornItems" tags="biomeBadge3" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
		</effect_group>

		<effect_group name="Recover Burnt Start">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Burnt Over">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Over">
					<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Desert Start">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Desert Over">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Over">
					<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Wasteland Start">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Wasteland Over">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Over">
					<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimerMax"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Hazard_Over -->
	<!-- TRIGGERED_BY: Biome = Desert with extra time -->
	<!-- Drinking a smoothie puts time above the max time as added protection from the biome hazard -->
	<buff name="buffSnow_Hazard_Over" name_key="buffSnowOverName" description_key="buffSnowOverDesc" tooltip_key="buffSnowOverToolTip" icon="ui_game_symbol_snow_hazard" icon_color="120,180,255">
		<duration value="0"/>
		<display_value value=".SnowHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffSnow_Hazard_Over"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1">
				<requirement name="InBiome" biome="1"/> <!-- snow -->
				<requirement name="!HasBuff" buff="buffFrostbiteSmoothieRun"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LTE" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Over"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Hazard_Recover -->
	<!-- TRIGGERED_BY: Buffs = Leaving snow -->
	<!-- Used to show biome hazard is recovering -->
	<buff name="buffSnow_Hazard_Recover" name_key="buffSnowRecoverName" description_key="buffSnowRecoverDesc" tooltip_key="buffSnowRecoverToolTip" icon="ui_game_symbol_snow_hazard" icon_color="0,255,0">
		<duration value="0"/>
		<display_value value=".SnowHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffSnow_Hazard_Recover"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Hazard01 -->
	<!-- TRIGGERED_BY: Biome = Snow -->
	<!-- This is the orange display of the natural protection timer when first entering a biome. Player starts taking damage when it reaches 0  -->
	<buff name="buffSnow_Hazard01" name_key="buffSnow01Name" description_key="buffSnow01Desc" tooltip_key="buffSnow01ToolTip" icon="ui_game_symbol_snow_hazard" icon_color="255,128,0">
		<duration value="0"/>
		<display_value value=".SnowHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
				<!-- Start moderate screen effects -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="3" effect_name="Cold2"/> -->

				<!-- Slower pace doesn't have frosty breath as much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_freezingBreath" local_rotation="90,0,0" sound="player#smoke" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Running increases frosty breath frequency -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_freezingBreath" local_rotation="90,0,0" sound="player#smoke" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<requirement name="EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Cold2"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_freezingBreath"/>
		</effect_group>
	</buff>

	<!-- *** buffSnow_Hazard02 -->
	<!-- TRIGGERED_BY: Buffs = buffSnow_Hazard01 -->
	<!-- This is the red display that is shown when the orange display reaches 0 and the player starts taking damage. -->
	<buff name="buffSnow_Hazard02" name_key="buffSnow02Name" description_key="buffSnow02Desc" tooltip_key="buffSnow02ToolTip" icon="ui_game_symbol_snow_hazard" icon_color="255,0,0" icon_blink="true">
		<duration value="1000"/>
		<stack_type value="ignore"/>
		<update_rate value="2"/>
		<damage_type value="weather"/>

		<effect_group>
				<!-- Start exaggerated screen effects and blink buff pop out -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffSnow_Hazard02"/>
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".2" fade="3" effect_name="Cold3"/> -->

				<!-- Player is dying and has frosty breath more frequently -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_freezingBreath" local_rotation="90,0,0" sound="player#smoke" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Reduce health and play pain sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1" show_splatter="false"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="Cold3"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_freezingBreath"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Hazard -->
	<!-- TRIGGERED_BY: Biome = Wasteland -->
	<!-- Main buff for the Wasteland -->
	<buff name="buffWasteland_Hazard" hidden="true" icon_color="100,255,100" required_game_stat="BiomeProgression">
		<duration value="0"/>

		<effect_group name="Shelter Challenge">
			<requirement name="InBiome" biome="8"/><!-- wasteland -->
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AwardChallenge" challenge_stat="challengeStatWastelandShelter" count="1"/>
		</effect_group>

		<effect_group name="Remove Buffs">
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffForest_Hazard,buffBurnt_Hazard,buffDesert_Hazard,buffSnow_Hazard"/>
		</effect_group>

		<effect_group name="Update">
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffWasteland_Hazard_Over">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffWasteland_Hazard_Recover">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="IsSheltered"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffWasteland_Hazard01">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="!IsSheltered"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LTE" value="@$WastelandHazardTimerMax"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="0"/>
				<requirement name="WornItems" tags="biomeBadge4" operation="LT" value="1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddOrRemoveBuff" buff="buffWasteland_Hazard02">
				<requirement name="!HasBuff" buff="god"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LTE" value="0"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard01"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard02"/>
		</effect_group>

		<effect_group name="Recover Wasteland In Shelter">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LT" value="@$WastelandHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
		</effect_group>

		<effect_group name="Recover Wasteland Over">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffWasteland_Hazard_Over">
					<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffWasteland_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Wasteland Done">
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GTE" value="@$WastelandHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over"/>
			<requirement name="IsSheltered"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="set" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".WastelandHazardTimerDisplay" operation="set" value="@$WastelandHazardTimerMax"/>
		</effect_group>

		<effect_group name="Update Time">
			<requirement name="!HasBuff" buff="buffWasteland_Hazard_Over,god"/>
			<requirement name="!IsSheltered"/>
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="GT" value="0"/>
			<requirement name="CVarCompare" cvar="$WastelandHazardTimerMax" operation="GT" value="0"/>
			<requirement name="WornItems" tags="biomeBadge4" operation="LT" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$WastelandHazardTimer" operation="subtract" value="1"/>
		</effect_group>

		<effect_group name="Recover Burnt Start">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="LT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Burnt Over">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GT" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffBurnt_Hazard_Over">
					<requirement name="CVarCompare" cvar="$BurntHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffBurnt_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Burnt Done">
			<requirement name="CVarCompare" cvar="$BurntHazardTimer" operation="GTE" value="@$BurntHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffBurnt_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$BurntHazardTimer" operation="set" value="@$BurntHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".BurntHazardTimerDisplay" operation="set" value="@$BurntHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Desert Start">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="LT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="add" value="3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Desert Over">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GT" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDesert_Hazard_Over">
					<requirement name="CVarCompare" cvar="$DesertHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDesert_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Desert Done">
			<requirement name="CVarCompare" cvar="$DesertHazardTimer" operation="GTE" value="@$DesertHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffDesert_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$DesertHazardTimer" operation="set" value="@$DesertHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".DesertHazardTimerDisplay" operation="set" value="@$DesertHazardTimerMax"/>
		</effect_group>

		<effect_group name="Recover Snow Over">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GT" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="subtract" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Over">
					<requirement name="CVarCompare" cvar="$SnowHazardTimerMax" operation="GT" value="0"/>
				</triggered_effect>
		</effect_group>

		<effect_group name="Recover Snow Start">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="LT" value="@$SnowHazardTimerMax"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="add" value="3"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimer"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Recover Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
				<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffSnow_Hazard_Recover"/>
		</effect_group>

		<effect_group name="Reset Timer and Display Snow Done">
			<requirement name="CVarCompare" cvar="$SnowHazardTimer" operation="GTE" value="@$SnowHazardTimerMax"/>
			<requirement name="!HasBuff" buff="buffSnow_Hazard_Over"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$SnowHazardTimer" operation="set" value="@$SnowHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".SnowHazardTimerDisplay" operation="set" value="@$SnowHazardTimerMax"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Hazard_Over -->
	<!-- TRIGGERED_BY: Biome = Desert with extra time -->
	<!-- Drinking a smoothie puts time above the max time as added protection from the biome hazard -->
	<buff name="buffWasteland_Hazard_Over" name_key="buffWastelandOverName" description_key="buffWastelandOverDesc" tooltip_key="buffWastelandOverToolTip" icon="ui_game_symbol_wasteland_hazard" icon_color="120,180,255">
		<duration value="0"/>
		<display_value value=".WastelandHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffWasteland_Hazard_Over"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".1">
				<requirement name="InBiome" biome="8"/> <!-- wasteland -->
				<requirement name="!HasBuff" buff="buffAtomicSmoothieRun"/>
			</passive_effect>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="$WastelandHazardTimer" operation="LTE" value="@$WastelandHazardTimerMax"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffWasteland_Hazard_Over"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Hazard_Recover -->
	<!-- TRIGGERED_BY: Buffs = Leaving wasteland -->
	<!-- Used to show biome hazard is recovering -->
	<buff name="buffWasteland_Hazard_Recover" name_key="buffWastelandRecoverName" description_key="buffWastelandRecoverDesc" tooltip_key="buffWastelandRecoverToolTip" icon="ui_game_symbol_wasteland_hazard" icon_color="0,255,0">
		<duration value="0"/>
		<display_value value=".WastelandHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffWasteland_Hazard_Recover"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Hazard01 -->
	<!-- TRIGGERED_BY: Biome = Wasteland -->
	<!-- This is the orange display of the natural protection timer when first entering a biome. Player starts taking damage when it reaches 0  -->
	<buff name="buffWasteland_Hazard01" name_key="buffWasteland01Name" description_key="buffWasteland01Desc" tooltip_key="buffWasteland01ToolTip" icon="ui_game_symbol_wasteland_hazard" icon_color="255,128,0">
		<duration value="0"/>
		<display_value value=".WastelandHazardTimerDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
				<!-- Start moderate screen effects -->
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".05" fade="3" effect_name="RadiationTemp"/> -->

				<!-- Slower pace doesn't vomit as much -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_WastelandsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">>
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Running increases vomit frequency -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_WastelandsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<requirement name="EntityHasMovementTag" tags="running"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Play random Geiger counter sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="buff_geiger_counter">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="5"/>
				<requirement name="!EntityHasMovementTag" tags="running"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="buff_geiger_counter">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<requirement name="EntityHasMovementTag" tags="running"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="2" effect_name="RadiationTemp"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_WastelandsmokeCough"/>
		</effect_group>
	</buff>

	<!-- *** buffWasteland_Hazard02 -->
	<!-- TRIGGERED_BY: Buffs = buffWasteland_Hazard01 -->
	<!-- This is the red display that is shown when the orange display reaches 0 and the player starts taking damage. -->
	<buff name="buffWasteland_Hazard02" name_key="buffWasteland02Name" description_key="buffWasteland02Desc" tooltip_key="buffWasteland02ToolTip" icon="ui_game_symbol_wasteland_hazard" icon_color="255,0,0" icon_blink="true">
		<duration value="1000"/>
		<stack_type value="ignore"/>
		<update_rate value="2"/>
		<damage_type value="weather"/>

		<effect_group>
				<!-- Start exaggerated screen effects and blink buff pop out -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffWasteland_Hazard02"/>
			<!-- <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="RadiationTemp2"/> -->

				<!-- Player is dying and vomits even more -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_weatherEffects_WastelandsmokeCough" local_rotation="90,0,0" sound="player#smoke" oneshot="" parent_transform="Camera">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="25"/>
				<requirement name="CVarCompare" cvar="_underwater" operation="NotEquals" value="1"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Play random Geiger counter sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="buff_geiger_counter">
				<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="75"/>
				<requirement name="!HasBuff" buff="god"/>
			</triggered_effect>

				<!-- Reduce health and play pain sounds -->
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1" show_splatter="false"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="player#painsm"/>

				<!-- Remove screen effect and particles -->
			<!-- <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="3" effect_name="RadiationTemp2"/> -->
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_weatherEffects_WastelandsmokeCough"/>
		</effect_group>
	</buff>


<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Twitch Integration Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** buffHeadShotsOnly --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: N/A = N/A -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffHeadShotsOnly" name_key="buffHeadShotsOnlyName" description_key="buffHeadShotsOnlyDesc" tooltip_key="buffHeadShotsOnlyTooltip" icon="ui_game_symbol_head_shot" icon_color="255,128,0" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="300"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffHeadShotsOnly"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HeadShotOnly" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** buffMeleePreferred --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: N/A = N/A -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffMeleePreferred" name_key="buffMeleePreferredName" description_key="buffMeleePreferredDesc" tooltip_key="buffMeleePreferredTooltip" icon="ui_game_symbol_melee" icon_color="0,255,0" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="300"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffMeleePreferred"/>

			<passive_effect name="EntityDamage" operation="perc_add" value="1.5" tags="perkMiner69r,perkSalvageOperations,perkElectrocutioner,perkJavelinMaster,perkPummelPete,perkSkullCrusher,perkDeepCuts,perkBrawler,admin"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="-10" tags="perkGunslinger,perkBoomstick,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="GeneralDamageResist" operation="base_add" value="0.2"/>
		</effect_group>
	</buff>

	<!-- *** buffWatchYourAim --><!-- UNUSED??? -->
	<!-- TRIGGERED_BY: N/A = N/A -->
	<!-- TEST_OR_MOD_EXAMPLE? -->
	<buff name="buffWatchYourAim" name_key="buffWatchYourAimName" description_key="buffWatchYourAimDesc" tooltip_key="buffWatchYourAimTooltip" icon="ui_game_symbol_rifle" icon_color="0,255,0" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="300"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffWatchYourAim"/>

			<passive_effect name="BlockDamage" operation="base_add" value="700" tags="perkGunslinger,perkDeadEye,perkMachineGunner,perkBookAutoWeapons,perkTurrets,perkArchery,admin"/>
			<passive_effect name="BlockDamage" operation="base_add" value="100" tags="perkBoomstick"/>
		</effect_group>
	</buff>

	<!-- *** twitch_cooldown -->
	<!-- Disables Twitch Actions from being used for a period of time during a respawn -->
	<buff name="twitch_cooldown" name_key="Twitch Cooldown" description_key="Cannot be targeted by Twitch Actions for the duration of the buff." icon="ui_game_symbol_twitch_action_disabled" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value=".TwitchCooldownTimer"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".TwitchCooldownTimer" operation="set" value="120"/>
			<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".TwitchCooldownTimer" operation="set" value="120"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".TwitchCooldownTimerEnding" operation="set" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".TwitchCooldownTimer" operation="add" value="-1"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".TwitchCooldownTimer,.TwitchCooldownTimerEnding"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_Cooldown"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetTwitchCooldown" state="2"/> <!-- Temporary Disable twitch actions -->
			<triggered_effect trigger="onSelfBuffRemove" action="SetTwitchCooldown" state="1"/> <!-- Re-enable twitch actions -->
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="45,61" tags="twitch_cooldown"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".TwitchCooldownTimer" operation="LTE" value="15"/>
			<requirement name="CVarCompare" cvar=".TwitchCooldownTimerEnding" operation="Equals" value="1"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="SetTwitchCooldown" state="3"/>  <!-- Last 15 seconds of Temporary disable twitch actions -->
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".TwitchCooldownTimerEnding" operation="set" value="2"/>
		</effect_group>
	</buff>

	<!-- *** buffTwitchFlash -->
	<!-- Blink the display for twitch_buffBoostMelee and twitch_buffBoostRange -->
	<buff name="buffTwitchFlash" name_key="twitch Blink" icon="" icon_color="255,128,0" hidden="true">
		<stack_type value="ignore"/>
		<duration value="1.1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_add" value="2" tags="twitch_buffBoostMelee,twitch_buffBoostRange"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBlur -->
	<!-- Temporarily gives blurry vision screen effect -->
	<buff name="twitch_buffBlur" name_key="TwitchBuff_Blur" description_key="TwitchBuff_BlurDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBlur"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBlur"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.6" fade="1" effect_name="Drunk"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Drunk"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffTrippy -->
	<!-- Temporarily gives psychedelic color vision screen effect -->
	<buff name="twitch_buffTrippy" name_key="TwitchBuff_Trippy" description_key="TwitchBuff_BlurDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffTrippy"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffTrippy"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Trippy"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Trippy"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffDistort -->
	<!-- Temporarily gives wavy vision screen effect -->
	<buff name="twitch_buffDistort" name_key="TwitchBuff_Distort" description_key="TwitchBuff_DistortDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffDistort"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffDistort"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Distortion"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Distortion"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffMonochrome -->
	<!-- Temporarily gives grayscale vision screen effect -->
	<buff name="twitch_buffMonochrome" name_key="TwitchBuff_Greyscale" description_key="TwitchBuff_Greyscale" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffMonochrome"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffMonochrome"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Greyscale"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Greyscale"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffPainting -->
	<!-- Temporarily gives brush stroke like vision screen effect -->
	<buff name="twitch_buffPainting" name_key="TwitchBuff_Painting" description_key="TwitchBuff_PaintingDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffPainting"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffPainting"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.8" fade="1" effect_name="Infected"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Infected"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffVisionAlt -->
	<!-- Handler for all screen effect buffs -->
	<buff name="twitch_buffVisionAlt" name_key="TwitchBuff_VisionAlt" description_key="TwitchBuff_VisionAltDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVisionAlt"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffVisionAlt"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HealthLoss" operation="perc_add" value=".25"/>
		</effect_group>
	</buff>
	
	<!-- *** twitch_buffBlind -->
	<!-- Temporarily gives the blind vision screen effect -->
	<buff name="twitch_buffBlind" name_key="TwitchBuff_Blind" description_key="TwitchBuff_BlindDesc" icon="ui_game_symbol_twitch_vision_effects" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="10"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBlind"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBlind"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="FadeToBlack"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="FadeToBlack"/>
		</effect_group>
	</buff>

	<!-- *** twitch_regen -->
	<!-- Instantly gives SOME health and removes any negative buffs -->
	<buff name="twitch_regen" name_key="TwitchBuff_Regen" description_key="TwitchBuff_RegenDesc" icon="ui_game_symbol_twitch_regen" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_regen"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_regen"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Health" operation="add" value="6"/>

			<!-- <triggered_effect trigger="onSelfBuffUpdate" action="RemoveAllNegativeBuffs"/> -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$dysenteryCounter,$dysenteryCureCounter"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInfectionCatch,buffInfection01Main,buffInjuryBleeding,buffArmorShredding,buffInjuryAbrasion,buffInjuryAbrasionTreated,buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast,buffArmSprained"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffArmBroken,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03,buffInjuryCrippled01,buffInjuryKnockdown01,buffInjuryKnockdown01,buffInjuryUnconscious,buffLaceration,buffFatigued"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryConcussion,buffShocked,buffBurningElement,buffBurningEnvironment,buffBurningFlamingArrow,buffBurningMolotov,buffBurning"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffLegSplinted,buffLegCast,buffArmSprained,buffArmBroken,buffArmSplinted,buffArmCast"/>
			<!-- <passive_effect name="HealthMaxModifierOT" operation="base_add" value="1"/> -->
			<!-- <passive_effect name="StaminaMaxModifierOT" operation="base_add" value="1"/> -->

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="2"/> <!-- twitch_regen -->

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryBleeding"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInjuryBleeding"/>
		</effect_group>
	</buff>

	<!-- *** twitch_insta_regen -->
	<!-- Instantly gives FULL health and removes any negative buffs -->
	<buff name="twitch_insta_regen" hidden="true">
		<stack_type value="replace"/>
		<duration value="1"/>
		<display_value value="duration"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffFinish" action="ModifyStats" stat="Health" operation="add" value="25000"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveCVar" cvar="$dysenteryCounter,$dysenteryCureCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionCatch,buffInfection01Main,buffInjuryBleeding,buffArmorShredding,buffInjuryAbrasion,buffInjuryAbrasionTreated,buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast,buffArmSprained"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmBroken,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03,buffInjuryCrippled01,buffInjuryKnockdown01,buffInjuryKnockdown01,buffInjuryUnconscious,buffLaceration,buffFatigued"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryConcussion,buffShocked,buffBurningElement,buffBurningEnvironment,buffBurningFlamingArrow,buffBurningMolotov,buffBurning"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSplinted,buffLegCast,buffArmSprained,buffArmBroken,buffArmSplinted,buffArmCast"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="infectionCounter"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryBleeding"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfectionMain"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfectionCureDisplay"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection01Untreated"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection01GetBetter"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection02Untreated"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection02GetBetter"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection03Untreated"/>
			<triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" buff="buffInfection03GetBetter"/>
		</effect_group>
	</buff>

	<!-- *** twitch_hurt -->
	<!-- Temporarily decreases max health -->
	<buff name="twitch_hurt" name_key="TwitchBuff_Hurt" description_key="TwitchBuff_HurtDesc" icon="ui_game_symbol_twitch_hurt" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_hurt"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_hurt"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="25"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffFast -->
	<!-- Temporarily increases movement speed -->
	<buff name="twitch_buffFast" name_key="TwitchBuff_Fast" description_key="TwitchBuff_FastDesc" icon="ui_game_symbol_twitch_fast" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffFast"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffFast"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="WalkSpeed" operation="base_set" value="1.15"/>
			<passive_effect name="RunSpeed" operation="base_set" value="1.5"/>

			<passive_effect name="VehicleMotorTorquePer" operation="perc_add" value="0.15"/>
			<passive_effect name="VehicleVelocityMaxPer" operation="perc_add" value="0.25"/>

			<passive_effect name="StaminaChangeOT" operation="perc_add" value="1" tags="running"/> <!-- twitch_buffFast -->
		</effect_group>
	</buff>

	<!-- *** twitch_buffSlow -->
	<!-- Temporarily decreases movement speed -->
	<buff name="twitch_buffSlow" name_key="TwitchBuff_Slow" description_key="TwitchBuff_SlowDesc" icon="ui_game_symbol_twitch_slow" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_slow"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffSlow"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffSlow"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="Mobility" operation="base_add" value="-.25"/>
			<passive_effect name="JumpStrength" operation="perc_subtract" value="0.06"/>
			<passive_effect name="VehicleMotorTorquePer" operation="perc_set" value="0.33"/>
			<passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0.33"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffJump -->
	<!-- Temporarily increases jump height and decreases fall damage -->
	<buff name="twitch_buffJump" name_key="TwitchBuff_Jump" description_key="TwitchBuff_JumpDesc" icon="ui_game_symbol_twitch_jump" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffJump"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffJump"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="JumpStrength" operation="perc_add" value="1.2"/>
			<passive_effect name="StaminaLoss" operation="perc_add" value="-.75" tags="jumping"/>

			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffDontBreakMyLeg"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveBuff" buff="buffDontBreakMyLeg"/>

			<triggered_effect trigger="onSelfJump" action="PlaySound" sound="twitch_jump" play_in_head="false"/>
		</effect_group>
	</buff>
	
	<buff name="twitch_buffWeakJump" name_key="TwitchBuff_BuffWeakJump" description_key="TwitchBuff_BuffWeakJumpDesc" icon="ui_game_symbol_twitch_jump" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffWeakJump"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffWeakJump"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
			
		</effect_group>

		<effect_group>
			<passive_effect name="JumpStrength" operation="perc_subtract" value=".2"/>
			<passive_effect name="PerkLevel" operation="base_set" value="0" tags="perkParkour"/>
			<!-- <triggered_effect trigger="onSelfJump" action="PlaySound" sound="twitch_jump" play_in_head="false"/> -->
		</effect_group>
	</buff>

	<!-- *** twitch_energize -->
	<!-- Buff event that temporarily increases stamina regeneration -->
	<buff name="twitch_energize" name_key="TwitchBuff_Energize" description_key="TwitchBuff_EnergizeDesc" icon="ui_game_symbol_twitch_energize" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_energize"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_energize"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_energize" >
				<requirement name="HasBuff" buff="twitch_voteEnergize"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Stamina" operation="set" value="500"/>
			<passive_effect name="StaminaLoss" operation="base_set" value="0"/>
			<passive_effect name="StaminaChangeOT" operation="base_set" value="0"/> <!-- twitch_energize -->
		</effect_group>
	</buff>

	<!-- *** twitch_voteEnergize -->
	<!-- Vote event that temporarily increases stamina regeneration -->
	<buff name="twitch_voteEnergize" name_key="TwitchBuff_Energize" description_key="TwitchBuff_EnergizeDesc" icon="ui_game_symbol_twitch_energize" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_voteEnergize"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_energize"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Stamina" operation="set" value="500"/>
			<passive_effect name="StaminaLoss" operation="base_set" value="0"/>
			<passive_effect name="StaminaChangeOT" operation="base_set" value="0"/> <!-- twitch_voteEnergize -->
		</effect_group>
	</buff>

	<!-- *** twitch_buffToughness -->
	<!-- Buff event that temporarily increases stamina regeneration, critical resistance, and decreases the amount HP loss --> 
	<buff name="twitch_buffToughness" name_key="TwitchBuff_Shield" description_key="TwitchBuff_ShieldDesc" icon="ui_game_symbol_twitch_tough" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffToughness"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffToughness"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffToughness" >
				<requirement name="HasBuff" buff="twitch_buffVoteToughness"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.5"/> <!-- twitch_buffToughness -->
			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding,buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<passive_effect name="HealthLoss" operation="perc_subtract" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffVoteToughness -->
	<!-- Vote event that temporarily increases stamina regeneration, critical resistance, and decreases the amount HP loss -->
	<buff name="twitch_buffVoteToughness" name_key="TwitchBuff_Shield" description_key="TwitchBuff_ShieldDesc" icon="ui_game_symbol_twitch_tough" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVoteToughness"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffToughness"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="0.5"/> <!-- twitch_buffVoteToughness -->
			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding,buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<passive_effect name="HealthLoss" operation="perc_subtract" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBoostMelee -->
	<!-- Temporarily boosts the effectiveness of melee weapons -->
	<buff name="twitch_buffBoostMelee" name_key="TwitchBuff_BoostMelee" description_key="TwitchBuff_BoostMeleeDesc" icon="ui_game_symbol_twitch_strength_melee" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBoostMelee"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBoostMelee"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="10">
				<requirement name="HoldingItemHasTags" tags="melee"/>
			</passive_effect>
			<passive_effect name="BlockDamage" operation="perc_add" value="100">
				<requirement name="HoldingItemHasTags" tags="melee"/>
			</passive_effect>
			<passive_effect name="StaminaLoss" operation="perc_add" value="-0.9">
				<requirement name="HoldingItemHasTags" tags="melee"/>
			</passive_effect>

			<triggered_effect trigger="onSelfDamagedBlock" action="AddBuff" buff="buffTwitchFlash"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffTwitchFlash"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBoostRange -->
	<!-- Temporarily boosts the effectiveness of ranged weapons -->
	<buff name="twitch_buffBoostRange" name_key="TwitchBuff_BoostRange" description_key="TwitchBuff_BoostRangeDesc" icon="ui_game_symbol_twitch_strength_ranged" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBoostRange"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBoostRange"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="10">
				<requirement name="HoldingItemHasTags" tags="ranged"/>
			</passive_effect>
			<passive_effect name="BlockDamage" operation="perc_add" value="100">
				<requirement name="HoldingItemHasTags" tags="ranged"/>
			</passive_effect>
			<passive_effect name="StaminaLoss" operation="perc_add" value="-0.9">
				<requirement name="HoldingItemHasTags" tags="ranged"/>
			</passive_effect>

			<triggered_effect trigger="onSelfDamagedBlock" action="AddBuff" buff="buffTwitchFlash"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="buffTwitchFlash"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffWeakenMelee -->
	<!-- Temporarily weakens the effectiveness of melee weapons -->
	<buff name="twitch_buffWeakenMelee" name_key="TwitchBuff_WeakenMelee" description_key="TwitchBuff_WeakenMelee" icon="ui_game_symbol_twitch_weaken_melee" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffWeakenMelee"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffWeakenMelee"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.75" tags="melee"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="-.75" tags="melee"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoMelee -->
	<!-- Temporarily disables the use of melee weapons -->
	<buff name="twitch_buffNoMelee" name_key="TwitchBuff_NoMelee" description_key="TwitchBuff_NoMeleeDesc" icon="ui_game_symbol_twitch_no_melee" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoMelee"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoMelee"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DisableItem" operation="base_set" value="1" tags="melee"/>
			<passive_effect name="StaminaChangeOT" operation="base_add" value="5"/> <!-- twitch_buffNoMelee -->
		</effect_group>
	</buff>

	<!-- *** twitch_buffWeakenRanged -->
	<!-- Weakens the effectiveness of ranged weapons -->
	<buff name="twitch_buffWeakenRanged" name_key="TwitchBuff_WeakenRange" description_key="TwitchBuff_WeakenRangeDesc" icon="ui_game_symbol_twitch_weaken_ranged" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffWeakenRanged"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffWeakenRanged"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.75" tags="ranged"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="-.75" tags="ranged"/>
			<!-- <passive_effect name="DisableItem" operation="base_set" value="1" tags="ranged"/> -->
			<!-- <passive_effect name="StaminaChangeOT" operation="base_add" value="2"/> --> <!-- NOT_USED -->
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoRanged -->
	<!-- Temporarily disables the use of ranged weapons -->
	<buff name="twitch_buffNoRanged" name_key="TwitchBuff_NoRange" description_key="TwitchBuff_NoRangeDesc" icon="ui_game_symbol_twitch_no_ranged" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoRanged"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoRanged"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<!-- <passive_effect name="EntityDamage" operation="perc_add" value="-.75" tags="ranged"/> -->
			<!-- <passive_effect name="BlockDamage" operation="perc_add" value="-.75" tags="ranged"/> -->
			<passive_effect name="DisableItem" operation="base_set" value="1" tags="ranged"/>
			<passive_effect name="StaminaChangeOT" operation="base_add" value="2"/> <!-- twitch_buffNoRanged -->
		</effect_group>
	</buff>
	
	<buff name="twitch_buffShieldEnemies" name_key="TwitchBuff_ShieldEnemies" description_key="TwitchBuff_ShieldEnemiesDesc" icon="ui_game_symbol_twitch_shield_enemies" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffShieldEnemies"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffShieldEnemies"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
			
		</effect_group>

		<effect_group>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.75"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoExplosives -->
	<!-- Temporarily disables the use of explosive items -->
	<buff name="twitch_buffNoExplosives" name_key="TwitchBuff_NoExplosives" description_key="TwitchBuff_NoExplosivesDesc" icon="ui_game_symbol_twitch_no_explosives" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoExplosives"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoExplosives"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DisableItem" operation="base_set" value="1" tags="perkDemolitionsExpert"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoRobo -->
	<!-- Temporarily disables the use of robotic items -->
	<buff name="twitch_buffNoRobo" name_key="TwitchBuff_NoRobo" description_key="TwitchBuff_NoRoboDesc" icon="ui_game_symbol_twitch_no_turret" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_weak"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoRobo"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoRobo"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DisableItem" operation="base_set" value="1" tags="perkTurrets"/>
		</effect_group>
	</buff>

<!-- *** Allan_TO_DO: Is this still needed? -->
	<!-- *** twitch_buffNoVehicle --><!-- What's the difference between this and twitch_buffNoDriving? -->
	<!-- Buff event that temporarily disables the use of vehicles -->
	<buff name="twitch_buffNoVehicle" name_key="TwitchBuff_NoVehicle" description_key="TwitchBuff_NoVehicleDesc" icon="ui_game_symbol_twitch_no_vehicle" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoVehicle"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoVehicle"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffNoVehicle" >
				<requirement name="HasBuff" buff="twitch_buffVoteNoVehicle"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="NoVehicle" operation="base_set" value="1"/>
		</effect_group>
	</buff>

<!-- *** Allan_TO_DO: Is this still needed? -->
	<!-- *** twitch_buffVoteNoVehicle --><!-- What's the difference between this and twitch_voteNoDriving? -->
	<!-- Vote event that temporarily disables the use of vehicles -->
	<buff name="twitch_buffVoteNoVehicle" name_key="TwitchBuff_NoVehicle" description_key="TwitchBuff_NoVehicleDesc" icon="ui_game_symbol_twitch_no_vehicle" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVoteNoVehicle"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffVoteNoVehicle"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffNoVehicle"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="NoVehicle" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoStealth -->
	<!-- Makes random noises that alerts hostile entities -->
	<buff name="twitch_buffNoStealth" name_key="TwitchBuff_NoStealth" description_key="TwitchBuff_NoStealthDesc" icon="ui_game_symbol_twitch_no_stealth" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoStealth"/>

			<!-- <triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoStealth"/> -->
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_buffNoStealth"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="twitch_buffNoStealthTimer"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoStealthTimer -->
	<!-- Event timer for twitch_buffNoStealth -->
	<buff name="twitch_buffNoStealthTimer" icon="ui_game_symbol_twitch_no_stealth" icon_color="255,175,175" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="twitch_nostealth" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".TwitchNextFart" operation="set" value="randomint(5,8)"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".TwitchNextFart" operation="add" value="-1"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar=".TwitchNextFart" operation="LTE" value="0"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".TwitchNextFart"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="twitch_buffNoStealthTimer"/>
		</effect_group>
	</buff>

	<!-- *** twitch_blastresist -->
	<!-- Explodes all zombies around the target without harming the target -->
	<buff name="twitch_blastresist" hidden="true" name_key="BlastResist" icon="ui_game_symbol_zombie" icon_color="175,175,255">
		<duration value="4"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_blastresist"/>
			<passive_effect name="ExplosionIncomingDamage" operation="perc_add" value="-1.0"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffLeech -->
	<!-- Temporarily gain HP when attacking entities -->
	<buff name="twitch_buffLeech" name_key="TwitchBuff_Leech" description_key="TwitchBuff_LeechDesc" icon="ui_game_symbol_twitch_leech" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffLeech"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffLeech"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="twitch_buffLeechHeal"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="twitch_buffLeechSound"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffLeechHeal -->
	<!-- Healing handler for twitch_buffLeech -->
	<buff name="twitch_buffLeechHeal" hidden="true">
		<stack_type value="replace"/>
		<duration value="1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffLeech"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="5"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="5"/>
			<passive_effect name="FoodLossPerHealthPointGained" operation="base_set" value="0"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffLeechSound -->
	<!-- Sound handler for twitch_buffLeech -->
	<buff name="twitch_buffLeechSound" hidden="true">
		<stack_type value="ignore"/>
		<duration value="2"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player_blooddraw"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffAntiLeech -->
	<!-- Temporarily lose HP when attacking entities -->
	<buff name="twitch_buffAntiLeech" name_key="TwitchBuff_AntiLeech" description_key="TwitchBuff_AntiLeechDesc" icon="ui_game_symbol_twitch_anti_leech" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_antileech"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffAntiLeech"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffAntiLeech"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="twitch_buffAntiLeechDamage"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" buff="twitch_buffAntiLeechSound"/>
			
			<triggered_effect trigger="onSelfVehicleAttackedOther" action="AddBuff" buff="twitch_buffAntiLeechDamage"/>
			<triggered_effect trigger="onSelfVehicleAttackedOther" action="AddBuff" buff="twitch_buffAntiLeechSound"/>
		</effect_group>
	</buff>
	
	<buff name="twitch_buffDontMiss" name_key="TwitchBuff_DontMiss" description_key="TwitchBuff_DontMissDesc" icon="ui_game_symbol_twitch_dont_miss" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_dontmiss"/>
		
		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffDontMiss"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffDontMiss"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfPrimaryActionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechDamage"/>
			<triggered_effect trigger="onSelfPrimaryActionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechSound"/>
			
			<triggered_effect trigger="onSelfSecondaryActionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechDamage"/>
			<triggered_effect trigger="onSelfSecondaryActionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechSound"/>
			
			<triggered_effect trigger="onSelfExplosionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechDamage"/>
			<triggered_effect trigger="onSelfExplosionMissEntity" action="AddBuff" buff="twitch_buffAntiLeechSound"/>
			
		</effect_group>
	</buff>

	<!-- *** twitch_buffAntiLeechDamage -->
	<!-- Damage handler for twitch_buffAntiLeech -->
	<buff name="twitch_buffAntiLeechDamage" hidden="true">
		<stack_type value="replace"/>
		<duration value="1"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffAntiLeech"/>

			<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-5">
				<requirement name="StatCompareCurrent" stat="Health" operation="GT" value="6"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-1">
				<requirement name="StatCompareCurrent" stat="Health" operation="LT" value="6"/>
				<requirement name="StatCompareCurrent" stat="Health" operation="GT" value="1"/>
			</triggered_effect>
			
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-5">
				<requirement name="StatCompareCurrent" stat="Health" operation="GT" value="6"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-1">
				<requirement name="StatCompareCurrent" stat="Health" operation="LT" value="6"/>
				<requirement name="StatCompareCurrent" stat="Health" operation="GT" value="1"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** twitch_buffAntiLeechSound -->
	<!-- Sound handler for twitch_buffAntiLeech -->
	<buff name="twitch_buffAntiLeechSound" hidden="true">
		<stack_type value="ignore"/>
		<duration value="2"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="player#painlg"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffKeepMoving -->
	<!-- Non-movement causes HP loss  -->
	<buff name="twitch_buffKeepMoving" name_key="TwitchBuff_KeepMoving" description_key="TwitchBuff_KeepMovingDesc" icon="ui_game_symbol_twitch_keep_moving" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_keepmoving"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffKeepMoving"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="twitch_buffNoHealingManager"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffKeepMoving"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<!-- Blinks the display if the player is not moving -->
			<requirement name="StatCompareCurrent" stat="Health" operation="GTE" value="2"/>
			<requirement name="EntityHasMovementTag" tags="idle"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-2"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2"/>
			<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffKeepMoving"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoDriving -->
	<!-- Buff event that temporarily disables the use of vehicles -->
	<buff name="twitch_buffNoDriving" name_key="TwitchBuff_NoVehicle" description_key="TwitchBuff_NoVehicleDesc" icon="ui_game_symbol_twitch_no_vehicle" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoDriving"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="twitch_buffNoHealingManager"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoDriving"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<!-- Blinks the display if the player is attached to a vehicle -->
			<requirement name="StatCompareCurrent" stat="Health" operation="GTE" value="5"/>
			<requirement name="IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2"/>
				<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffNoDriving"/>
		</effect_group>
	</buff>

	<!-- *** twitch_voteNoDriving -->
	<!-- Vote event that temporarily disables the use of vehicles -->
	<buff name="twitch_voteNoDriving" name_key="TwitchBuff_NoVehicle" description_key="TwitchBuff_NoVehicleDesc" icon="ui_game_symbol_twitch_no_vehicle" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_voteNoDriving"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="twitch_buffNoHealingManager"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_voteNoDriving"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<!-- Blinks the display if the player is attached to a vehicle -->
			<requirement name="StatCompareCurrent" stat="Health" operation="GTE" value="5"/>
			<requirement name="IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2"/>
				<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_voteNoDriving"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoHealingManager -->
	<!-- Temporarily disables healing items for various events -->
	<buff name="twitch_buffNoHealingManager" name_key="TwitchBuff_NoHealingManager" description_key="TwitchBuff_NoHealingManagerDesc" icon="ui_game_symbol_twitch_keep_moving" hidden="true">
		<stack_type value="ignore"/>
		<update_rate value=".15"/>
		<duration value="0"/>

		<effect_group>
			<!-- <passive_effect name="PerkLevel" operation="base_set" value="0" tags="perkHealingFactor"/> -->
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar=".NoHealingManager"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="twitch_buffNoHealingManager">
				<requirement name="!HasBuff" buff="twitch_buffKeepMoving,twitch_voteNoSafe,twitch_buffNoDriving,twitch_voteNoDriving"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".NoHealingManager"/>
		</effect_group>

		<effect_group name="KeepMoving condition">
			<requirement name="HasBuff" buff="twitch_buffKeepMoving"/>
			<requirement name="EntityHasMovementTag" tags="idle"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".NoHealingManager" operation="set" value="1"/>
		</effect_group>

		<effect_group name="NoSafe condition">
			<requirement name="HasBuff" buff="twitch_voteNoSafe"/>
			<requirement name="InSafeZone"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".NoHealingManager" operation="set" value="1"/>
		</effect_group>

		<effect_group name="NoDriving condition">
			<requirement name="HasBuff" buff="twitch_buffNoDriving"/>
			<requirement name="IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".NoHealingManager" operation="set" value="1"/>
		</effect_group>

		<effect_group name="NoDrivingVote condition">
			<requirement name="HasBuff" buff="twitch_voteNoDriving"/>
			<requirement name="IsAttachedToEntity"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".NoHealingManager" operation="set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_voteNoSafe -->
	<!-- Vote event that temporarily makes safe zones harmful to be in -->
	<buff name="twitch_voteNoSafe" name_key="TwitchBuff_NoSafe" description_key="TwitchBuff_NoSafeDesc" icon="ui_game_symbol_brick" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoSafe"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="twitch_buffNoHealingManager"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_voteNoSafe"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<!-- Blinks the display if the player is in a safe zone-->
			<requirement name="StatCompareCurrent" stat="Health" operation="GTE" value="4"/>
			<requirement name="InSafeZone"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-2"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-2"/>
				<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffNoSafe"/>
		</effect_group>
	</buff>
	
	<buff name="twitch_buffNoTrader" name_key="TwitchBuff_NoTrader" description_key="TwitchBuff_NoTraderDesc" icon="ui_game_symbol_talk" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoTrader"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoTrader"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			
			<passive_effect name="NoTrader" operation="base_set" value="1"/>
			<passive_effect name="BuffBlink" operation="base_set" value="2" tags="twitch_buffNoTrader"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffStayStill -->
	<!-- Movement causes HP loss -->
	<buff name="twitch_buffStayStill" name_key="TwitchBuff_StayStill" description_key="TwitchBuff_StayStillDesc" icon="ui_game_symbol_twitch_stay_still" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffStayStill"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffStayStill"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<requirement name="EntityHasMovementTag" tags="idle"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="5"/>
				<passive_effect name="FoodLossPerHealthPointGained" operation="base_set" value="0"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffHeadshotOnly -->
	<!-- Entities can only be killed via head shots -->
	<buff name="twitch_buffHeadshotOnly" name_key="TwitchBuff_HeadshotOnly" description_key="TwitchBuff_HeadshotOnlyDesc" icon="ui_game_symbol_twitch_headshot" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_headshotonly"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffHeadshotOnly"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffHeadshotOnly"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HeadShotOnly" operation="base_set" value="1"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DamageModifier" operation="perc_add" value="5" tags="head"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffConfused -->
	<!-- Flips controls -->
	<buff name="twitch_buffConfused" name_key="TwitchBuff_Confused" description_key="TwitchBuff_ConfusedDesc" icon="ui_game_symbol_twitch_confused_controls" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="30"/>
		<display_value value="duration"/>
		<tags value="twitch_confuse"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffConfused"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffConfused"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="FlipControls" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffCelebrate -->
	<!-- Buff event where entities burst into a cloud of confetti when killed -->
	<buff name="twitch_buffCelebrate" name_key="TwitchBuff_Celebrate" description_key="TwitchBuff_CelebrateDesc" icon="ui_game_symbol_twitch_celebrate" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_celebrate"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffCelebrate"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_buffCelebrate"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffVoteCelebrate"/>
		</effect_group>

		<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>

		<effect_group>
			<passive_effect name="CelebrationKill" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffVoteCelebrate -->
	<!-- Vote event where entities burst into a cloud of confetti when killed -->
	<buff name="twitch_buffVoteCelebrate" name_key="TwitchBuff_Celebrate" description_key="TwitchBuff_CelebrateDesc" icon="ui_game_symbol_twitch_celebrate" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_celebrate"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVoteCelebrate"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffVoteCelebrate"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffCelebrate"/>
		</effect_group>

		<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>

		<effect_group>
			<passive_effect name="CelebrationKill" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffSillySounds -->
	<!-- Buff event that replaces normal game sounds with silly ones -->
	<buff name="twitch_buffSillySounds" name_key="TwitchBuff_SillySounds" description_key="TwitchBuff_SillySoundsDesc" icon="ui_game_symbol_twitch_sound_effects" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<tags value="twitch_sillysounds"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffSillySounds"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffSillySounds"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffSillySounds" >
				<requirement name="HasBuff" buff="twitch_voteSillySounds"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSillyHidden"/>
		</effect_group>
	</buff>

	<!-- *** twitch_voteSillySounds -->
	<!-- Vote event that replaces normal game sounds with silly ones -->
	<buff name="twitch_voteSillySounds" name_key="TwitchBuff_SillySounds" description_key="TwitchBuff_SillySoundsDesc" icon="ui_game_symbol_twitch_sound_effects" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_sillysounds"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_voteSillySounds"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_voteSillySounds"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffSillySounds"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="buffSillyHidden"/>
		</effect_group>
	</buff>

	<!-- *** buffSillyHidden -->
	<!-- Cleanup of buff and vote silly sound events -->
	<buff name="buffSillyHidden" hidden="true">
		<stack_type value="ignore"/>
		<duration value="0"/>
		<update_rate value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AltSounds" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="AltSounds" enabled="false"/>
		</effect_group>
		<!-- Terminate only if all silly buffs are gone -->
		<effect_group>
			<requirement name="!HasBuff" buff="twitch_voteSillySounds,twitch_buffSillySounds"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffSillyHidden"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffDeafen -->
	<!-- Buff event that temporarily deafens the target -->
	<buff name="twitch_buffDeafen" name_key="TwitchBuff_Deafen" description_key="TwitchBuff_DeafenDesc" icon="ui_game_symbol_twitch_deafen" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_deafen"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffDeafen"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffDeafen"/>

			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffDeafen" >
				<requirement name="HasBuff" buff="twitch_buffVoteDeafen"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetAudioMixerState" state="Deafened" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetAudioMixerState" state="Deafened" enabled="false"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffVoteDeafen -->
	<!-- Vote event that temporarily deafens the target -->
	<buff name="twitch_buffVoteDeafen" name_key="TwitchBuff_Deafen" description_key="TwitchBuff_DeafenDesc" icon="ui_game_symbol_twitch_deafen" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_deafen"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVoteDeafen"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffVoteDeafen"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="twitch_buffDeafen"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetAudioMixerState" state="Deafened" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetAudioMixerState" state="Deafened" enabled="false"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffVoteJumbledBackpack -->
	<!-- Buff event that scrambles the contents of the targets inventory -->
	<buff name="twitch_buffVoteJumbledBackpack" name_key="TwitchBuff_JumbledBackpack" description_key="TwitchBuff_JumbledBackpackDesc" icon="ui_game_symbol_twitch_backpack_jumble" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffVoteJumbledBackpack"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffVoteJumbledBackpack"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="ShuffledBackpack" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffActionJumbledBackpack -->
	<!-- Vote event that scrambles the contents of the targets inventory -->
	<buff name="twitch_buffActionJumbledBackpack" name_key="TwitchBuff_JumbledBackpack" description_key="TwitchBuff_JumbledBackpackDesc" icon="ui_game_symbol_twitch_backpack_jumble" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffActionJumbledBackpack"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffActionJumbledBackpack"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="ShuffledBackpack" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBigHead -->
	<!-- Triggered via code applied to player to show when active -->
	<buff name="twitch_buffBigHead" name_key="TwitchBuff_BigHead" description_key="TwitchBuff_BigHeadDesc" icon="ui_game_symbol_twitch_big_head" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBigHead"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBigHead"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffDance -->
	<!-- Triggered via code applied to player to show when active -->
	<buff name="twitch_buffDance" name_key="TwitchBuff_Dance" description_key="TwitchBuff_DanceDesc" icon="ui_game_symbol_twitch_dancing" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>
		<tags value="twitch_dance"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffDance"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffDance"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="twitch_dance_off" play_in_head="true" loop="true" toggle_dms="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="StopSound" sound="twitch_dance_off" play_in_head="true" loop="true" toggle_dms="true"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="twitch_dance_off" play_in_head="true" loop="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_record_scratch" play_in_head="true"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBucketHead -->
	<!-- Triggered via code applied to player to show when active -->
	<buff name="twitch_buffBucketHead" name_key="TwitchBuff_BucketHead" description_key="TwitchBuff_BucketHeadDesc" icon="ui_game_symbol_twitch_buckethead" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>
		<tags value="twitch_buckethead"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBucketHead"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBucketHead"/>
		</effect_group>
	</buff>
	
	<!-- *** twitch_buffTinyZombies -->
	<!-- Triggered via code applied to player to show when active -->
	<buff name="twitch_buffTinyZombies" name_key="TwitchBuff_TinyZombies" description_key="TwitchBuff_TinyZombiesDesc" icon="ui_game_symbol_twitch_small_zombies" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffTinyZombies"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffTinyZombies"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoHelp -->
	<!-- Disables all helpful Twitch commands for 5 minutes. -->
	<buff name="twitch_buffNoHelp" name_key="TwitchBuff_NoHelp" description_key="TwitchBuff_NoHelpDesc" icon="ui_game_symbol_twitch_no_help" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoHelp"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoHelp"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffDoubleSpawns -->
	<!-- While running, all twitch spawns will be doubled -->
	<buff name="twitch_buffDoubleSpawns" name_key="TwitchBuff_DoubleSpawns" description_key="TwitchBuff_DoubleSpawnsDesc" icon="ui_game_symbol_allies" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffDoubleSpawns"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffDoubleSpawns"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="TwitchSpawnMultiplier" operation="perc_add" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffTougherEnemies -->
	<!-- Decreases damage resistance making the enemies "tougher" -->
	<buff name="twitch_buffTougherEnemies" name_key="TwitchBuff_TougherEnemies" description_key="TwitchBuff_TougherEnemiesDesc" icon="ui_game_symbol_trex" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffTougherEnemies"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffTougherEnemies"/>
			<triggered_effect trigger="onSelfBuffRemove" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="PhysicalDamageResist" operation="base_subtract" value="25"/>
		</effect_group>
	</buff>
	
	<!-- *** twitch_buffCrappyLoot -->
	<!-- All loot for 5 minutes is poop. -->
	<buff name="twitch_buffCrappyLoot" name_key="TwitchBuff_CrappyLoot" description_key="TwitchBuff_CrappyLootDesc" icon="ui_game_symbol_twitch_crap_loot" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffCrappyLoot"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffCrappyLoot"/>
			
			<triggered_effect trigger="onSelfOpenLootContainer" action="SetOverrideLoot" items="twitchTurd"/>
			<triggered_effect trigger="onSelfCloseLootContainer" action="SetOverrideLoot" items=""/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetOverrideLoot" items=""/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffHomeRun -->
	<!-- Setup of Home Run Derby event -->
	<buff name="twitch_buffHomeRun" name_key="TwitchBuff_HomerunDerby" description_key="TwitchBuff_HomerunDerbyDesc" icon="ui_game_symbol_twitch_homerun_derby" icon_color="175,175,255"
			remove_on_death="true">
		<stack_type value="ignore"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffHomeRun"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffHomeRun"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ShowToolbeltMessage" message_key="ttTwitchHomerunStart"/>
			<triggered_effect trigger="onSelfAttackedOther" action="Ragdoll" target="other" force="1400" scaleY="-1.5" massScale=".013">
				<requirement name="ItemHasTags" tags="melee"/>
				<requirement name="!EntityTagCompare" target="other" tags="player"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfAttackedOther" action="PlaySound" sound="twitch_baseball_zombie_hit" play_in_head="false">
				<requirement name="ItemHasTags" tags="melee"/>
				<requirement name="!EntityTagCompare" target="other" tags="player"/>
			</triggered_effect>

			<passive_effect name="NegateDamageOther" operation="base_set" value="1" tags="melee"/>
		</effect_group>
		
		<effect_group>
			<passive_effect name="StaminaChangeOT" operation="perc_add" value="1"/> <!-- twitch_buffHomeRun -->
			<passive_effect name="HealthChangeOT" operation="base_add" value="2"/>
			
			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding,buffInjuryStunned00,buffInjuryStunned01,buffInjuryStunned01Shotgun,buffInjuryStunned02,buffInjuryStunned02Shotgun,buffInjuryStunned03,buffInjuryStunned03Shotgun,buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
			<passive_effect name="HealthLoss" operation="perc_subtract" value=".75"/>
			<passive_effect name="WalkSpeed" operation="base_set" value="1.05"/>
			<passive_effect name="RunSpeed" operation="base_set" value="1.1"/>

		</effect_group>
	</buff>

	<!-- *** twitch_buffHomeRunEnding -->
	<!-- Clean up and ending sequence for Home Run Derby event -->
	<buff name="twitch_buffHomeRunEnding" name_key="TwitchBuff_HomerunDerby" description_key="TwitchBuff_HomerunDerbyDesc" icon="ui_game_symbol_twitch_big_head" icon_color="175,175,255" hidden="true"
			remove_on_death="true">
			<duration value="10"/>
		<stack_type value="ignore"/>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffHomeRunEnding"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="twitch_baseball_end" play_in_head="true"/>
			<triggered_effect trigger="onSelfBuffStart" action="AwardChallenge" challenge_stat="homerunderby" count="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_voteNourish -->
	<!-- Grants food and water over time -->
	<buff name="twitch_voteNourish" name_key="TwitchBuff_Nourishment" description_key="TwitchBuff_NourishmentDesc" icon="ui_game_symbol_stomach" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_voteNourish"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_voteNourish"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="WaterChangeOT" operation="base_set" value="2"/> <!-- twitch_voteNourish -->
			<passive_effect name="FoodChangeOT" operation="base_set" value="2"/>
		</effect_group>
	</buff>

	<!-- *** twitch_spoil -->
	<!-- Turns food items into rotten flesh -->
	<buff name="twitch_spoil" hidden="true">
		<stack_type value="replace"/>
		<duration value="1"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="Food" operation="subtract" value="20"/>
		</effect_group>
	</buff>

	<!-- *** buffTwitchDontBreakLeg -->
	<!-- Prevent breaking legs if no vehicle buff or vote is activated while in the air -->
	<buff name="buffTwitchDontBreakLeg" hidden="true">
		<stack_type value="replace"/>
		<duration value="20"/>
	</buff>

	<buff name="twitch_buffNoClaim" name_key="TwitchBuff_NoClaim" description_key="TwitchBuff_NoClaimDesc" icon="ui_game_symbol_twitch_no_placing_land_claim" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="140"/>
		<display_value value="duration"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoClaim"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoClaim"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DisableItem" operation="base_set" value="1" tags="landclaim"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffClumsyRunner" name_key="TwitchBuff_ClumsyRunner" description_key="TwitchBuff_ClumsyRunnerDesc" icon="ui_game_symbol_parkour" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffClumsyRunner"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffClumsyRunner"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="WalkSpeed" operation="perc_add" value=".4"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".15"/>
		</effect_group>

		<effect_group>
			<requirement name="!IsOnLadder"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="Ragdoll" duration=".5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="twitch_ragdoll"/>
		</effect_group>

		<effect_group>
			<requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".05"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
				<triggered_effect trigger="onSelfFallImpact" action="Ragdoll" duration=".5"/>
				<triggered_effect trigger="onSelfFallImpact" action="PlaySound" sound="twitch_ragdoll"/>
		</effect_group>

		<effect_group>
			<requirement name="IsAttachedToEntity"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="Ragdoll" duration=".5"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="twitch_ragdoll"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Twitch Vote Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** twitch_voteResourceful -->
	<!-- Temporarily improves harvesting as well as crafting and scrapping time -->
	<buff name="twitch_voteResourceful" name_key="TwitchBuff_Resourceful" description_key="TwitchBuff_ResourcefulDesc" icon="ui_game_symbol_resource" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_voteResourceful"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_voteResourceful"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" value="1"/>
			<passive_effect name="CraftingTime" operation="perc_add" value="-1"/>
			<passive_effect name="ScrappingTime" operation="perc_add" value="-1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffHarvester -->
	<!-- Temporarily increases harvest counts -->
	<buff name="twitch_buffHarvester" description="+Harvesting" icon="ui_game_symbol_resource" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffHarvester"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffHarvester"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" value="0.5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBadHarvester -->
	<!-- Temporarily decreases harvest counts -->
	<buff name="twitch_buffBadHarvester" description="-Harvesting" icon="ui_game_symbol_resource" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBadHarvester"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBadHarvester"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HarvestCount" operation="perc_add" value="-0.5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffLearner -->
	<!-- Temporarily increases XP gain -->
	<buff name="twitch_buffLearner" description="+XP" icon="ui_game_symbol_skills" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffLearner"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffLearner"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBadLearner -->
	<!-- Temporarily decrease XP gain -->
	<buff name="twitch_buffBadLearner" description="-XP" icon="ui_game_symbol_skills" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBadLearner"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBadLearner"/>
		</effect_group>

		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" value="-.25"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffCrafter -->
	<!-- Temporarily decreases crafting time (faster crafting) -->
	<buff name="twitch_buffCrafter" description="+Crafting Speed" icon="ui_game_symbol_hammer" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffCrafter"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffCrafter"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="CraftingTime" operation="perc_add" value="-1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBadCrafter -->
	<!-- Temporarily increases crafting time (slower crafting) -->
	<buff name="twitch_buffBadCrafter" description="-Crafting Speed" icon="ui_game_symbol_hammer" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBadCrafter"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBadCrafter"/>
		</effect_group>

		<effect_group>
			<passive_effect name="CraftingTime" operation="perc_add" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffLooter -->
	<!-- Temporarily increases loot stage -->
	<buff name="twitch_buffLooter" description="+Loot GS" icon="ui_game_symbol_shopping_cart" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffLooter"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffLooter"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootStage" operation="perc_add" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBadLooter -->
	<!-- Temporarily decreases loot stage -->
	<buff name="twitch_buffBadLooter" description="-Loot GS" icon="ui_game_symbol_shopping_cart" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBadLooter"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBadLooter"/>
		</effect_group>

		<effect_group>
			<passive_effect name="LootStage" operation="perc_add" value="-.5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBarterer -->
	<!-- Temporarily increases bartering influence with traders -->
	<buff name="twitch_buffBarterer" description="+Bartering" icon="ui_game_symbol_barter" icon_color="175,175,255">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBarterer"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBarterer"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" value=".5"/>
			<passive_effect name="BarteringSelling" operation="base_add" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBadBarterer -->
	<!-- Temporarily decreases bartering influence with traders -->
	<buff name="twitch_buffBadBarterer" description="-Bartering" icon="ui_game_symbol_barter" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBadBarterer"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBadBarterer"/>
		</effect_group>

		<effect_group>
			<passive_effect name="BarteringBuying" operation="base_add" value="-.5"/>
			<passive_effect name="BarteringSelling" operation="base_add" value="-.5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffAutoPull -->
	<!-- Pulls all zombies in an area to the target player -->
	<buff name="twitch_buffAutoPull" name_key="TwitchBuff_AutoPull" description_key="TwitchBuff_AutoPullDesc" icon="ui_game_symbol_twitch_autopull" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<update_rate value="15"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffAutoPull"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffAutoPull"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="CallGameEvent" event="action_pull"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="CallGameEvent" event="action_pull"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBonusPP -->
	<!-- Doubles the rate at which stream viewers earn free Pimp Points -->
	<buff name="twitch_buffBonusPP" name_key="TwitchBuff_PPBonanza" description_key="TwitchBuff_PPBonanzaDesc" icon="ui_game_symbol_twitch_PP_bonanza" icon_color="175,175,255" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBonusPP"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBonusPP"/>
			<triggered_effect trigger="onSelfBuffFinish" action="CallGameEvent" event="buff_bonusPP_complete"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="TwitchViewerPointRate" operation="perc_add" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffInfiniteAmmo -->
	<!-- Grants infinite ammo -->
	<buff name="twitch_buffInfiniteAmmo" name_key="TwitchBuff_InfiniteAmmo" description_key="TwitchBuff_InfiniteAmmoDesc" icon="ui_game_symbol_twitch_infinite_ammo" icon_color="175,175,255"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="90"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffInfiniteAmmo"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffInfiniteAmmo"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="InfiniteAmmo" operation="base_set" value="1"/>
			<passive_effect name="DegradationPerUse" operation="base_set" value="0"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffCritImmune -->
	<!-- Buff resistance to all incoming critical buffs -->
	<buff name="twitch_buffCritImmune" name_key="TwitchBuff_CritImmune" description_key="TwitchBuff_CritImmuneDesc" icon="ui_game_symbol_twitch_crit_immune" icon_color="175,175,255"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffCritImmune"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffCritImmune"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveCVar" cvar="$dysenteryCounter,$dysenteryCureCounter"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionCatch,buffInfection01Main,buffInjuryBleeding,buffArmorShredding,buffInjuryAbrasion,buffInjuryAbrasionTreated,buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast,buffArmSprained"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffArmBroken,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03,buffInjuryCrippled01,buffInjuryKnockdown01,buffInjuryKnockdown01,buffInjuryUnconscious,buffLaceration,buffFatigued"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInjuryConcussion,buffShocked,buffBurningElement,buffBurningEnvironment,buffBurningFlamingArrow,buffBurningMolotov,buffBurning"/>
			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffLegSplinted,buffLegCast,buffArmSprained,buffArmBroken,buffArmSplinted,buffArmCast"/>

			<passive_effect name="BuffResistance" operation="base_set" value="100" tags="buffInfectionCatch,buffInfection01Main,buffInjuryBleeding,buffArmorShredding,buffInjuryAbrasion,buffInjuryAbrasionTreated,buffLegSprained,buffLegBroken,buffLegSplinted,buffLegCast,buffArmSprained"/>
			<passive_effect name="BuffResistance" operation="base_set" value="100" tags="buffArmBroken,buffInjuryStunned01,buffInjuryStunned02,buffInjuryStunned03,buffInjuryCrippled01,buffInjuryKnockdown01,buffInjuryKnockdown01,buffInjuryUnconscious,buffLaceration,buffFatigued"/>
			<passive_effect name="BuffResistance" operation="base_set" value="100" tags="buffInjuryConcussion,buffShocked,buffBurningElement,buffBurningEnvironment,buffBurningFlamingArrow,buffBurningMolotov,buffBurning"/>
			<passive_effect name="BuffResistance" operation="base_set" value="100" tags="buffLegSplinted,buffLegCast,buffArmSprained,buffArmBroken,buffArmSplinted,buffArmCast"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffNoTime -->
	<!-- Turns off the HUD clock -->
	<buff name="twitch_buffNoTime" name_key="TwitchBuff_NoTime" description_key="TwitchBuff_NoTimeDesc" icon="ui_game_symbol_twitch_no_time" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="300"/>
		<display_value value="duration"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoTime"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoTime"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="NoTimeDisplay" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffNoRunning" name_key="TwitchBuff_NoRunning" description_key="TwitchBuff_NoRunningDesc" icon="ui_game_symbol_run" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="60"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffNoRunning"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffNoRunning"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
			<passive_effect name="VehicleMotorTorquePer" operation="perc_set" value="0.33"/>
			<passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0.33"/>
		</effect_group>

		<effect_group>
			<requirement name="StatCompareCurrent" stat="Health" operation="GTE" value="3"/>
			<requirement name="EntityHasMovementTag" tags="running"/>
				<triggered_effect trigger="onSelfBuffStart" action="AddHealth" health="-3"/>
				<triggered_effect trigger="onSelfBuffUpdate" action="AddHealth" health="-3"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffUnlockActions" name_key="TwitchBuff_UnlockActions" description_key="TwitchBuff_UnlockActionsDesc" icon="ui_game_symbol_twitch_progression" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="180"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffUnlockActions"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffUnlockActions"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetTwitchProgressionDisabled" disabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetTwitchProgressionDisabled" disabled="false"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffResurrect" name_key="Resurrect" description_key="ResurrectDesc" icon="ui_game_symbol_twitch_resurrect" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="90"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffResurrect"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffResurrect"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfKilledOther" action="CallGameEvent" target="other" event="buff_rez" sequence_link="resurrect" allow_client_call="true" >
				<requirement name="EntityTagCompare" target="other" tags="zombie,animal"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="UnregisterSequenceLink" sequence_link="resurrect"/>
		</effect_group>
	</buff>
	
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- *** Twitch Effect Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** twitch_bighead -->
	<!-- Increase the physical size of all entity heads -->
	<buff name="twitch_bighead" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="600"/>
		<tags value="twitch_bighead"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetBigHead" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetBigHead" enabled="false"/>
		</effect_group>

		<effect_group>
			<passive_effect name="HealthLoss" operation="perc_subtract" value=".5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_dance -->
	<!-- EVERYBODY DANCE NOW! -->
	<buff name="twitch_dance">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetDancing" enabled="true"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetDancing" enabled="false"/>
			<triggered_effect trigger="onSelfBuffRemove" action="Rage" enabled="true"/>
			<triggered_effect trigger="onOtherDamagedSelf" action="RemoveBuff" buff="twitch_dance"/>
			<triggered_effect trigger="onSelfAttackedOther" action="RemoveBuff" buff="twitch_dance"/>
		</effect_group>
	</buff>

	<buff name="twitch_tiny" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="6000"/>
		<tags value="twitch_tiny"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetScale" scale=".65"/>
			<triggered_effect trigger="onSelfBuffStart" action="SetHeadSize" size="3"/>
			<triggered_effect trigger="onSelfBuffStart" action="SetPitch" scale=".5"/>
			<triggered_effect trigger="onSelfBuffStart" action="Rage" enabled="true"/>
			
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_smokePuff"/>
			
			<passive_effect name="EntityDamage" operation="perc_add" value="-.25"/>
			<passive_effect name="RunSpeed" operation="perc_add" value=".75"/>
			<passive_effect name="WalkSpeed" operation="perc_add" value=".75"/>
		</effect_group>
	</buff>

	<buff name="twitch_recent_rez" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="-.25"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.25"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="-.25"/>
			<passive_effect name="LootDropProb" operation="perc_add" value="-1"/>
			<passive_effect name="ExperienceGain" operation="base_set" value="0"/>
			<passive_effect name="WalkSpeed" operation="perc_add" value="-.25"/>
			<passive_effect name="RunSpeed" operation="perc_add" value="-.25"/>
		</effect_group>
	</buff>

	<buff name="twitch_hordestone_zombie" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="-.25"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="-.25"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="-.25"/>
			<passive_effect name="LootDropProb" operation="perc_add" value="-1"/>
			<passive_effect name="ExperienceGain" operation="perc_add" value=".5"/>
			<passive_effect name="WalkSpeed" operation="perc_add" value="-.25"/>
			<passive_effect name="RunSpeed" operation="perc_add" value="-.25"/>
			<passive_effect name="BlockDamage" operation="base_set" value="0" tags="twitchHordeStone"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Twitch Boss Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** twitch_boss -->
	<!-- Increases the physical size and reduces the explosion damage of event bosses -->
	<buff name="twitch_boss">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetScale" scale="1.25"/>
			<passive_effect name="ExplosionIncomingDamage" operation="perc_add" value="-0.75"/>
		</effect_group>
	</buff>

	<!-- *** twitch_minion -->
	<!-- Reduces the explosion damage of event minions -->
	<buff name="twitch_minion">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<!-- May add more later -->
		<effect_group>
			<passive_effect name="ExplosionIncomingDamage" operation="perc_add" value="-0.5"/>
		</effect_group>
	</buff>

	<!-- *** twitch_boss_nav -->
	<!-- Used for showing the navigation object for bosses -->
	<buff name="twitch_boss_nav">
		<stack_type value="replace"/>
		<duration value="6000"/>
	</buff>

	<!-- *** twitch_minion_nav -->
	<!-- Used for showing the navigation object for minions -->
	<buff name="twitch_minion_nav">
		<stack_type value="replace"/>
		<duration value="6000"/>
	</buff>

	<!-- *** twitch_weapon_pistols -->
	<!-- Buff given to this tagged weapon type is the best to use during a special horde vote event -->
	<buff name="twitch_weapon_pistols">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="-0.5"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.5" tags="perkGunslinger"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.25" tags="perkGunslinger"/>
		</effect_group>
	</buff>

	<!-- *** twitch_weapon_shotguns -->
	<!-- Buff given to this tagged weapon type is the best to use during a special horde vote event -->
	<buff name="twitch_weapon_shotguns">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="-0.5"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.5" tags="perkBoomstick"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.25" tags="perkBoomstick"/>
		</effect_group>
	</buff>

	<!-- *** twitch_weapon_rifles -->
	<!-- Buff given to this tagged weapon type is the best to use during a special horde vote event -->
	<buff name="twitch_weapon_rifles">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="-0.5"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.5" tags="perkDeadEye"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
				<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.25" tags="perkDeadEye"/>
		</effect_group>
	</buff>

	<!-- *** twitch_weapon_machinegunner -->
	<!-- Buff given to this tagged weapon type is the best to use during a special horde vote event -->
	<buff name="twitch_weapon_machinegunner">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="-0.5"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.5" tags="perkMachineGunner"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
				<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.25" tags="perkMachineGunner"/>
		</effect_group>
	</buff>

	<!-- *** twitch_weapon_bows -->
	<!-- Buff given to this tagged weapon type is the best to use during a special horde vote event -->
	<buff name="twitch_weapon_bows">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="-0.5"/>
			<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.75" tags="perkArchery"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
				<passive_effect name="InternalDamageModifier" operation="perc_add" value="0.25" tags="perkArchery"/>
		</effect_group>
	</buff>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Twitch Enemy Buffs -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

	<!-- *** twitch_immortal_boss -->
	<!-- Boss is immortal until the minions are killed -->
	<buff name="twitch_immortal_boss">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="NegateDamageSelf" operation="base_set" value="1"/>
			<passive_effect name="DismemberSelfChance" operation="base_set" value="0"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetNavObject" nav_object="twitch_vote_boss_shield" add="false"/>
		</effect_group>
	</buff>

	<!-- *** twitch_immortal_minion -->
	<!-- Minions are immortal until the boss is killed -->
	<buff name="twitch_immortal_minion">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="NegateDamageSelf" operation="base_set" value="1"/>
			<passive_effect name="DismemberSelfChance" operation="base_set" value="0"/>
			<triggered_effect trigger="onSelfBuffRemove" action="SetNavObject" nav_object="twitch_vote_minion_shield" add="false"/>
		</effect_group>
	</buff>

	<!-- *** twitch_give_navobject -->
	<!-- Applies the proper navigation object to entities based on the buff they currently have -->
	<buff name="twitch_give_navobject">
		<duration value="3"/>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_immortal_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_shield" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_shield" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_immortal_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_shield" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_shield" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_rifles,twitch_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_rifles" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_rifles" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_rifles,twitch_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_rifles" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_rifles" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_machinegunner,twitch_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_machinegunner" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_machinegunner" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_machinegunner,twitch_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_machinegunner" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_machinegunner" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_shotguns,twitch_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_shotguns" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_shotguns" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_shotguns,twitch_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_shotguns" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_shotguns" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_pistols,twitch_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_pistols" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_pistols" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_pistols,twitch_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_pistols" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_pistols" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_bows,twitch_boss"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss_bows" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss_bows" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_weapon_bows,twitch_minion"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion_bows" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion_bows" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_boss_nav"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_boss" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_boss" add="true"/>
		</effect_group>

		<effect_group>
			<requirement name="HasBuff" buff="twitch_minion_nav"/>
				<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_vote_minion" add="true"/>
				<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_vote_minion" add="true"/>
		</effect_group>
		
	</buff>

	<buff name="twitch_buffed_tough">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="1"/>
			<passive_effect name="EntityDamage" operation="perc_add" value=".5"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_tough1 -->
	<!-- Increases various attributes for horde vote event minions -->
	<buff name="twitch_tough1">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="2"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="1"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="2"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_tough2 -->
	<!-- Increases various attributes for horde vote event minions -->
	<buff name="twitch_tough2">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="2.5"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="2"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="3"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_tough3 -->
	<!-- Increases various attributes for horde vote event minions -->
	<buff name="twitch_tough3">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="3"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="3"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="4"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_tough4 -->
	<!-- Increases various attributes for horde vote event minions -->
	<buff name="twitch_tough4">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="3.5"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="4"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="5"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_tough5 -->
	<!-- Increases various attributes for horde vote event minions -->
	<buff name="twitch_tough5">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<passive_effect name="HealthMax" operation="perc_add" value="4"/>
			<passive_effect name="EntityDamage" operation="perc_add" value="5"/>
			<passive_effect name="BlockDamage" operation="perc_add" value="6"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="add" value="30000"/>
		</effect_group>
	</buff>

	<!-- *** twitch_enemyshock -->
	<!-- Gives zombies shock hands -->
	<buff name="twitch_enemyshock">
		<stack_type value="replace"/>
		<duration value="600"/>

		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" target="other" action="AddBuff" buff="buffTwitchShocked">
				<requirement name="EntityTagCompare" target="other" tags="player"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_left" parent_transform="LeftHand"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_left" parent_transform="LeftHand"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_right" parent_transform="RightHand"  />
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_right" parent_transform="RightHand"  />

			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_shock_left"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_shock_right"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_left" parent_transform="LeftHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_shock_left"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_shock_right" parent_transform="RightHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_shock_right"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** twitch_enemyrad -->
	<!-- Gives zombies radiated hands -->
	<buff name="twitch_enemyrad">
		<stack_type value="replace"/>
		<duration value="600"/>

		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" target="other" action="AddBuff" buff="buffTwitchRadiation">
				<requirement name="EntityTagCompare" target="other" tags="player"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_left" parent_transform="LeftHand"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_left" parent_transform="LeftHand"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_right" parent_transform="RightHand"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_right" parent_transform="RightHand"/>

			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_radiation_left"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_radiation_right"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_left" parent_transform="LeftHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_radiation_left"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_radiation_right" parent_transform="RightHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_radiation_right"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** twitch_enemyburn -->
	<!-- Gives zombies fire hands -->
	<buff name="twitch_enemyburn">
		<stack_type value="replace"/>
		<duration value="600"/>

		<effect_group>
			<triggered_effect trigger="onSelfAttackedOther" target="other" action="AddBuff" buff="buffTwitchBurn">
				<requirement name="EntityTagCompare" target="other" tags="player"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_left" parent_transform="LeftHand"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_left" parent_transform="LeftHand"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_right" parent_transform="RightHand"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_right" parent_transform="RightHand"/>

			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_fire_left"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_twitch_zombie_fire_right"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_left" parent_transform="LeftHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_fire_left"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_twitch_zombie_fire_right" parent_transform="RightHand">
				<requirement name="!HasParticle" particle="p_twitch_zombie_fire_right"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffTwitchShocked -->
	<!-- Applies shock effect to player from twitch_enemyshock -->
	<buff name="buffTwitchShocked" description_key="buffShockedDesc" tooltip_key="buffShockedTooltip" icon="ui_game_symbol_electric_power" name_key="buffShockedName" icon_color="255,0,0">
		<damage_type value="electrical"/>
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="buffTwitchShocked"/>

			<passive_effect name="HealthChangeOT" operation="base_add" value="-3">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0">
				<requirement name="!HasParticle" particle="p_electric_shock"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0">
				<requirement name="!HasParticle" particle="p_electric_shock"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>

			<triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar="ETrapHit"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/>

			<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="electric_fence_impact"/>
			<triggered_effect trigger="onSelfBuffStart" action="AddBuff" buff="twitch_shock_slowdown"/>

			<triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="electric_fence_impact"/>
			<triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="electric_fence_impact"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffTwitchShocked"/>

			<passive_effect name="HealthMaxBlockage" operation="base_add" value="10"/>
		</effect_group>
	</buff>

	<!-- *** twitch_shock_slowdown -->
	<!-- Slows the player during buffTwitchShocked -->
	<buff name="twitch_shock_slowdown" hidden="true">
		<stack_type value="replace"/>
		<duration value="3"/>

		<effect_group>
		<passive_effect name="RunSpeed" operation="perc_subtract" value="0.9,0.05" duration="0,4.3"/>
		<passive_effect name="WalkSpeed" operation="perc_subtract" value="0.9,0.05" duration="0,4.3"/>
		<passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.9,0.05" duration="0,4.3"/>
		<passive_effect name="JumpStrength" operation="perc_subtract" value="0.9,0.05" duration="0,4.3"/>
		</effect_group>
	</buff>

	<!-- *** buffTwitchRadiation -->
	<!-- Applies radiation effect to player from twitch_enemyrad -->
	<buff name="buffTwitchRadiation" name_key="buffRadiation03Name" description_key="buffRadiation03Desc" icon="ui_game_symbol_radiation" icon_color="255,0,0" icon_blink="true">
		<damage_type value="radiation"/>
		<stack_type value="ignore"/>
		<duration value="5"/>
		<update_rate value="1"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="3">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyScreenEffect" intensity="0" fade=".7" effect_name="Hot"/>

			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Hot"/>

			<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" effect_name="Radiation" intensity=".6" fade="2"/>
			<triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="0"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffTwitchRadiation"/>
			<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" effect_name="Radiation" intensity="0" fade="2"/>

			<passive_effect name="HealthMaxBlockage" operation="base_add" value="10"/>
		</effect_group>
	</buff>

	<!-- *** buffTwitchBurn -->
	<!-- Applies burning effect to player from twitch_enemyburn -->
	<buff name="buffTwitchBurn" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
		<damage_type value="Heat"/>
		<stack_type value="ignore"/>
		<duration value="5"/>
		<update_rate value="1"/>

		<effect_group>
			<passive_effect name="HealthChangeOT" operation="base_subtract" value="3">
				<requirement name="EntityTagCompare" tags="player"/>
			</passive_effect>
		</effect_group>

		<effect_group name="run particles, cleanup">
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffIsOnFireDisplay"/>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
			<triggered_effect trigger="onSelfDied" action="RemoveBuff" buff="buffTwitchBurn"/>
			<passive_effect name="HealthMaxBlockage" operation="base_add" value="10"/>
		</effect_group>

		<effect_group>
			<requirement name="!IsSDCS"/>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0,0" parent_transform="LOD0" shape_mesh="true"/>
		</effect_group>

		<effect_group>
			<requirement name="IsSDCS"/>
			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform=".body" local_offset="0,0,0" shape_mesh="false"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" parent_transform=".body" local_offset="0,0,0" shape_mesh="false"/>
		</effect_group>
	</buff>

	<!-- *** test_defense_minion -->
	<!-- WIP: Adds additional block damage to minions -->
	<buff name="test_defense_minion">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<!-- May add more later -->
		<effect_group>
			<passive_effect name="BlockDamage" operation="perc_add" value="20"/>
		</effect_group>
	</buff>

	<!-- *** twitch_explode -->
	<!-- Used to turn navigation objects on and off, attach explosives, and explosive settings for action_bombblitz -->
	<buff name="twitch_explode">
		<duration value="6000"/>

		<!-- May add more later -->
		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="SetNavObject" nav_object="twitch_explode_v2" add="true"/>
			<triggered_effect trigger="onSelfBuffFinish" action="SetNavObject" nav_object="twitch_explode_v2" add="true"/>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Weapons/Ranged/TimedCharge/timedChargePrefab.prefab" local_offset="-.06,.2,0.1" local_rotation="-80,180,0" local_scale="1,1,1" parent_transform="Spine1">
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Weapons/Ranged/TimedCharge/timedChargePrefab.prefab" parent_transform="Spine1"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Weapons/Ranged/TimedCharge/timedChargePrefab.prefab" local_offset="-.06,.2,0.1" local_rotation="-80,180,0" local_scale="1,1,1" parent_transform="Spine1">
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Weapons/Ranged/TimedCharge/timedChargePrefab.prefab" parent_transform="Spine1"/>
			</triggered_effect>

			<passive_effect name="HealthMax" operation="perc_add" value="-.25"/>

			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="timedChargePrefab" parent_transform="Spine1"/>

			<triggered_effect trigger="onSelfAttackedOther" action="Explode" blast_power="0" block_damage="0" block_radius="1" entity_damage="30" entity_radius="4" damage_type="Special"/>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyStats" stat="Health" operation="set" value="0"/>
			<triggered_effect trigger="onSelfDamagedBlock" action="Explode" blast_power="0" block_damage="1000" block_radius="5" entity_damage="30" entity_radius="4" damage_type="Special"/>
			<triggered_effect trigger="onSelfDamagedBlock" action="ModifyStats" stat="Health" operation="set" value="0"/>
			<triggered_effect trigger="onSelfDied" action="Explode" blast_power="0" block_damage="0" block_radius="1" entity_damage="30" entity_radius="4" damage_type="Special"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buckethead -->
	<!-- Adds buckets to entity heads for a layer of protection -->
	<buff name="twitch_buckethead">
		<stack_type value="replace"/>
		<duration value="6000"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="IronBucketEmptyPrefab" parent_transform="Head">
				<requirement name="!EntityTagCompare" tags="chicken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="IronBucketEmptyPrefab" parent_transform="CHICKEN_ Head">
				<requirement name="EntityTagCompare" tags="chicken"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="IronBucketEmptyPrefab" parent_transform="RABBIT_ Head">
				<requirement name="EntityTagCompare" tags="rabbit"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="IronBucketEmptyPrefab" parent_transform="skull">
				<requirement name="EntityTagCompare" tags="snake"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffRemove" action="RemovePrefabFromEntity" prefab="IronBucketEmptyPrefab" parent_transform="teddyBear">
				<requirement name="EntityTagCompare" tags="drone"/>
			</triggered_effect>

			<passive_effect name="InternalDamageModifier" operation="perc_subtract" value="0.75" tags="head"/>
		</effect_group>

		<effect_group>
			<requirement name="HitLocation" body_parts="Head"/>
				<triggered_effect trigger="onOtherAttackedSelf" action="PlaySound" sound="twitch_bucket_hit" play_at_self="true"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="1.5,1.5,1.5" parent_transform="Head">
				<requirement name="!EntityTagCompare" tags="bear,chicken,stag,boar,zombieCop,zombieSoldier,human,drone"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="-0.15,0,0.035" local_rotation="90,90,0" local_scale="1.75,1.75,1.75" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="human"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="zombieCop"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="zombieSoldier"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0.2" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="boar"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0.2" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="stag"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="5,5,5" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="bear"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="0,90,0" local_scale=".75,.75,.75" parent_transform="CHICKEN_ Head">
				<requirement name="EntityTagCompare" tags="chicken"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="CHICKEN_ Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="0,90,0" local_scale=".75,.75,.75" parent_transform="RABBIT_ Head">
				<requirement name="EntityTagCompare" tags="rabbit"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="RABBIT_ Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="180,90,0" local_scale="1,1,1" parent_transform="skull">
				<requirement name="EntityTagCompare" tags="snake"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="skull"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.3,0" local_rotation="180,90,0" local_scale="2.25,2.25,2.25" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="drone"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="1.5,1.5,1.5" parent_transform="Head">
				<requirement name="!EntityTagCompare" tags="bear,chicken,stag,boar,zombieCop,zombieSoldier,human,drone"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="-0.15,0,0.035" local_rotation="90,90,0" local_scale="1.75,1.75,1.75" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="human"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="zombieCop"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="zombieSoldier"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0.2" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="boar"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0.2" local_rotation="180,90,0" local_scale="2,2,2" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="stag"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.1,0" local_rotation="180,90,0" local_scale="5,5,5" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="bear"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="0,90,0" local_scale=".75,.75,.75" parent_transform="CHICKEN_ Head">
				<requirement name="EntityTagCompare" tags="chicken"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="CHICKEN_ Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="0,90,0" local_scale=".75,.75,.75" parent_transform="RABBIT_ Head">
				<requirement name="EntityTagCompare" tags="rabbit"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="RABBIT_ Head"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffUpdate" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,0,0" local_rotation="180,90,0" local_scale="1,1,1" parent_transform="skull">
				<requirement name="EntityTagCompare" tags="snake"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="skull"/>
			</triggered_effect>

			<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" local_offset="0,.3,0" local_rotation="180,90,0" local_scale="2.25,2.25,2.25" parent_transform="Head">
				<requirement name="EntityTagCompare" tags="drone"/>
				<requirement name="!HasAttachedPrefab" prefab="@:Other/Items/Crafting/Metal/IronBucketEmptyPrefab.prefab" parent_transform="Head"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** twitch_safe --><!-- UNUSED??? -->
	<buff name="twitch_safe" name_key="buffTwitchSafeName" description_key="buffTwitchSafeDesc" icon="ui_game_symbol_brick" icon_color="175,175,255"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_safe"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_safe"/>
		</effect_group>
	</buff>

	<buff name="twitch_pausedbuffs" name_key="buffPausedBuffsName" description_key="buffPausedBuffsDesc" icon="ui_game_symbol_twitch_buffs_paused" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_pausedbuffs"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_pausedbuffs"/>
		</effect_group>
	</buff>

	<buff name="twitch_pausedspawns" name_key="buffPausedSpawnsName" description_key="buffPausedSpawnsDesc" icon="ui_game_symbol_twitch_spawns_paused" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_pausedspawns"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_pausedspawns"/>
		</effect_group>
	</buff>

	<buff name="twitch_extensionneeded" name_key="buffTwitchExtensionNeededName" description_key="buffTwitchExtensionNeededDesc" icon="ui_game_symbol_twitch_disconnected" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_extensionneeded"/>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="twitch_extensionneeded"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffXPGain -->
	<!-- Temporarily doubles XP Gain -->
	<buff name="twitch_buffXPGain" name_key="TwitchBuff_XPGain" description_key="TwitchBuff_XPGainDesc" icon="ui_game_symbol_skills" icon_color="175,175,255"
		remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="600"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffXPGain"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffXPGain"/>

			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="PlayerExpGain" operation="perc_add" value="1"/>
		</effect_group>
	</buff>

	<!-- *** twitch_buffBrainFog -->
	<!-- Temporarily removes all perk attribute points -->
	<buff name="twitch_buffBrainFog" name_key="TwitchBuff_Newbie" description_key="TwitchBuff_NewbieDesc" icon="ui_game_symbol_twitch_newbie" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<!-- Blinks the display -->
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffBrainFog"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffBrainFog"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="AttributeLevel" operation="base_set" value="1"/>
			<passive_effect name="PerkLevel" operation="base_set" value="0"/>
			<passive_effect name="HealthMax" operation="base_set" value="100"/>
			<passive_effect name="StaminaMax" operation="base_set" value="100"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffSilentActions" name_key="TwitchBuff_SilentActions" description_key="TwitchBuff_SilentActionsDesc" icon="ui_game_symbol_twitch_silent_actions" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffSilentActions"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffSilentActions"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="DisableGameEventNotify" operation="base_set" value="1"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffPackMule" name_key="TwitchBuff_PackMule" description_key="TwitchBuff_PackMuleDesc" icon="ui_game_symbol_twitch_pack_mule_plus" icon_color="175,175,255" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffPackMule"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffPackMule"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_good_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="CarryCapacity" operation="base_set" value="50"/>
		</effect_group>
	</buff>

	<buff name="twitch_buffEncumbered" name_key="TwitchBuff_Encumbered" description_key="TwitchBuff_EncumberedDesc" icon="ui_game_symbol_pack_mule" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="120"/>
		<display_value value="duration"/>
		<tags value="twitch_bits"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_buffEncumbered"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_buffEncumbered"/>
			<triggered_effect trigger="onSelfBuffFinish" action="PlaySound" sound="twitch_bad_buff_ended" play_in_head="true"/>
		</effect_group>

		<effect_group>
			<passive_effect name="CarryCapacity" operation="base_set" value="22"/>
		</effect_group>
	</buff>

	<buff name="twitch_rain" name_key="TwitchBuff_Rain" description_key="TwitchBuff_RainDesc" icon="ui_game_symbol_twitch_spawn_rain" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_rain"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_rain"/>
		</effect_group>
	</buff>

	<buff name="twitch_snow" name_key="TwitchBuff_Snow" description_key="TwitchBuff_SnowDesc" icon="ui_game_symbol_twitch_spawn_snow" icon_color="255,175,175"
			remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_snow"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_snow"/>
		</effect_group>
	</buff>

	<buff name="twitch_fog" name_key="TwitchBuff_Fog" description_key="TwitchBuff_FogDesc" icon="ui_game_symbol_twitch_spawn_fog" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_fog"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_fog"/>
		</effect_group>
	</buff>

	<buff name="twitch_storm" name_key="TwitchBuff_Thunderstorm" description_key="TwitchBuff_ThunderstormDesc" icon="ui_game_symbol_twitch_spawn_storm" icon_color="255,175,175" remove_on_death="false">
		<stack_type value="ignore"/>

		<effect_group>
			<passive_effect name="BuffBlink" operation="base_set" value="2" duration="0,3" tags="twitch_storm"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="twitch_storm"/>
		</effect_group>
	</buff>

	<buff name="twitch_nopickup" name_key="TwitchBuff_NoPickup" description_key="TwitchBuff_NoPickupDesc" icon="ui_game_symbol_twitch_cant_pickup" icon_color="255,175,175">
		<stack_type value="replace"/>
		<duration value="10"/>
		<display_value value="duration"/>

		<effect_group>
			<passive_effect name="DisableLoot" operation="base_set" value="1" tags="twitch_dropped"/>
		</effect_group>
	</buff>

	<!-- *** buffDemoTimerStart -->
	<!-- TRIGGERED_BY: Game Event demo_reset_player -->
	<buff name="buffDemoTimerStart" name_key="demoTimerStart" description_key="demoTimerStartDesc" icon="ui_game_symbol_clock" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDemoDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="1800"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="set" value="@.buffDemoDisplay"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="@$buffDemoTimerDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDemoTimerStart">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="900"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDemoTimerHalfTime">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="900"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDemoTimerHalfTime -->
	<!-- TRIGGERED_BY: Game Event demo_reset_player -->
	<buff name="buffDemoTimerHalfTime" name_key="demoTimerStart" description_key="demoTimerStartDesc" icon="ui_game_symbol_clock" icon_color="255,128,0" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDemoDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="900"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="set" value="@.buffDemoDisplay"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="@$buffDemoTimerDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDemoTimerHalfTime">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="300"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDemoTimerEndWarning">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="300"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffDemoTimerEndWarning -->
	<!-- TRIGGERED_BY: buffDemoTimerStart -->
	<buff name="buffDemoTimerEndWarning" name_key="demoTimerStart" description_key="demoTimerStartDesc" icon="ui_game_symbol_clock" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>
		<display_value value=".buffDemoDisplay"/>
		<display_value_format value="time"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="300"/>
			<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="set" value="@.buffDemoDisplay"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$buffDemoTimerDuration" operation="subtract" value="1"/>
			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".buffDemoDisplay" operation="set" value="@$buffDemoTimerDuration"/>
		</effect_group>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDemoTimerEndWarning">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffDemoTimerEnd">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="0"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfBuffRemove" action="RemoveCVar" cvar=".buffDemoDisplay,$buffDemoTimerDuration"/>
		</effect_group>
	</buff>

	<!-- *** buffDemoTimerEnd -->
	<!-- TRIGGERED_BY: buffDemoTimerEndWarning -->
	<buff name="buffDemoTimerEnd" name_key="demoTimerStart" description_key="demoTimerStartDesc" icon="ui_game_symbol_clock" icon_color="255,0,0" icon_blink="true" remove_on_death="false">
		<stack_type value="replace"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDemoTimerEndWarning">
				<requirement name="CVarCompare" cvar="$buffDemoTimerDuration" operation="LTE" value="0"/>
			</triggered_effect>
		</effect_group>
	</buff>

	<!-- *** buffShowQuestLimitReached -->
	<!-- TRIGGERED_BY: Reaching your daily quest limit -->
	<!-- Daily quest limit reached -->
	<buff name="buffShowQuestLimitReached" name_key="buffShowQuestLimitReachedName" description_key="buffShowQuestLimitReachedDesc" icon="ui_game_symbol_quest_limited" icon_color="255,0,0" remove_on_death="false">
		<stack_type value="ignore"/>
		<duration value="0"/>

		<effect_group>
			<triggered_effect trigger="onSelfLeaveGame" action="RemoveBuff" buff="buffShowQuestLimitReached"/>
			<triggered_effect trigger="onSelfEnteredGame" action="RemoveBuff" buff="buffShowQuestLimitReached"/>
		</effect_group>
	</buff>
</buffs>

<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->
<!-- **** Documentation -->
<!-- *** Search All for ### for the documentation table of contents -->
<!-- *** xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx -->

<!--
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### <buff> NODE ATTRIBUTES
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

name : Internal name for referencing this buff. Do NOT use single numbers in there like MyBuff1. Unity is not good at creating hashes out of those.
name_key : Localized name key
description_key : Localized description key. The buff description can contain multiple variables. (potential lag if you go nuts with it)
tooltip_key : Localized tool tip key that is shown above the tool belt when the buff is active.
icon [file name] : Available .tga in the icon atlas, \Assets\GUI\Textures\ e.g. "ui_game_symbol_brokenbone"
icon_color [RGB] : The tint color of the icon. If this is "255,0,0" the icon will be blinking.
icon_blink [bool] : Blinks the buff's icon for the full duration of the buff
hidden [bool] : Hides the buff from displaying on all screens
showonhud [bool] : default=true, omits this buff from display on the main HUD but still keeps it on the full list of status effects on the character window.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### <buff> CHILD NODES
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

<damage_source value="x"/>
[Internal,External]
External damage will be integers and affected by armor, Internal is the default for buffs

<damage_type value="x"/>
All are valid and code may look for specific ones.
Systemic: Disease,Infection,Starvation,Dehydration,Falling,Suffocation,BloodLoss,Sprain,Break,Stun,Concuss,KnockOut,BlackOut,KnockDown,BarbedWire,Suicide,VehicleInside
Physical: Piercing,Slashing,Bashing,Crushing,Corrosive
Elemental: Heat,Cold,Radiation,Toxic,Electrical

<stack_type value="x"/>
duration: append the duration
effect: stack up the effect
replace: reset the duration
ignore: 2nd buff bounces

<duration value="x"/>
(Float) : Duration in RT seconds. 0 means infinite. 214748364s is the max duration.

<update_rate value="x"/>
(ushort at 20 ticks/s) Default = 1 update /s. 3275s is the max update_rate.
The time step of this buff. How frequently onSelfBuffUpdate is run.
If the buff does not contain an onSelfBuffUpdate trigger then this is irrelevant. No updates are running.

<display_value value="_coretemp"/>
The buff can display the value of a cvar for additional information.

<display_value_key value="+{0}°"/>
A direct format like this can be used or a localization key.
Can use formatting for the number according to ToString.
cvar=5.30,  "{0}" : 5,  {0:0.00} : 5.30,  {0:0.##} : 5.3

<display_value_format value="time"/>
Instead of display_value_key, you can use this to display the cvar as a time, based on seconds.

<display_value_format value="degrees"/>
Displays degrees in F or C based on the player's game options

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### REQUIREMENTS AND EFFECT GROUPS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

When a requirement element is outside of an effect_group element, it can prevent the entire buff from firing depending on logic tested.
The example below is for writing more complex requirements that use the OR operator.
The default operator for requirements and requirement_groups is AND.
Requirement groups can be nested as shown.
The example below represents the statement: [sampleVar0 == 0] OR [sampleVar1 == 1 AND sampleVar2 == 2]

	<requirement_group op="or">
		<requirement name="CVarCompare" target="self" cvar="sampleVar0" operation="Equals" value="0"/>
		<requirement_group op="and">
			<requirement name="CVarCompare" target="self" cvar="sampleVar1" operation="Equals" value="1"/>
			<requirement name="CVarCompare" target="self" cvar="sampleVar2" operation="Equals" value="2"/>
		</requirement_group>
	</requirement_group>


*** Allan_TO_DO: This section needs more work.

This effect group of the buff is invalid if the condition is false.
Any passive_effect or triggered_effect go into an effect group.
	<effect_group>
		<requirement name="CVarCompare" target="self" cvar="holdBreathTest" operation="Equals" value="2"/>
	</effect_group>

This 2nd effect group of this buff is always active, but this specific effect has it's own condition.
	<effect_group>
		<triggered_effect trigger="onSelfPrimaryAction" action="ModifyStats" target="self" stat="health" operation="base_add" value="2">
			<requirement name="StatCompare" target="other" stat="health" operation="gt" value="20"/>
		</triggered_effect>

		Specific timing on individual PASSIVE effects:
		<passive_effect name="SpreadMultiplierAiming" operation="perc_set" value="0.8" duration="2.2,3.5"/>
			This one passive effect kicks in at 2.2s into the buff and shuts down at 3.5s.

		<passive_effect name="SpreadMultiplierAiming" operation="perc_set" value="0.8,0.15" duration="1.2,8"/>
			This one PASSIVE effect kicks in at 1.2s with a multiplier of 0.8.
			For the next 6.8s it lerps the multiplier to 0.15.
			After 6.8s it shuts off.
	</effect_group>
</buff>

***





xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### NAMED EFFECT GROUPS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

<effect_group name="This is an example group name" tiered="false"/> node

name : Has no function, but gives the user a way to organize groups
tiered (Bool) : On ITEMS this is an untiered, always-on effect. If default / true, the item has a tier and is not stackable.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### USING CUSTOM VARIABLES A.K.A. "cvar"
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

A custom variable (float) is declared on the target entity whenever you use one.

	<triggered_effect trigger="onSelfAimingGunStop" action="ModifyCVar" target="self" cvar="iAmYourNewCVar" operation="set" value="5"/>

When USING a custom variable INSTEAD OF a fixed value you reference it with an "@" instead of a numeric value.

	<passive_effect name="JumpStrength" operation="perc_set" value="@iAmYourNewCVar"/>
	<requirement name="StatCompare" target="self" stat="stamina" operation="GTE" value="@iAmYourNewCVar"/>

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### GAME VARIABLES
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Game variables are constants that are read-only.
No matter what data type it is, they can be USED in requirements / values.

	<passive_effect name="JumpStrength" operation="perc_set" value="#GameTime"/>
	<requirement name="StatCompare" target="self" stat="stamina" operation="GTE" value="#GameTime"/>

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### OPERATIONS AND CVARS, game variables
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

cvar : custom variable name. Use whatever you want.
operation [set,setvalue,add,subtract,multiply,divide,randomfloat,randomint] :
value (Float,@cvar,#gameVariable) : Leading with @/# will parse the value of an existing cvar or game variable instead of a number.
value="randomfloat(1,10)" /  value="randomint(1,10)"  this generates a random number to be used in the cvar manipulation.
	<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="test2" operation="set" value="randomint(1,10)"/>

Read only cvars start with an underscore:

_degreesabsorbed : amount of degrees absorbed by armor; always positive; the deviation from 70F
_coretemp : current temperature degrees F
_sheltered : 0-1 value of how enclosed the area you are in is
_shaded : similar to sheltered but only checks above
_wetnessrate : current wetness coming from rain or standing in water. 1 = 100% wet.
_wetness : current wetness that dries over time
_underwater :
_difficulty : game difficulty setting
_biomeradiation :
_encumberedslots :
_encumbrance :
_fallSpeed :
_crouching :
_notAlerted : checks if (!isAlert && !isDead), where isAlert is defined by having alertness ticks that are counting down.
					Does change with 4 ticks of delay so that an entity can be affected by stealth damage without worrying about it waking up from gunfire sound the same tick.
_stunned : 0/1

smell doesn't have an underscore since in needs to be networked
smell:	Radius distance that will attract zombies and hostile animals when the player is carrying an item with property name="Smell".
		This CVar is monitored in buffSmellCheck.

ragdoll : 1 while entity is ragdolled

CVars that start with "%" are network sync'd to the server, but not to all clients.
Used to push special case CVars such as buffBurningMolotovDuration to show fire particles between clients properly.

CVars that start with "$" are NOT networked.
You can use them locally and for math operations but they cannot be accessed between different entities.

CVars that start with "." are NOT networked AND they are not saved with the game.

You can SET .variables to another entity. You just cannot read them.
	<triggered_effect trigger="onSelfSecondaryActionRayHit" action="ModifyCVar" target="other" cvar=".somethingsomething" operation="set" value="1"/>

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### REQUIREMENTS / CONDITIONS:             list of requirements list
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

<requirement name="StatCompare" target="self" stat="stamina" operation="GTE" value="3"/>

This inverts the condition:
<requirement name="!StatCompare" target="self" stat="stamina" operation="GTE" value="3"/>


TARGET= : see below

invert				boolean, inverts the condition

	RandomRoll:				target, min_max, operation, value, seed_type, seed_additive
			seed_type:		Item, Player, Random
							Random is the default in most cases. A simple random number.
							Player is the static seed of this player on this map. You can create random "genetic" effects that permanently remain with this player.
							Item uses a seed that is generated based on creation time of the item. (so yes, that could detect dupes with some certainty, you're welcome)

	CVarCompare				target, cvar, operation, value
 	HasBuff					target, buff
	!HasBuff				target, buff (NotHasBuff is valid, but does NOT support comma separated values)
	IsMale					target
	IsAlive
	IsSleeping				if target (zombie) is a sleeper
	NPCIsAlert				similar to _notAlerted cvar  but does not have a built-in delay
	IsAttachedToEntity
	EntityTagCompare		tags (list of tags); has_all_tags(bool); target  //		This matches entityclasses.xml <property name="Tags" value="entity,player"/>
	RequirementItemTier		target, tier, operation, value
	ProgressionLevel		target, progression_name="attStrength" (or a perk name, whatever), operation, value
	PlayerLevel				target, operation, value
	CompareLightLevel
	HoldingItemHasTags		tags (string), has_all_tags(bool);  does not check for the tags of a mod that is installed in the item
							*in theory* <passive_effect name="EntityDamage" operation="perc_add" value="100" tags="club"/>
							will match tags on a held/equipped item but there is no guarantee every coder has passed the tags to every bit of code. You can try it. =)
	ItemHasTags				similar to HoldingItemHasTags but references the item causing an action, like a thrown spear that is no longer "held" at this point
	ProjectileHasTags
	HoldingItemBroken

	IsItemActive			(?) For activated items. Use only on the item/mod in question or the scope gets messy.
	IsLookingAtBlock		(not hooked up)	tags, has_all_tags
	IsLookingAtEntity		(not hooked up	tags, has_all_tags
	IsStatAtMax				stat (Health,Food,Stamina,Water);  detects if a stat is within 0.1f UNITS of max, not %.
	IsFPV
	IsLocalPlayer
	IsAlly					checks to see if the player target is an ally

	For stat comparisons Health/Stamina are a bit twisted.
	You have Max which is the absolute ceiling value that your health can possibly reach.
	Then you have ModMax which is the "middle ceiling" that is lowered by serious injuries.
	Then you have Current which is the hit points you actually have remaining. You lose all of those, you die.

	So Current HP can increase up to ModMax HP.
	If you want Current HP to increase up to Max HP you need to increase ModMax HP to Max HP first.
	0 <-> Current HP <-> ModMax HP <-> Max HP
	Armed with that knowledge the stat comparisons are slightly less confusing:

	StatCompareCurrent		target, stat(health,stamina,water), operation, value
	StatCompareMax
	StatCompareModMax
	StatComparePercCurrentToMax
	StatComparePercCurrentToModMax
	StatComparePercModMaxToMax

			<requirement name="StatComparePercCurrentToMax" stat="health" operation="LTE" value=".8"/>


	StatCompare: 			target, stat, operation, value		(deprecated?)
	StatComparePercent:		target, stat, operation, value		(deprecated?)

	Stat / cvar comparison operators:
			None,
			Equals,
			NotEquals,
			Less, LessThan, LT,
			Greater, GreaterThan, GT,
			LessOrEqual, LessThanOrEqualTo, LTE,
			GreaterOrEqual, GreaterThanOrEqualTo, GTE

	IsSecondaryAttack
	IsPrimaryAttack

	HasTrackedEntity		tags (entity tags).   This uses the "TrackDistance" passive for the distance check.
							Is not actually connected to the AnimalTracking passive. It simply returns TRUE if a tagged entity is in range.
	IsDay
	IsNight
	IsBloodMoon
	TimeOfDay			<requirement name="TimeOfDay" operation="GTE" value="1230"/>
	InBiome biome="<biome id>"		<requirement name="InBiome" biome="9"/>
	IsIndoors

	PerksUnlocked skill_name="<skill name>"
	PlayerItemCount item_name="<item name>" - An expensive function that should be used sparingly.
	BlockStandingOn, check block tags like for "walking on snow"
	HitLocation,		body_parts="Torso,Head,LeftUpperArm"
					None,Head,Torso,LeftUpperArm,RightUpperArm,LeftLowerArm,RightLowerArm,LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg
	BurstRoundCount
	TargetRange,	for the range between the attacking entity and the target. Intended to be used for firearms, specifically as the requirement for a buff to trigger on hit.
				Not all triggers work with this. onSelfPrimaryActionRayHit did not, onSelfAttackedOther did.
	RoundsInMagazine
	RecipeUnlocked
	WornItems - A requirement that counts the tags of armor and returns the number. Used with buffs that observe the number of armor pieces of a given armor class that are being worn by the player.
	WornItemMods - A requirement that counts the tags of armor mods and returns the number. Used with buffs that observe the number of armor mods being worn by the player.
	EntityHasMovementTag
		running/walking/idle: only while on land
		floating/swimming: in water
		driving: while driving a vehicle - does only work directly with  FoodChangeOT
		jumping/climbing/crouching/standing/falling: don't seem to work
	TriggerHasTags, For now this is very specific to onSelfDestroyedBlock & onSelfDamagedBlock. Likely to be expanded later.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### REQUIREMENTS / CONDITIONS / TAGS :
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Tags can be used to limit passive effects to certain (hit) locations, states, or stances.

Movement/stance:
crouching, standing, idle, walking, running, swimming, floating, jumping, falling, climbing
	<passive_effect name="JumpStrength" operation="base_set" value="0.13"/>
	<passive_effect name="JumpStrength" operation="base_set" value="0.15" tags="running"/>

Hit location (see below)

Item tags:
	With passives you can not simply check the tags of the weapon you are using.
	<passive_effect name="RoundsPerMinute" tags="perkGunslinger" operation="perc_add" value="2,2" level="1,5"/>
	does not work.

	Instead you need to use
	<requirement name="HoldingItemHasTags" tags="perkGunslinger"/>
	<passive_effect name="RoundsPerMinute" operation="perc_add" value="2,2" level="1,5"/>

invert_tag_check="true"
	This will pass all items/passives that do NOT have the listed tag.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### ACTIVE / TRIGGERED EFFECTS			(do not confuse with passive effects!)
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

<triggered_effect trigger="onSelfBuffStart" action="Ragdoll" [other parameters depending on the action]/>

Triggered effects are atomic operations that instantly change a value, start a buff, start a sound.
They do stuff but the trigger itself has NO inherent duration.

Triggered effects can check TARGET TAGS but use a different notation:

target_tags="walker,head"
			animal,bear,coyote,dog,entity,feral,hostile,human,npc,player,radiated,turret,vehicle,vulture,walker,wolf,zombie,
There are 3 special tags:   ally, party, enemy
These let you filter an effect to a group of these like with an AOE effect.

target_tags
- DO NOT have a  match_all_tags
- DO NOT allow to filter for hit locations

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### MINEVENTS / LIST OF TRIGGERS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

onSelfBuffStart = 0
onSelfBuffUpdate,  Frame-based, not 1/s
onSelfBuffFinish,  Runs when the duration of a buff has run out.
onSelfBuffRemove,  When the buff is being removed by any source. Cannot be used for a buff to restart itself. Called when targets die.
onSelfBuffStack    When the buff is refreshed/extended/stacked... anything but "ignore"

onSelfProgressionUpdate;  runs all such events in progression 1x per second
onPerkLevelChanged;  fires when you BUY a perk, not when it is temporarily increased or lowered; this is intended and how passives work

onCombatEntered

onOtherDamagedSelf
onOtherAttackedSelf		target="other" is the entity that last attacked you. Should NOT fire on every tick of a bleeding buff.
						DOES NOT fire if damage comes from a buff
onOtherHealedSelf

onSelfDamagedOther
onSelfAttackedOther
onSelfHealedOther
onDismember

onProjectileImpact; trigger for projectiles like arrows, molotovs, rockets

onSelfDamagedSelf
onSelfHealedSelf
onSelfKilledOther

onSelfDied
onOtherKilledSelf
onBlockKilledSelf
onSelfKilledSelf

onSelfPrimaryActionStart			works
onSelfPrimaryActionRayHit			works
onSelfPrimaryActionEnd				also fires on releasing a spear throw
onSelfPrimaryActionUpdate			fires constantly
onSelfPrimaryActionAttackFinished	n/a?
onSelfPrimaryActionRayMiss			attack has not hit an entity and has not hit a block

onSelfPrimaryActionGrazeHit
onSelfPrimaryActionGrazeMiss		attack has not hit an entity and has not hit a block
onSelfPrimaryActionMissEntity		attack did not hit an entity.

onSelfRangedBurstShot				on shots that are fired while holding the trigger down, between ActionStart and AttackFinished.

onSelfSecondaryActionStart			works
onSelfSecondaryActionRayHit			works
onSelfSecondaryActionEnd			also fires on releasing a spear throw
onSelfSecondaryActionUpdate			fires constantly
onSelfSecondaryActionAttackFinished	n/a?
onSelfSecondaryActionRayMiss		attack has not hit an entity and has not hit a block

onSelfSecondaryActionGrazeHit
onSelfSecondaryActionGrazeMiss		attack has not hit an entity and has not hit a block

onSelfSecondaryActionMissEntity		attack did not hit an entity

onSelfExplosionAttackedOther
onSelfExplosionDamagedOther
onSelfExplosionMissEntity			explosive did not hit an entity.

onSelfRepairBlock
onSelfPlaceBlock
onSelfUpgradedBlock
onSelfDamagedBlock,		can use tags via the TriggerHasTags requirement
onSelfDestroyedBlock,	can use tags via the TriggerHasTags requirement
onSelfHarvestBlock
onSelfHarvestOther

onOtherEnteredRange, //Hook Up
onOtherLeftRange, //Hook Up

onSelfEquipStart ; can only work on an item/mod
onSelfEquipStop
onSelfItemActivate ; can only work on an item/mod
onSelfItemDeactivate

onReloadStart
onReloadUpdate
onReloadStop

onSelfFirstSpawn	not working?
onSelfRespawn,		on respawn after death
onSelfLeaveGame	working?
onSelfEnteredGame,	every time you load into the game, including the first time
onSelfTeleported

onSelfJump
onSelfLandJump
onSelfFallImpact
onSelfRun
onSelfWalk,		//triggers once on starting to walk
onSelfCrouch
onSelfStand
onSelfAimingGunStart
onSelfAimingGunStop
onSelfCrouchRun
onSelfCrouchWalk
onSelfSwimStart,	entering/leaving water
onSelfSwimStop
onSelfWaterSubmerge		diving below / above the water surface, when the water screen effect changes
onSelfWaterSurface
onSelfSwimRun
onSelfSwimIdle

onSelfHoldingItemCreated	;when you equip a belt item in the active slot?
onSelfHoldingItemThrown
onSelfItemCrafted, //Hook Up
onSelfItemRepaired, //Hook Up
onSelfItemLooted, //Hook Up
onSelfItemLost, //Hook Up
onSelfItemGained, //Hook Up
onSelfItemSold, //Hook Up
onSelfItemBought, //Hook Up

//onSelfDiscoveredPOI, //Hook Up
//onSelfDiscoveredArea, //Hook Up

//onSelfEnteredPOI, //Hook Up
//onSelfExitedPOI, //Hook Up

//onSelfEnteredArea, //Hook Up
//onSelfExitedArea, //Hook Up

onSelfEnteredBiome

onSelfLootContainer
onSelfOpenLootContainer
onSelfCloseLootContainer

//onQuestStart, //Hook Up
//onQuestLocationReached, //Hook Up
//onQuestLocationLeft, //Hook Up
//onQuestCompleted, //Hook Up
//onQuestFailed, //Hook Up

//onGameBloodmoonStart, //Hook Up
//onGameBloodmoonEnd, //Hook Up
//onGameDayStart, //Hook Up
//onGameNightStart, //Hook Up
//onGameRainStart, //Hook Up
//onGameRainEnd, //Hook Up
//onGameSnowStart, //Hook Up
//onGameSnowEnd, //Hook Up
//onGameFogStart, //Hook Up
//onGameFogEnd, //Hook Up

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### ACTIVE / TRIGGERED EFFECTS: ACTIONS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

TARGET parameter for <triggered_effect/> supports [self, other, selfAOE, otherAOE, positionAOE, selfOtherPlayers]
	AOE only if the specific action supports it. If an AOE event has a requirement, this req will be checked
	for all targets and only those who meet all req will be valid targets.
		target="self" is the default and can be overridden with target="other" if you want to check on the target of (an attack?)
		For event triggers like being attacked, "other" is your attacker.

Depending on what TARGET or TRIGGER is used, it may require a range parameter:
range="x"

AnimatorSetFloat:		target, property, value
AnimatorSetInt:		target, property, value ; change the animation / walk type
AnimatorSetBool:		target, property, value
AddBuff:				target, buff   - this default mode adds 1 buff. It can fail (be resisted) if a BuffResistance is active.

					Multi buff selection:
					<triggered_effect trigger="onSelfBuffStart" action="AddBuff"
					fireOneBuff="true" buff="bufftest01,bufftest02,bufftest03,bufftest04,bufftest05" weights="5,4,3,2,1"/>
					This fires ONE buff, choosing one from the list based on the weights.
					33, 26, 20, 13, and 6 percent chance on those.

					fireOneBuff="true" obviously means that it does NOT fire them all and uses weights instead.
					If fireOneBuff="false" it will try to fire each of them based on rolling 0-1 and the weight value so you can fire multiple potential buffs with one action.
					If this is the case, the weights should be between 0-1, representing the probability for that buff to be added.

					With no weights and no fireOneBuff it will simply proc all buffs in the list.

RemoveBuff:			target, buff
ModifyCVar:			target, cvar, operation[set,add,subtract,multiply,divide,percentadd,percentsubtract], value
						value="randomfloat(1,10)" /  value="randomint(1,10)"  this generates a random number to be used in the cvar manipulation.
					Perform a basic math operation of   "cvar" "operation" "value"
					and write the result back to  "cvar"
CVarLogValue:			target, cvar   (print a debug message to the console)
RemoveCVar:			target, cvar (cvar can be a comma delimited list)
					Removes a comma delimited list of cvars. (Same as setting to 0)
LogMessage:			message
ModifyScreenEffect:		target, effect_name, intensity, fade;   intensity=0 disables it
					Shaders are in \Assets\Resources\ScreenEffects\Shaders
PlaySound:			target, sound, play_in_head;   sound references not a file name but a sound name from sounds.xml
					sound can use wildcards. "#" is replaced by "1" (male) or "2" (female), "$" is replaced by "Male" or "female"
						example: sound="player#painlg"
StopSound:			target, sound, play_in_head
FadeOutSound:			target, sound
ShakeCamera			shake_speed,shake_amplitude,shake_time?
ModifyStat:			deprecated  (does not support value_type)
ModifyStats:			target, stat[health,stamina,water,coretemp   food?],
					value_type [max,modifiedmax],
					operation[set,setvalue,add,subtract,multiply,divide,randomfloat ?,randomint ?], value,

						Note that the operators are DIFFERENT from the ones on passive effects.
					Perform a basic math operation of   "stat" "operation" "value"
					and write the result back to  "stat"
Ragdoll:				target, duration, force (can increase the push force)
ShowToolbeltMessage		target?, message="blahblub" | message_key="localizationKey",  sound=""   play_in_head is always true for this.
					There will be a 1+ second delay before this message appears. The coder said that this is intentional. I suspect that there are ghost messages clogging the queue.

AttachParticleEffectToEntity		target, particle, parent_transform, local_offset, local_rotation
RemoveParticleEffectFromEntity	target, particle

ResetProgression		hardcoded to ignore book perks
GiveExp				exp="@_expdeficit" | exp="0"

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### PASSIVE EFFECTS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Every passive effect essentially IS a number. It reflects a CURRENT STATE of an entity, like it's maximum carrying capacity or the upwards recoil of a gun.

All applied changes are permanent... until the next update runs the entire Order Of Operation (OOO) and determines a NEW current value for the effect in question.

Worn items apply their effects while being worn.
Hand items (tools) apply their effects while being held, being in the active tool belt slot.
Buffs apply their effects while being active.
All of these effects can fully or partially depend on conditions so if you have a special regen buff it would
	keep going... but it's healing effect could temporarily drop out WHILE you ALSO have a "burning" buff on you.

Modifying numbers is all this system does. If you want a buff started - you're in the wrong place.
If you want to change how much stamina each jump uses - that's what we do here.

target="self" is implied with all passive effects.
You cannot apply an effect to target="other" because it would not have a duration and be overridden on the next update.
A buff can be applied to another entity, of course. That buff is then a part of this entity's OOO and the effects are applied.

For more information on OOO, see
XML.txt, GENERAL computational order for determining effects and their magnitude, order of operations (OOO)

SPECIAL CASES

ITEMS

Items can have tiers.

<passive_effect name="RunSpeed" operation="perc_add" value="5" tier="1"/>
<passive_effect name="RunSpeed" operation="perc_add" value="10,50" tier="2,6"/>
The tier parameter limits an effect to a specific tier or range of tiers.
Both of the above can be part of the same item.

PROGRESSION  (attributes,skills,perks)

Stuff has a "level" here. You can limit a certain effect... see above.

<passive_effect name="RunSpeed" operation="perc_add" value="5" level="1"/>
<passive_effect name="RunSpeed" operation="perc_add" value="10,50" level="2,6"/>

BUFFS

You have probably figured out that buffs have a duration.
The default case is that all included effects are "on" while the buff is.

This would be way too simple so let's have some fun and model effect CURVES!

duration  is an optional parameter of passive effects.
A buff's duration value 0 is when the buff is started.

<passive_effect name="SpreadMultiplierAiming" operation="perc_add" duration="2,4,8.5" value="0,-20,-85"/>
This effect does nothing for the first 2 seconds of the buff.
Between 2s and 4s of buff time it moves  SpreadMultiplierAiming from normal to -20%.
Between 4s and 8.5s of buff time it moves  SpreadMultiplierAiming from -20% to -85%.
After 8.5s there is no effect.

<passive_effect name="SpreadMultiplierAiming" operation="perc_add" duration="8.50001,600" value="-85"/>
This effect kicks in at 8.50001s and always applies the same effect.
(you would roll that into the previous effect curve - this here is just a demonstration)

RANDOM LERP

If any ITEMS/PROGRESSION/BUFFS passive effect has NO tier/level/duration but DOES have TWO values

as in value="3,10" then this will be considered a random range.

Note: Internally, tier|level|duration is the same value. It's meaning is derived from the context so a skill would work like an item if... but let's keep our sanity for now.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### PASSIVE EFFECTS : OPERATIONS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Passive effects always have an operation.
You DO remember that changing numbers is all they do? So they must have an operation.

Note that these are not "operators" but rather more complex operations performed over the course of the OOO.
These operations are completely different from the simpler  ModifyCVar / ModifyStats  operations.

<passive_effect name="RunSpeed" operation="base_set|base_add|base_subtractperc_set|perc_add|perc_subtract" value="5"/>

OPERATION:
base_set:			SET the absolute (base) value of a stat, such as setting HealthMax to exactly 100.
				The smart thing to do would be to make sure you only ever have one such "base_set" because it's an unconditional overwrite.
				The base / default value is "1".
base_add:			a value of 10 adds 10 points to the absolute value
base_subtract:		(guess)

perc_set:			set the % modifiers of an effect to a specific value. Likely not used very often because it overwrites a lot of what's going on.
perc_add:			add this % mofifier to an effect
				A value of ".07" means +7%
				All percentage modifiers for an effect are cumulated and applied ONCE after all base value changes have been applied.
				See OOO. You will see this material again.
perc_subtract:      (as above but not)

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### PASSIVE EFFECT : TAGS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Tags are a filter for which effects are APPLIED to an item or entity.

<perk name="Pistols" parent="attPerception" name_key="perkPistols" description_key="perkPistolsDesc" icon="ui_game_symbol_pistol">
	<passive_effect name="EntityDamage" operation="perc_add" level="0,10" value="0,100" tags="pistol"/>

<item id="48" name="gunMGT1AK47">
	<property name="Tags" value="weapon,ranged,gun,rifle,barrelAttachments"/>

<item id="42" name="gunHandgunT2Magnum44">
	<property name="Tags" tags="secondary,revolver"/>

Here we have one perk, say at level 10 which means +100% damage when using things tagged with "pistol".

In the OOO skills come after items.
The perk now checks if ALL OF ITS TAGS are present in the tags of the item.
With the magnum there is a "pistol" tag so that works. On the AK47 there is none so the effect (damage increase) does not apply.

If the perk had tags="pistol,longRange" then the magnum would NOT qualify.
All tags must be a match.
Items can have additional tags that are relevant to other perks/buffs but each perk checks for ALL of it's tags being present on the item.

If an effect has NO tags it will be applied to all items/attacks.
Tags are for LIMITING an effect to very specific items so the default is "no limitation".

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### SPECIAL CASE: CLOTHING AND ARMOR
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

If an item is tagged "clothing" or "armor" this is also read as "ignoreWhenHeld" (on the tool belt)

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### PRIMARY / SECONDARY ACTION TAGS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

The primary / secondary actions are hard coded to add "primary" or "secondary" to an item's tags.

So if I want a buff or skill to put an effect on the SECONDARY attack of all REVOLVERS, I would use
	<passive_effect name="EntityDamage" operation="perc_add" value="100" tags="secondary,revolver"/>

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### LIST OF PASSIVE EFFECTS   
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

It does not matter on which item/entity a passive is active. Only a few *require* a certain scope, like being on an item or mod

Typical stats/effects of an entity. How high you jump, how fast you run, what your loot tier/ability is...
These are (as I get around to it) declared in entityclasses.xml.
Then they are ALTERED by buffs, perks, items and whatnot.

EntityHeal, //Hook Up
BlockRepairAmount, //Hook Up
DamageModifier,	Head,Glass,Stone,Cloth,Concrete,Boulder,Metal,Wood,Earth,Snow,Plants,Leaves
				used for headshot multiplier;  this multiplies damage by x, used for headshots or material differences. If you base_set it to a flat 100, entity damage will be 100 flat.
				This is a multiplier that is applied AFTER base damage and perc_add for an attack have been determined so it is a true exponential multiplier.
				base_add/perc_add work as usual here.  A "wood" bonus of 10 on the chainsaw +0.5 from a WoodSplitter mod = 10.5


PhysicalDamageResist;  a value of 0-100; 100 meaning invulnerable,
					tags for damage types are"piercing,bashing,slashing,crushing,none,corrosive"
					tags="coredamageresist" effects are calculated *after* the armor and degradation values.
					These are not affected by the armor skills tagged for items.
					You CAN become invulnerable if you screw up the balancing.
					Also: There is no sanity check on "coredamageresist". Making it negative increases the damage you take from hits.
ElementalDamageResist
PhysicalDamageResistMax;	unused
ElementalDamageResistMax;	unused

TrapIncomingDamage		This is land mines only and modifies the damage that is taken.  perc_set=.8 reduces it by 20% but base_set=90 sets it to a flat value 90.
BlockPickup		<passive_effect name="BlockPickup" operation="base_set" value="1" tags="Mine"/>

HypothermalResist
HyperthermalResist

//All vehicles
VehicleFuelMaxPer,
VehicleFuelUsePer,
VehicleMotorTorquePer,
VehicleVelocityMaxPer,
VehicleCarryCapacity,
VehicleEntityDamage,
VehicleBlockDamage,
VehicleSelfDamage,
VehicleSeats,

//Gas vehicles
VehicleTankSize,

//Manual vehicles
VehicleHopStrength,
VehiclePlayerStaminaDrainRate,

BatteryMaxLoadInVolts
BatteryDischargeTimeInMinutes
DistractionResistance
DistractionRadius
DistractionLifetime
DistractionStrength
DistractionEatTicks

ProjectileVelocity
ProjectileGravity
ProjectileStickChance	default 0.5. Probably. <passive_effect name="ProjectileStickChance" operation="perc_set" value="0" tags="glass"/>

RecipeTagUnlocked		<passive_effect name="RecipeTagUnlocked" tags="ammo44MagnumBulletHP,ammoShotgunSlug"/>, or set a cvar named "ammo44MagnumBulletHP"

EconomicValue

AttributeLevel
SkillLevel
PerkLevel

SkillExpGain
PlayerExpGain,	Tags:	Kill, Harvesting, Upgrading, Crafting, Selling, Quest, Looting, Party, Other

ExpDeficitPerDeathPercentage,	percentage is based on TotalExpNeeded for the next level. default is 10% per death
ExpDeficitMaxPercentage,		 default= 50% deficit,   also note: CVAR _expdeficit

ElectricalTrapXP,	default=0, % of trap kill XP that the player gets. Works on specific block classes like "BladeTrap". Only tile entities can store an owner.

NoiseMultiplier
LightMultiplier

CraftingTime,	this passive can also be on a workstation-installable "tool". It then affects crafting time in that workstation.
CraftingTier,	a _recipe_ can have a  tags="perkElectrocutioner".  Then a passive tagged with that will only affect recipes with this tag.
CraftingSmeltTime,
CraftingOutputCount, //Hook Up
ActiveCraftingSlots, //Hook Up
CraftingSlots, //Hook Up

CarryCapacity,	the number of slots "unlocked" in the inventory
BagSize,		the max number of slots on the UI

RepairTime, //Hook Up
RepairAmount

WaterRegenRate,	multiplier for how fast stamina/health are regening

HealthMax,	Total max hit points.
HealthMaxModifierOT,   changing the portion of "damaged" health up or down every 1s
HealthChangeOT,	Alter hit points by this much every 1second
HealthGain,		when you gain health it's modified by this, generally for bonus healing or lowering heal amount
HealthLoss,		whenever health is lost it's modified by this
HealthLossMaxMult,	when hp is lost, this is the % of it to apply to healthMax as well

StaminaMax
StaminaMaxModifierOT,	USE THIS ONE instead of FoodChangeOT;  changing the portion of "damaged" health up or down  every 1s
StaminaChangeOT
StaminaGain
StaminaLoss
StaminaLossMaxMult

FoodMax,	food translates into the usable length of the stamina bar.
FoodChangeOT
FoodGain
FoodLoss
FoodLossPerHealthPointLost

WaterMax,		water translates into how fast you can regen stamina / HP
WaterChangeOT
WaterGain
WaterLoss
WaterLossPerHealthPointGained
WaterLossPerStaminaPointGained

HealthMaxBlockage,	How much of these stats is blocked / blacked out. This is to be caused by visible buffs to provide feedback.
StaminaMaxBlockage
FoodMaxBlockage
WaterMaxBlockage


CoreTempChangeOT, //Hook Up
CoreTempGain, //Hook Up
CoreTempLoss, //Hook Up

JumpStrength
WalkSpeed
RunSpeed
CrouchSpeed
Mobility

ScavengingTime
ScavengingTier
ScavengingItemCount,	//Hook Up
HarvestCount;			this is a multiplier for harvest. Default= 0 !
ScrappingTime,

DismemberChance, ; decapitation, 0-1;  tags are "head,arm,leg"
	<property name="DismemberMultiplierHead" value="1"/> These zombie properties multiply the set dismember chance.
	<property name="DismemberMultiplierArms" value="1"/>
	<property name="DismemberMultiplierLegs" value="1"/>

TreasureRadius,		default=9
TreasureBlocksPerReduction,	When doing a treasure quest then for every TreasureBlocksPerReduction blocks dug up, the radius shrinks by 1m.

BreathHoldDuration,		//Hook Up

BarteringBuying
BarteringSelling
SecretStash
LootTier, //Hook Up
HeatGain, //Hook Up

QuestBonusItemReward
QuestRewardOptionCount
QuestRewardChoiceCount

GameStage
LootStage,			LootStage only counts for containers that you open. It does not affect party loot GS.

LandMineImmunity
MovementFactorMultiplier,	Would be used to mitigate the movement slowdown that certain blocks apply.
TrackDistance
TurretWakeUp
TrapDoorTriggerDelay
LandMineTriggerDelay

LockPickTime - Used to reduce the time it takes to lock pick
LockPickBreakChance - Percent chance to reduce the lock pick breaking chance

LandClaimDamageModifier - damage done to blocks in land claim areas
	the base value for this is:		serverconfig.xml / LandClaimOnlineDurabilityModifier / LandClaimOfflineDurabilityModifier

FallDamageReduction - Reduces damage taken from falling. Takes the cvar _fallSpeed as the base value. You can then affect it with a base_add, set, or perc_add before it enters the buff system.

LootDropProb,		Takes an entities LootDropProb *property* as the base value. You can then affect it with a base_add, set, or perc_add.
LootQuantity


CriticalChance
BuffProcChance
BuffResistance;  tags references a buff name, at .4 on  "buffInjuryConcussion,buffBurning" you have a 40% chance for either buff to bounce instead of taking hold
BuffBlink			Enable blinking on the buff icons of buff IDs listed in the tag if value>=1 <passive_effect name="BuffBlink" operation="base_set" value="1" tags="critical01,critical02"/>

DisableItem;	Set to 1 it disables all items that have a matching tag.
EntityDamage
DamageBonus,	A multiplier applied as a final calculation to scale damage vs specific body parts or materials.
EntityHeal,		//Hook Up
BlockDamage,		BlockDamage now uses tags which can limit the damage to blocks specifically tagged for that - not just an entire material type.
BlockRepairAmount, //Hook Up

AttacksPerMinute
SphereCastRadius

SpreadMultiplierHip
SpreadMultiplierAiming
SpreadMultiplierRunning
SpreadMultiplierWalking
SpreadMultiplierCrouching
SpreadMultiplierIdle

IncrementalSpreadMultiplier

WeaponHandling, higher value is better

MagazineSize
ReloadSpeedMultiplier,	higher value is faster

DamageFalloffRange
MaxRange,		guns only
BlockRange,		guns only	tools need to have a longer range for the block raycast for playability
SpreadDegreesVertical
SpreadDegreesHorizontal
KickDegreesVerticalMin / KickDegreesVerticalMax
KickDegreesHorizontalMin / KickDegreesHorizontalMax


JunkTurretActiveRange,	default=10,		can be on the item or the player (progression/buffs), not on the turret entity.
JunkTurretActiveCount,	default=1,		this is bugged. A value of 0 means that 1 turret is active, 2 and 3 turrets will be active.

BurstRoundCount
RoundsPerMinute,	guns only
ExplosionRadius
RoundRayCount,		now an ammo property
SphereCastRadius,	guns only  - eventually for melee weapons

LightIntensity,		the light level (0-15) in the game world

HealthSteal

GrazeDamageMultiplier
GrazeStaminaMultiplier

DegradationMax
DegradationPerUse

Tier
ModSlots
ModPowerBonus

PiercingDamage,		//Hook Up
SlashingDamage,		//Hook Up
BashingDamage,		//Hook Up
CrushingDamage,		//Hook Up
ExplosiveDamage,	//Hook Up
HeatDamage,			//Hook Up
ColdDamage,			//Hook Up
RadiationDamage,	//Hook Up
CorrosiveDamage,	//Hook Up
ElectricalDamage,	//Hook Up

TargetArmor,		When hitting an entity, modify the target entity's armor by this value. See  ammo9mmBulletAP.
FallingBlockDamage
SilenceBlockSteps,		Sneaking over trash makes no sound.
CraftingIngredientCount
EntityPenetrationCount
BlockPenetrationFactor,	default=251; This many block hit points reduce EntityPenetrationCount by 1.  251 is just enough to penetrate 1 wood block or door.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### LIST OF PASSIVE ARMOR EFFECTS
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

PiercingProtection
SlashingProtection
BashingProtection
CrushingProtection
ExplosiveProtection

//Elemental Damage Types
HeatProtection
ColdProtection
RadiationProtection
CorrosiveProtection
ElectricalProtection

//Internal Body Damage Types (probably more used in mods and on buffs than on armor)
SuffocationProtection
DiseaseProtection
InfectionProtection, //Hook Up
StarvationProtection, //Hook Up
DehydrationProtection, //Hook Up
FeverProtection, //Hook Up

//Environmental Damage Types
FallingProtection, //Hook Up

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### VEHICLE
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

VehicleDamagePassedToPlayer //Hook Up
VehicleSteering
VehicleMaxSteeringAngle
VehicleAcceleration
VehicleBraking
VehiclePlayerStaminaDrainRate
VehicleMaxSpeed
VehicleMetersPerLiter
VehicleIdleSecondsPerLiter
VehicleNoise
VehicleTraction
VehicleDrag
VehicleTankSize
VehicleStorageWidth
VehicleStorageHeight

BatteryMaxLoadInVolts
BatteryDischargeTimeInMinutes

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
### DAMAGE TYPES
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Any buff that has a  <damage_type value=""/>  that is not null will be taken out with the  RemoveAllNegativeBuffs  action.
This is also how buffs interact with the player kill / friendly fire settings.  Only positive buffs will go through unless set to hostile.

//Physical Damage Types
Piercing
Slashing
Bashing
Crushing
Corrosive

//Elemental Damage Types
Heat
Cold
Radiation
Toxic
Electrical

//Systemic Damage Types
Disease
Infection
Starvation
Dehydration
Falling
Suffocation
BloodLoss		: This damage type (bleeding) has a reduced (10%) change to trigger the damage response like speeding up the zombie on damage
Sprain
Break
Stun
Concuss
KnockOut
BlackOut
KnockDown
-->

<!-- critical hit buffs:-->
<!-- triggerInfection -->
<!-- triggerAbrasion -->
<!-- triggerSprainedLeg -->
<!-- triggerBrokenLeg -->
<!-- triggerSprainedArm -->
<!-- triggerBrokenArm -->
<!-- triggerFatigued -->
<!-- triggerBleeding -->
<!-- triggerLaceration -->
<!-- triggerStun -->
<!-- triggerConcussion -->

<!-- RGB			HEX			Color Name			Buff Example -->
<!-- 132,0,155		84009B		Admin Purple		god -->
<!-- 255,128,0		FF8000		Warning Orange		buffInjuryAbrasion -->
<!-- 255,0,0		FF0000		Warning Red			buffInjuryBleeding -->
<!-- 0,255,0		00FF00		Lime Green			buffPerkCharismaticNature -->
<!-- 255,175,175	FFAFAF		Twitch Buff Red		twitch_buffBlur -->
<!-- 255,255,255	FFFFFF		White				buffLumberjackSetBonus -->
<!-- 0,255,255		00FFFF		Aqua				buffRogueBoots -->
<!-- 255,255,0		FFFF00		Yellow				buffStatusArmorLow -->
<!-- 150,100,50		966432		Brown				buffBurnt_Storm -->
<!-- 200,200,0		C8C800		Golden Yellow		buffDesert_Storm -->
<!-- 255,204,0		FFCC00		Stop Light Yellow		Stage01 Storms -->
<!-- 100,255,100	64FF64		Mint Green			buffWasteland_Storm -->
<!-- 0,128,0		008000		Green				buffForest_Hazard -->
<!-- 120,180,255	78B4FF		Light Blue			buffBurnt_Hazard_Over -->
<!-- 179,255,255	B3FFFF		Very Light Blue		buffSnow_Storm -->
<!-- 175,175,255	AFAFFF		Twitch Buff Purple	twitch_buffFast -->
