<?xml version="1.0" encoding="UTF-8"?>
<!-- Forge weight: We have auto-scaling based on resources IF there is a recipe for the item.

* Tools (perkMiner69r, perkMotherLode | perkTheHuntsman)
* Wrench / special harvesting, not a repair tool (perkSalvageOperations)
* Blades (perkDeepCuts, perkTheHuntsman)
* Clubs (perkPummelPete)
* Stun Baton (perkElectrocutioner)
* Spears (perkJavelinMaster)
* Heavy Hammers (perkDeepCuts, perkSkullCrusher)
* Pugilism (perkBrawler)
* Misc Tools
* Pistols, SMG (perkGunslinger)
* Shotguns (perkBoomstick)
* Rifles (perkDeadEye)
* Machine Guns (perkMachineGunner)
* Rocket Launcher (perkDemolitionsExpert)
* Archery (perkArchery)
* player / zombie / animal weapons / hands (and great big fangs)
* ammunition / arrows / bolts / fuel
* crafted ammo / resource bundles
* explosives / decoys / thrown items
* parts for assembled weapons, tools, and vehicles
* Armor (Physical Resist)
* Clothing / Apparel (Elemental Resist)
* food, water, medical items
* recipe or perk unlocking books / magazines like for painting / short term buffs
* skill books to gain crafting skill XP
* quests
* other stuff


Mesh files no longer used:
	<property name="Meshfile" value="#Other/Items?Food/cornbreadPrefab.prefab"/>
	<property name="HandMeshfile" value="#Other/Items?Food/cornbreadHandPrefab.prefab"/>
	<property name="Meshfile" value="#Other/Items?Food/moldy_bread.fbx"/>
	<property name="HandMeshfile" value="#Other/Items?Food/moldyBreadHandPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/crossbow_bolt_dropped_stonePrefab.prefab"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/crossbow_bolt_hand_stonePrefab.prefab"/>

= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-->
<items>

<!-- * * * * * * * * * * Tools (perkMiner69r, perkMotherLode | perkTheHuntsman) * * * * * * * * * * -->

<item name="meleeToolStoneAxe"> <!-- T1 Tools -->
	<property name="Tags" value="axe,melee,light,tool,attStrength,perkMiner69r,perkMotherLode,perkTheHuntsman,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeRepairTool"/>
	<property name="HoldType" value="32"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Axe/stone_axePrefab.prefab"/>
	<property name="Material" value="Mstone"/>
	<property name="RepairTools" value="resourceRockSmall"/>
	<property name="EconomicValue" value="175"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="50"/>
	<property name="ShowQuality" value="true"/>
	<!-- <property name="UnlockedBy" value="perkMiner69r"/> -->
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.Butcher" value="0" param1="4"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="GrazeStart" value=".15"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="45"/>
		<property name="SwingAngle" value="135"/>
		<property name="UseGrazingHits" value="true"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Repair"/>
		<property name="Delay" value=".64"/> <!-- Repair actions still need the delay amount -->
		<property name="Repair_amount" value="150"/>
		<property name="Upgrade_hit_offset" value="-1"/>
		<property name="Sound_start" value="repair_block"/>
		<property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers"/>
		<property name="UsePowerAttackAnimation" value="false"/>
	</property>
	<effect_group name="meleeToolStoneAxe">
		<passive_effect name="EntityDamage" operation="base_set" value="9"/> <!-- meleeToolStoneAxe -->
		<passive_effect name="BlockDamage" operation="base_set" value="32.2"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="70"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="9.9" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="75,200" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<display_value name="dBlockRepairAmount" value="150"/>
		<passive_effect name="HarvestCount" operation="base_set" value=".7" tags="butcherHarvest"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.85" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.33" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
	</effect_group>
	<property name="Group" value="Tools/Traps,Basics"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolStoneAxeTazas"> <!-- T1 Tools -->
	<property name="Extends" value="meleeToolStoneAxe"/>
	<property name="Tags" value="axe,melee,light,tool,tazas,attStrength,perkMiner69r,perkMotherLode,perkTheHuntsman,canHaveCosmetic"/>
	<property name="EconomicValue" value="1000"/>
	<property name="CustomIcon" value="meleeToolStoneAxe"/> <property name="CustomIconTint" value="ffb0b0"/>
	<property class="Action0">
		<!-- <property name="Stamina_usage" value="4.5"/> DEPRECATED stat -->
	</property>
	<effect_group name="meleeToolStoneAxeTazas">
		<passive_effect name="EntityDamage" operation="base_set" value="12"/> <!-- meleeToolStoneAxeTazas -->
		<passive_effect name="BlockDamage" operation="base_set" value="34"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="70"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="11.3" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="80,250" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<display_value name="dBlockRepairAmount" value="150"/>
		<passive_effect name="HarvestCount" operation="base_set" value=".7" tags="butcherHarvest"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.85" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.33" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
	</effect_group>
</item>

<item name="meleeToolClawHammer"> <!-- T2 Tools -->
	<property name="Tags" value="melee,light,tool,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeRepairTool"/>
	<property name="HoldType" value="32"/>
	<property name="Meshfile" value="#Other/Items?Tools/hammerPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="150"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkMiner69r,meleeToolIronSetSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="GrazeStart" value=".12"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="45"/>
		<property name="SwingAngle" value="135"/>
		<property name="UseGrazingHits" value="true"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Repair"/>
		<property name="Delay" value=".64"/> <!-- Repair actions still need the delay amount -->
		<property name="Repair_amount" value="400"/>
		<property name="Upgrade_hit_offset" value="-2"/>
		<property name="Sound_start" value="repair_block"/>
		<property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/>
		<property name="UsePowerAttackAnimation" value="false"/>
	</property>
	<effect_group name="meleeToolClawHammer">
		<passive_effect name="EntityDamage" operation="base_set" value="12"/> <!-- meleeToolClawHammer -->
		<passive_effect name="BlockDamage" operation="base_set" value="22"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="70"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="12.0" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="280,955" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.2"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<display_value name="dBlockRepairAmount" value="400"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="earth"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="gunToolNailgun"> <!-- T3 Tools -->
	<property name="Tags" value="tool,nailgun,sideAttachments,selfLoading,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeRepairTool"/>
	<property name="HoldType" value="37"/>
	<property name="Meshfile" value="#Other/Items?Tools/nailgunPrefab.prefab"/>
	<property name="Material" value="MmechanicalParts"/> <property name="Weight" value="10"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairUpAfterShot" value="true"/>
	<property name="Stacknumber" value="1"/>
	<property name="UnlockedBy" value="perkAdvancedEngineering,gunToolNailgunSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="Launcher"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="resourceNail"/>
		<property name="Instantiate_on_load" value="false"/>
		<property name="Reload_time" value="2"/>
		<property name="Sound_start" value="nailgun_fire"/>
		<property name="Particles_muzzle_fire" value="nailgunfire"/>
	<!-- <property name="Particles_muzzle_smoke" value="nozzlesmoke"/> -->
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="nailgun_reload"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Repair"/>
		<property name="Delay" value=".73"/> <!-- Repair actions still need the delay amount -->
		<property name="Repair_amount" value="1000"/>
		<property name="Upgrade_hit_offset" value="-5"/>
		<property name="Repair_action_sound" value="nailgun_fire"/>
		<property name="Upgrade_action_sound" value="nailgun_fire"/>
		<property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/>
		<!--<property name="Restricted_upgrade_items" value="concrete"/>-->
	</property>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1000"/>
	<effect_group name="gunToolNailgun" tiered="false"> <!-- gunToolNailgun -->
		<passive_effect name="DamageFalloffRange" operation="base_set" value="3"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="MaxRange" operation="base_set" value="10"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<display_value name="dBlockRepairAmount" value="1000"/>
		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".7"/> <!-- crosshair reset speed -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="200"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/> <!-- for the Launcher class this instantly fires BurstRoundCount projectiles on pulling the trigger -->
		<passive_effect name="MagazineSize" operation="base_set" value="10"/>
		<!-- <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>  does not work at all on the nailgun -->

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.7"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".7"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.6"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".6"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1000" tags="nailgun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="nailgun"/>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
	</effect_group>
</item>

<item name="meleeToolFireaxeIron"> <!-- T2 Tools -->
	<property name="Tags" value="axe,melee,grunting,medium,tool,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="17"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Axe/fireaxePrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="350"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="UnlockedBy" value="perkMiner69r,meleeToolIronSetSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="4"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="GrazeStart" value=".4"/>
		<property name="GrazeEnd" value=".5"/>
		<property name="SwingDegrees" value="50"/>
		<property name="UseGrazingHits" value="true"/>
		<property name="SwingAngle" value="180"/>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="4"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="UsePowerAttackAnimation" value="true"/>
		<property name="GrazeStart" value=".4"/>
		<property name="GrazeEnd" value=".5"/>
		<property name="SwingDegrees" value="50"/>
		<property name="UseGrazingHits" value="true"/>
		<property name="SwingAngle" value="135"/>
	</property>
	<effect_group name="meleeToolFireaxeIron">
		<passive_effect name="EntityDamage" operation="base_set" value="15.1"/>
		<passive_effect name="BlockDamage" operation="base_set" value="45.0"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- Gazz change 47 to 60 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="15.6" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="188,641" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random rng -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="HarvestCount" operation="base_set" value=".7" tags="butcherHarvest"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="metal"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="31.3" tags="secondary"/>
		<!-- Moaning and grunting sounds moved to buffs.xml, <effect_group name="Power Attack Grunt"> -->
	</effect_group>

	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolFireaxeSteel"> <!-- T3 Tools -->
	<property name="Extends" value="meleeToolFireaxeIron"/>
	<property name="CustomIcon" value="meleeToolFireaxeIron"/> <!-- xxx model to be replaced -->
	<property name="CustomIconTint" value="a0a0ff"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Axe/fireaxePrefab.prefab"/>
	<property name="EconomicValue" value="700"/>
	<property name="UnlockedBy" value="meleeToolSteelSetSchematic"/>
	<property name="Material" value="MmeleeToolAllSteel"/> <property name="Weight" value="6"/>

	<effect_group name="meleeToolFireaxeSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="28.9"/> <!-- meleeToolFireaxeSteel -->
		<passive_effect name="BlockDamage" operation="base_set" value="86.2"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="47"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="20" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="300,1100" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.1" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="HarvestCount" operation="base_set" value=".7" tags="butcherHarvest"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="metal"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="40" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeToolPickaxeIron"> <!-- T2 Tools -->
	<property name="Tags" value="melee,grunting,medium,tool,attStrength,perkMiner69r,perkMotherLode,miningTool,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="63"/>
	<property name="Meshfile" value="#Other/Items?Tools/pickaxe_ironPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="metaldestroy1"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="350"/>
	<property name="UnlockedBy" value="perkMiner69r,meleeToolIronSetSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>

		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".35"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
		<property name="UseGrazingHits" value="true"/>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="70"/>
		<property name="SwingAngle" value="130"/>
	</property>
	<property name="Group" value="Tools/Traps"/>
	<effect_group name="meleeToolPickaxeIron">
		<passive_effect name="EntityDamage" operation="base_set" value="11.2"/> <!-- meleeToolPickaxeIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="35.5"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="65"/><!-- Gazz change 55 to 65 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="12.9" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="260,886" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value=".8" tags="terrGravel"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="25.8" tags="secondary"/>
	</effect_group>
	<property name="PickupJournalEntry" value="miningTip"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolPickaxeSteel"> <!-- T3 Tools -->
	<property name="Extends" value="meleeToolPickaxeIron"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="4"/>
	<property name="Meshfile" value="#Other/Items?Tools/pickaxe_steelPrefab.prefab"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="EconomicValue" value="700"/>
	<property name="Material" value="MmeleeToolAllSteel"/> <property name="Weight" value="6"/>
	<property name="UnlockedBy" value="meleeToolSteelSetSchematic"/>
	<property class="Action0">
		<property name="GrazeStart" value=".5"/>
		<property name="GrazeEnd" value=".6"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
		<property name="UseGrazingHits" value="true"/>
	</property>
	<property class="Action1">
		<property name="UsePowerAttackAnimation" value="true"/>
		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".4"/>
		<property name="GrazeEnd" value=".48"/>
		<property name="SwingDegrees" value="110"/>
		<property name="SwingAngle" value="90"/>
	</property>
	<property name="Group" value="Tools/Traps"/>
	<effect_group name="meleeToolPickaxeSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="23.2"/> <!-- meleeToolPickaxeSteel -->
		<passive_effect name="BlockDamage" operation="base_set" value="62.8"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/><!-- Gazz change 47 to 55 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="17" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,1287" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.1" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value=".8" tags="terrGravel"/>
	</effect_group>

	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="34.1" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeToolShovelStone"> <!-- T1 Tools -->
	<property name="Tags" value="melee,grunting,medium,tool,shovel,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="18"/>
	<property name="Meshfile" value="#Other/Items?Tools/stone_shovelPrefab.prefab"/>
	<property name="Material" value="Mstone"/>
	<property name="RepairTools" value="resourceRockSmall"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="75"/>
	<property name="EconomicValue" value="175"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>
	</property>
	<effect_group name="meleeToolShovelStone">
		<passive_effect name="EntityDamage" operation="base_set" value="9.6"/> <!-- meleeToolShovelStone -->
		<passive_effect name="BlockDamage" operation="base_set" value="38.4"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="13.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="75,200" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.7" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="27.6" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="PickupJournalEntry" value="miningTip"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolShovelIron"> <!-- T2 Tools -->
	<property name="Extends" value="meleeToolShovelStone"/>
	<property name="Tags" value="melee,grunting,medium,tool,shovel,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/>
	<property name="Meshfile" value="#Other/Items?Tools/shovel_ironPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="350"/>
	<property name="SellableToTrader" value="true"/>
	<property name="UnlockedBy" value="perkMiner69r,meleeToolIronSetSchematic"/>
	<effect_group name="meleeToolShovelIron">
		<passive_effect name="EntityDamage" operation="base_set" value="11.6"/> <!-- meleeToolShovelIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="46"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="15.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="220,750" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.7" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="31.6" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
</item>

<item name="meleeToolShovelSteel"> <!-- T3 Tools -->
	<property name="Extends" value="meleeToolShovelIron"/>
	<property name="Tags" value="melee,grunting,medium,tool,shovel,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic"/>
	<property name="Meshfile" value="#Other/Items?Tools/shovel_steelPrefab.prefab"/>
	<property name="CustomIcon" value="meleeToolShovelIron"/>
	<property name="CustomIconTint" value="a0a0ff"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="EconomicValue" value="1000"/>
	<property name="Material" value="MmeleeToolAllSteel"/> <property name="Weight" value="6"/>
	<property name="UnlockedBy" value="meleeToolSteelSetSchematic"/>

	<effect_group name="meleeToolShovelSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="17.4"/> <!-- meleeToolShovelSteel -->
		<passive_effect name="BlockDamage" operation="base_set" value="69"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="15.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="300,1100" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.1" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.7" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="31.6" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeToolChainsaw"> <!-- T4 Tools -->
	<property name="Tags" value="melee,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,chainsaw,canHaveCosmetic"/>
	<property name="DisplayType" value="motorTool"/>
	<property name="HoldType" value="19"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Chainsaw/chainsaw.fbx"/>
	<property name="Material" value="MMotorToolParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundIdle" value="chainsaw_idle"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1500"/>
	<property name="UnlockedBy" value="perkAdvancedEngineering,meleeToolChainsawSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Hitmask_override" value="Melee"/> <!-- "Class" value="Ranged" is hardcoded to never collide with grass regardless -->
		<property name="UseMeleeCrosshair" value="true"/>
		<property name="Single_magazine_usage" value="false"/>
		<property name="Magazine_items" value="ammoGasCan"/>
		<property name="Bullet_material" value="metal"/>
		<property name="Reload_time" value="4.1"/>
		<property name="Sound_start" value="chainsaw_fire_start"/>
		<property name="Sound_empty" value="chainsaw_empty"/>
		<property name="Sound_repeat" value="Sounds/Weapons/Motorized/Chainsaw/chainsaw_fire_lp"/>
		<property name="Sound_end" value="Sounds/Weapons/Motorized/Chainsaw/chainsaw_fire_end"/>
		<property name="Sound_reload" value="chainsaw_reload"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
		<!-- <property name="DamageBonus.wood" value="10"/>
		<property name="DamageBonus.head" value="5"/> -->
		<property name="SupportHarvesting" value="true"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
	</property>

	<effect_group name="meleeToolChainsaw"> <!-- meleeToolChainsaw -->
		<passive_effect name="EntityDamage" operation="base_set" value="6"/><!-- meleeToolChainsaw -->
		<passive_effect name="BlockDamage" operation="base_set" value="24.3"/>
		<passive_effect name="RoundsPerMinute" operation="base_set" value="300"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1400,4200" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.35"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="SphereCastRadius" operation="base_set" value=".1"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="100"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.3" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.85" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.85" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.85" tags="metal"/>

		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="MagazineSize" operation="base_set" value="300"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 3.5s -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value=".5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value=".5"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.25"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".25"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.45"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".45"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="5"/>
	</effect_group>
</item>

<item name="meleeToolAuger"> <!-- T4 Tools -->
	<property name="Tags" value="melee,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,miningTool,canHaveCosmetic"/>
	<property name="DisplayType" value="motorTool"/>
	<property name="HoldType" value="20"/>
	<property name="Meshfile" value="#Other/Items?Tools/augerPrefab.prefab"/>
	<property name="Material" value="MMotorToolParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundIdle" value="Auger_Idle"/>
	<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1500"/>
	<property name="UnlockedBy" value="perkAdvancedEngineering,meleeToolAugerSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="UseMeleeCrosshair" value="true"/>
		<property name="Single_magazine_usage" value="false"/>
		<property name="Magazine_items" value="ammoGasCan"/>
		<property name="Bullet_material" value="metal"/>
		<property name="Reload_time" value="4.1"/>
		<property name="Sound_start" value="Auger_Fire_Start"/>
		<property name="Sound_repeat" value="Weapons/Motorized/Auger/auger_fire_lp"/>
		<property name="Sound_end" value="Weapons/Motorized/Auger/auger_fire_end"/>
		<property name="Sound_empty" value="auger_empty"/>
		<property name="Sound_reload" value="Auger_Reload"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/>
		<!-- <property name="DamageBonus.wood" value=".25"/> -->
		<!-- <property name="DamageBonus.head" value="3"/> -->
		<property name="SupportHarvesting" value="true"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
	</property>

	<effect_group name="meleeToolAuger">
		<passive_effect name="EntityDamage" operation="base_set" value="4.2"/>
		<passive_effect name="BlockDamage" operation="base_set" value="20.7"/>
		<passive_effect name="RoundsPerMinute" operation="base_set" value="300"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1400,4200" tier="1,6" tags="perkMiner69r"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.35"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="SphereCastRadius" operation="base_set" value=".1"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="100"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="PlayerExpGain" operation="perc_add" value="-.3" tags="Harvesting"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMiner69r"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="MagazineSize" operation="base_set" value="300"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 3.5s -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value=".5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value=".5"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.35"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".35"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.35"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".35"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="5"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * Wrench / special harvesting, not a repair tool (perkSalvageOperations) * * * * * * * * * * -->

<item name="meleeToolWrench"> <!-- T2 Salvage -->
	<property name="Tags" value="blunt,melee,grunting,light,tool,attPerception,perkSalvageOperations,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="29"/>
	<property name="Meshfile" value="#Other/Items?Tools/wrenchPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="metaldestroy"/>
	<property name="EconomicValue" value="350"/>
	<property name="UnlockedBy" value="perkSalvageOperations,meleeToolWrenchSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="ToolCategory.Disassemble" value="1" param1="1"/>
		<property name="Sound_harvesting" value="wrench_harvest"/>
		<property name="Particle_harvesting" value="true" param1="metal"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="50"/>
		<property name="SwingAngle" value="180"/>
	</property>

	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<!-- <property name="UsePowerAttackAnimation" value="true"/> -->
	</property>

	<effect_group name="meleeToolWrench">
		<passive_effect name="EntityDamage" operation="base_set" value="18"/> <!-- meleeToolWrench -->
		<passive_effect name="BlockDamage" operation="base_set" value="38.5"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="16.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="200,682" tier="1,6" tags="perkSalvageOperations"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkSalvageOperations"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>

		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="salvageHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="25.2" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>


<!-- * * * * * * * * * * Blades (perkDeepCuts, perkTheHuntsman) * * * * * * * * * * -->

<item name="meleeToolKnifeBone"> <!-- T1 Blades -->
	<property name="Tags" value="knife,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attAgility,perkDeepCuts,perkTheHuntsman,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeKnife"/>
	<property name="HoldType" value="36"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Knives/boneShivPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceBone"/>
	<property name="EconomicValue" value="175"/>
	<property name="SellableToTrader" value="false"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
			<!-- value = harvest event multiplier, param1 = damage multiplier if matching harvest event present on the block -->
			<!-- cars explode when destroyed by a tool without harvest settings -->
		<property name="ToolCategory.Butcher" value="0" param1="4.5"/>
			<!-- value = old harvest multiplier; param1= corpse damage multiplier; zombie (non-harvest) corpses have very high hit points to not instagib from auto-fire guns -->
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
			<!-- Special harvest sound only plays if the target has ANY matching ToolCategory harvest.
				Limited by: if ( Sound_harvesting.param1 = TargetBlockOrEntity.material.surface_category ) -->
		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".35"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="4.5"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".2"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="80"/>
		<property name="SwingAngle" value="140"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<effect_group name="meleeToolKnifeBone">
		<passive_effect name="EntityDamage" operation="base_set" value="5.1"/> <!-- meleeToolKnifeBone -->
		<passive_effect name="BlockDamage" operation="base_set" value="4"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="120"/><!-- Gazz change 60 to 120 note power attack should stay the same -->
		<passive_effect name="StaminaLoss" operation="base_set" value="5.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="120,220" tier="1,6" tags="perkDeepCuts"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeepCuts"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="2.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>
		<display_value name="dBleeding" value="1"/> <!-- the bleeding proc is run by the perk -->
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="base_add" value="5.1" tags="secondary"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="base_add" value="-60" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="17.3" tags="secondary"/> <!-- using perc_add here increases StaminaOT for no obvious reason -->

		<triggered_effect trigger="onSelfSecondaryActionStart" action="AddJournalEntry" journal="powerAttackTip"/>
	</effect_group>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="meleeToolKnifeIron"> <!-- T2 Blades -->
	<property name="Tags" value="knife,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attAgility,perkDeepCuts,perkTheHuntsman,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeKnife"/>
	<property name="HoldType" value="36"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Knives/hunting_knifePrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="100"/>
	<property name="EconomicValue" value="350"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="UnlockedBy" value="perkDeepCuts,meleeToolKnifeIronSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="5"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".35"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="5"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".2"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="80"/>
		<property name="SwingAngle" value="140"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<effect_group name="meleeToolKnifeIron">
		<passive_effect name="EntityDamage" operation="base_set" value="6.1"/> <!-- meleeToolKnifeIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="5.3"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="120"/><!-- Gazz change 60 to 120 power attacks are fine as is -->
		<passive_effect name="StaminaLoss" operation="base_set" value="5.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="462,1154" tier="1,6" tags="perkDeepCuts"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeepCuts"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="2.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
		<!-- <passive_effect name="DamageModifier" operation="perc_add" value="0" tags="organic"/> affects organic block harvesting based on block.material.damage_category, not animal corpse harvesting -->
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>
		<display_value name="dBleeding" value="1"/> <!-- the bleeding proc is run by the perk -->
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="base_add" value="6" tags="secondary"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="base_add" value="-60" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="17.3" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolKnifeCandy"> <!-- T2 Blades -->
	<property name="Tags" value="knife,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attAgility,perkDeepCuts,perkTheHuntsman,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeKnife"/>
	<property name="HoldType" value="36"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Candycane/candycaneShivPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="100"/>
	<property name="EconomicValue" value="350"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="5"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".35"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="ToolCategory.Butcher" value="0" param1="5"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".2"/>
		<property name="GrazeEnd" value=".3"/>
		<property name="SwingDegrees" value="80"/>
		<property name="SwingAngle" value="140"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<effect_group name="meleeToolKnifeCandy">
		<passive_effect name="EntityDamage" operation="base_set" value="6.6"/> <!-- meleeToolKnifeCandy -->
		<passive_effect name="BlockDamage" operation="base_set" value="5.5"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="120"/><!-- Gazz change 60 to 120 power attacks are fine as is -->
		<passive_effect name="StaminaLoss" operation="base_set" value="5.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="462,1200" tier="1,6" tags="perkDeepCuts"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeepCuts"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="2.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>
		<display_value name="dBleeding" value="1"/> <!-- the bleeding proc is run by the perk -->
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="base_add" value="6.7" tags="secondary"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="base_add" value="-60" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="17.3" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolKnifeMachete"> <!-- T3 Blades -->
	<property name="Tags" value="machete,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attAgility,perkDeepCuts,perkTheHuntsman,canHaveCosmetic"/>
	<property name="DisplayType" value="meleeKnife"/>
	<property name="HoldType" value="47"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab"/>
	<property name="Material" value="MmeleeToolKnifeMachete"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="EconomicValue" value="700"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="UnlockedBy" value="meleeToolKnifeMacheteSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="machete_swinglight"/>
		<property name="ToolCategory.Butcher" value="0" param1="4.7"/>
			<!-- This triggers the use of the special corpse harvesting animation if there is a matching harvest event.
			Also, param1  is the damage multiplier for corpse harvesting. -->
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".28"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="80"/>
		<property name="SwingAngle" value="130"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalslashorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="machete_swingheavy"/>
		<property name="ToolCategory.Butcher" value="0" param1="4.7"/>
		<property name="Sound_harvesting" value="open_animal" param1="organic"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="IsHorizontalSwing" value="true"/>
		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="-80"/>
		<property name="SwingAngle" value="-60"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalslashorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<effect_group name="meleeToolKnifeMachete">
		<passive_effect name="EntityDamage" operation="base_set" value="19.8"/> <!-- meleeToolKnifeMachete -->
		<passive_effect name="BlockDamage" operation="base_set" value="21"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="12.6" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="288,673" tier="1,6" tags="perkDeepCuts"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeepCuts"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.3"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>
		<display_value name="dBleeding" value="1"/> <!-- the bleeding proc is run by the perk -->
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="18.8" tags="secondary"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Clubs (perkPummelPete) * * * * * * * * * * -->

<item name="meleeClubWood"> <!-- T1 clubs -->
	<property name="Tags" value="blunt,club,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attStrength,perkPummelPete,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="Group" value="Ammo/Weapons,Basics"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Club/Club_Wood_BranchPrefab.prefab"/>
	<property name="HoldType" value="2"/>
	<property name="Material" value="Mwood"/>
	<property name="RepairTools" value="resourceWood"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="SellableToTrader" value="false"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="EconomicValue" value="175"/>
	<property name="FuelValue" value="250"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swinglight"/>
		<property name="Sphere" value=".1"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="woodhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="woodgrazeorganic"/>
		</property>
	</property>

	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swingheavy"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="IsHorizontalSwing" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="120"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="woodhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="woodgrazeorganic"/>
		</property>
	</property>

	<effect_group name="meleeClubWood">
		<passive_effect name="EntityDamage" operation="base_set" value="13.8"/> <!-- meleeClubWood -->
		<passive_effect name="BlockDamage" operation="base_set" value="11.6"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="13.5" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="60,110" tier="1,6" tags="perkPummelPete"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkPummelPete"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="20.2" tags="secondary"/>

		<triggered_effect trigger="onSelfSecondaryActionStart" action="AddJournalEntry" journal="powerAttackTip"/>
	</effect_group>
</item>

<item name="meleeClubIron"> <!-- T2 clubs -->
	<property name="Tags" value="blunt,club,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attStrength,perkPummelPete,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Club/Club_Wood_RefinedPrefab.prefab"/>
	<property name="HoldType" value="2"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="EconomicValue" value="350"/>
	<property name="FuelValue" value="250"/>
	<property name="UnlockedBy" value="perkPummelPete,meleeClubIronSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swinglight"/>
		<property name="Sphere" value=".1"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalhollowhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swingheavy"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="IsHorizontalSwing" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="120"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalhollowhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<effect_group name="meleeClubIron">
		<passive_effect name="EntityDamage" operation="base_set" value="17.4"/> <!-- meleeClubIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="14.6"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="52"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="16.1" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="200,500" tier="1,6" tags="perkPummelPete"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkPummelPete"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="24.2" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeClubCandy"> <!-- T2 clubs -->
	<property name="Tags" value="blunt,club,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attStrength,perkPummelPete,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Candycane/candycanePrefab.prefab"/>
	<property name="HoldType" value="2"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="EconomicValue" value="350"/>
	<property name="FuelValue" value="250"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swinglight"/>
		<property name="Sphere" value=".1"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
	</property>

	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="club_swingheavy"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="IsHorizontalSwing" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="120"/>
		<property name="SwingAngle" value="90"/>
	</property>

	<effect_group name="meleeClubCandy">
		<passive_effect name="EntityDamage" operation="base_set" value="19.2"/> <!-- meleeClubCandy -->
		<passive_effect name="BlockDamage" operation="base_set" value="16"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="52"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="16.1" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="200,500" tier="1,6" tags="perkPummelPete"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkPummelPete"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="24.2" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeClubBaseballBat"> <!-- T3 clubs -->
	<property name="Tags" value="blunt,club,melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attStrength,perkPummelPete,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Bat/bat_Prefab.prefab"/>
	<property name="HoldType" value="65"/>
	<property name="Material" value="MmeleeClubBaseballBat"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="EconomicValue" value="700"/>
	<property name="FuelValue" value="250"/>
	<property name="UnlockedBy" value="perkBatterUpBaseballBats"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="batwood_swinglight"/>
		<property name="Sphere" value=".1"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="120"/>
	<property class="HitSounds">
		<property name="Override0" value="organic" param1="woodhitorganic"/>
	</property>
	<property class="GrazeSounds">
		<property name="Override0" value="organic" param1="woodgrazeorganic"/>
	</property>
	</property>

	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sound_start" value="batwood_swingheavy"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="IsHorizontalSwing" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="120"/>
		<property name="SwingAngle" value="90"/>
	<property class="HitSounds">
		<property name="Override0" value="organic" param1="woodhitorganic"/>
	</property>
	<property class="GrazeSounds">
		<property name="Override0" value="organic" param1="woodgrazeorganic"/>
	</property>
			</property>

	<effect_group name="meleeClubBaseballBat">
		<passive_effect name="EntityDamage" operation="base_set" value="26.2"/> <!-- meleeClubBaseballBat -->
		<passive_effect name="BlockDamage" operation="base_set" value="22.1"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="52"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="16.1" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="300,700" tier="1,6" tags="perkPummelPete"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkPummelPete"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="24.2" tags="secondary"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * Stun Baton (perkElectrocutioner) * * * * * * * * * * -->

<item name="meleeStunBaton"> <!-- T2 Stun Batons -->
	<property name="Tags" value="melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attIntellect,perkElectrocutioner,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="58"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/TaserBaton/TaserBatonPrefab.prefab"/>
	<property name="Material" value="MmeleeStunBatonParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="EconomicValue" value="350"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="UnlockedBy" value="perkElectrocutioner,meleeStunBatonSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="stunbaton_swinglight"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalhollowhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Damage_type" value="Slashing"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="stunbaton_swingheavy"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".2"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="180"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalhollowhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<effect_group name="meleeStunBaton">
		<passive_effect name="EntityDamage" operation="base_set" value="10.8"/> <!-- meleeStunBaton -->
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="70"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="11.3" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="269,673" tier="1,6" tags="perkElectrocutioner"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkElectrocutioner"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>

		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="Sparks"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="Sparks" prefab="ItemModEffects/baton_electricityPrefab" parentTransform="Handle" localPos="0,0,0" localRot="0,0,0">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="4"/>
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="LTE" value="10"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffShocked">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="4"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="RemovePart" part="Sparks">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="4"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" cvar="stunBatonCharge" operation="add" value="10">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="4"/>
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="LTE" value="10"/>
		</triggered_effect>


		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" cvar="stunBatonCharge" operation="add" value="1">
			<requirement name="IsAlive" target="other"/>
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="LTE" value="4"/>
			<requirement name="IsPrimaryAttack"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" cvar="stunBatonCharge" operation="add" value="2">
			<requirement name="IsAlive" target="other"/>
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="LTE" value="4"/>
			<requirement name="IsSecondaryAttack"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" cvar="stunBatonCharge" operation="set" value="0">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GT" value="10"/> <!-- last attack will still add so check if above 4 -->
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="AddPart" part="Sparks" prefab="ParticleEffects/p_electric_shock_small" parentTransform="Handle" localPos="0,0,0" localRot="0,0,0">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="4"/>
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="LTE" value="10"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="PlaySound" sound="stunbaton_hit1">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="Equals" value="1"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="PlaySound" sound="stunbaton_hit2">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="Equals" value="2"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="PlaySound" sound="stunbaton_hit3">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="Equals" value="3"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="PlaySound" sound="stunbaton_hit4">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="Equals" value="4"/>
		</triggered_effect>

		<!--<triggered_effect trigger="onSelfDamagedOther" action="PlaySound" sound="stunbaton_hit5">
			<requirement name="CVarCompare" cvar="stunBatonCharge" operation="Equals" value="5"/>
		</triggered_effect>-->
	</effect_group>

	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="22.6" tags="secondary"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Spears (perkJavelinMaster) * * * * * * * * * * -->

<item name="meleeThrownSpearStone"> <!-- T1 javelins -->
	<property name="Tags" value="melee,grunting,medium,weapon,meleeWeapon,attPerception,perkJavelinMaster,canHaveCosmetic,thrownWeapon"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="59"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Spear/spear_stone_Prefab.prefab"/>
	<property name="Material" value="Mstone"/>
	<property name="StickyMaterial" value="#Other/Items?Weapons/Melee/Spear/Materials/spear_sticky.mat"/>
	<property name="RepairTools" value="resourceRockSmall"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="75"/>
	<property name="EconomicValue" value="175"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="IsSticky" value="true"/>
	<property name="StickyOffset" value=".7"/>
	<property name="StickyColliderUp" value="1"/>
	<property name="StickyColliderRadius" value=".1"/>
	<property name="StickyColliderLength" value="2"/>
	<property name="StickyForwardDirection" value="0,0,1"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons,Basics"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sphere" value=".15"/> <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="spear_fire"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".25"/>
		<property name="GrazeEnd" value=".32"/>
		<property name="SwingDegrees" value="10"/>
		<property name="SwingAngle" value="20"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>

	<property class="Action1">
		<!-- sexosaurus <passive_effect name="StaminaLoss" operation="perc_add" level="1,5" value="-0.05,-0.25" tags="secondary"/>
			<passive_effect name="StaminaLoss" operation="base_add" value="26.9" tags="secondary"/> -->
		<requirement name="StatCompareCurrent" stat="Stamina" operation="GTE" value="20.1"/>
		<property name="Class" value="ThrownWeapon"/>
		<property name="Hitmask_override" value="Bullet"/>
		<property name="Delay" value="1.2"/>
		<property name="Throw_strength_default" value="6"/>
		<property name="Throw_strength_max" value="18"/>
		<property name="Max_strain_time" value="1"/>
		<property name="Sound_start" value="spear_throw"/>
		<property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. -->
		<property name="FlyTime" value="0"/>
		<property name="Gravity" value="-7.5"/> <!-- default is -9.81 -->
		<property name="LifeTime" value="60"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalstaborganic"/>
		</property>
	</property>

	<effect_group name="meleeThrownSpearStone">
		<passive_effect name="EntityDamage" operation="base_set" value="10.3"/> <!-- meleeThrownSpearStone -->
		<passive_effect name="BlockDamage" operation="base_set" value="5"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="13.5" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="60,88" tier="1,6" tags="perkJavelinMaster"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkJavelinMaster"/>
		<passive_effect name="MaxRange" operation="base_set" value="3.2"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>

	<effect_group name="Throw">
		<passive_effect name="EntityDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="26.9" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeThrownSpearIron"> <!-- T2 javelins -->
	<property name="Extends" value="meleeThrownSpearStone"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Spear/spear_iron_Prefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="StickyMaterial" value="#Other/Items?Weapons/Melee/Spear/Materials/spearIron_sticky.mat"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="EconomicValue" value="350"/>
	<property name="SellableToTrader" value="true"/>
	<property name="UnlockedBy" value="perkJavelinMaster,meleeThrownSpearIronSchematic"/>

	<property class="Action1">
		<requirement name="StatCompareCurrent" stat="Stamina" operation="GTE" value="22.8"/>
		<property name="Gravity" value="-6"/>
	</property>

	<effect_group name="meleeThrownSpearIron">
		<passive_effect name="EntityDamage" operation="base_set" value="12.4"/> <!-- meleeThrownSpearIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="7"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="15.3" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="212,423" tier="1,6" tags="perkJavelinMaster"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkJavelinMaster"/>
		<passive_effect name="MaxRange" operation="base_set" value="3.2"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Throw">
		<passive_effect name="EntityDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="30.5" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="meleeThrownSpearSteel"> <!-- T3 javelins -->
	<property name="Extends" value="meleeThrownSpearIron"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Spear/spear_steel_Prefab.prefab"/>
	<property name="Material" value="MmeleeThrownSpearSteel"/><property name="Weight" value="6"/>
	<property name="StickyMaterial" value="#Other/Items?Weapons/Melee/Spear/Materials/spearIron_sticky.mat"/>
	<property name="EconomicValue" value="700"/>
	<property name="UnlockedBy" value="meleeThrownSpearSteelSchematic"/>

	<property class="Action1">
		<requirement name="StatCompareCurrent" stat="Stamina" operation="GTE" value="22.8"/>
	</property>

	<effect_group name="meleeThrownSpearSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="18.6"/> <!-- meleeThrownSpearSteel -->
		<passive_effect name="BlockDamage" operation="base_set" value="9"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="15.3" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="317,592" tier="1,6" tags="perkJavelinMaster"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkJavelinMaster"/>
		<passive_effect name="MaxRange" operation="base_set" value="3.2"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.9" tags="metal"/>

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Throw">
		<passive_effect name="EntityDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="2.85" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="30.5" tags="secondary"/>
	</effect_group>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<!-- * * * * * * * * * * Heavy Hammers (perkSkullCrusher) * * * * * * * * * * -->

<item name="meleeToolSledgehammerStone"> <!-- T1 sledgehammers -->
	<property name="Tags" value="blunt,melee,grunting,heavy,sledge,weapon,meleeWeapon,attStrength,perkSkullCrusher,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="33"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/SledgeHammer/stoneSledgeHammerPrefab.prefab"/>
	<property name="Material" value="Mstone"/>
	<property name="RepairTools" value="resourceRockSmall"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="50"/>
	<property name="EconomicValue" value="175"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swinglight"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="160"/>

		<property class="HitSounds">
			<property name="Override0" value="organic" param1="stonehitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swingheavy"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="110"/>
		<property name="SwingAngle" value="90"/>

		<property class="HitSounds">
			<property name="Override0" value="organic" param1="stonehitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<effect_group name="meleeToolSledgehammerStone">
		<passive_effect name="EntityDamage" operation="base_set" value="17.5"/> <!-- meleeToolSledgehammerStone -->
		<passive_effect name="BlockDamage" operation="base_set" value="27.2"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/><!-- Gazz change 34 to 50 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="15.8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="55,112" tier="1,6" tags="perkSkullCrusher"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkSkullCrusher"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".1" tags="primary"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="GrazeDamageMultiplier" operation="base_set" value=".1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="31.6" tags="secondary"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".3" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeToolSledgehammerIron"> <!-- T2 sledgehammers -->
	<property name="Tags" value="blunt,melee,grunting,heavy,sledge,weapon,meleeWeapon,attStrength,perkSkullCrusher,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="33"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/SledgeHammer/ironSledgehammerPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="metaldestroy1"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="350"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkSkullCrusher,meleeToolSledgehammerIronSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swinglight"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="160"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalsolidhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swingheavy"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="110"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalsolidhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<effect_group name="meleeToolSledgehammerIron">
		<passive_effect name="EntityDamage" operation="base_set" value="30.8"/> <!-- meleeToolSledgehammerIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="58.3"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="34"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="27.6" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="133,363" tier="1,6" tags="perkSkullCrusher"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkSkullCrusher"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".1" tags="primary"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="55.2" tags="secondary"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".3" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeToolSledgehammerSteel"> <!-- T3 sledgehammers -->
	<property name="Tags" value="blunt,melee,grunting,heavy,sledge,weapon,meleeWeapon,attStrength,perkSkullCrusher,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="33"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/SledgeHammer/steelSledgeHammerPrefab.prefab"/>
	<property name="Material" value="MmeleeToolSledgehammerSteel"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="metaldestroy1"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="700"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="meleeToolSledgehammerSteelSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swinglight"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="160"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalsolidhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="Sound_start" value="sledge_swingheavy"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".515"/>
		<property name="GrazeEnd" value=".52"/>
		<property name="SwingDegrees" value="110"/>
		<property name="SwingAngle" value="90"/>
		<property class="HitSounds">
			<property name="Override0" value="organic" param1="metalsolidhitorganic"/>
		</property>
		<property class="GrazeSounds">
			<property name="Override0" value="organic" param1="metalgrazeorganic"/>
		</property>
	</property>
	<effect_group name="meleeToolSledgehammerSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="46.2"/> <!-- meleeToolSledgehammerSteel -->
		<passive_effect name="BlockDamage" operation="base_set" value="85"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="34"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="27.6" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="207,581" tier="1,6" tags="perkSkullCrusher"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkSkullCrusher"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".1" tags="primary"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1.25" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="55.2" tags="secondary"/>
		<passive_effect name="DismemberChance" operation="base_add" value=".3" tags="secondary"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * Pugilism (perkBrawler) * * * * * * * * * * -->

<item name="meleeKnucklesLeather"> <!-- T1 brawling -->
	<property name="Tags" value="blunt,melee,grunting,light,perkFlurryOfBlows,weapon,attFortitude,perkBrawler,canHaveCosmetic"/>
	<property name="Material" value="MleatherKnuckles"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/KnuckleWraps/knuckleWrapsRight_Prefab.prefab"/>
	<property name="HoldType" value="70"/>
	<property name="RepairTools" value="resourceLeather"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="DisplayType" value="melee"/>
	<property name="Canhold" value="true"/>
	<!-- <property name="FuelValue" value="0"/> -->
	<property name="EconomicValue" value="45"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Damage_type" value="Bashing"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".5"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="-90"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".35"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="30"/>
		<property name="SwingAngle" value="90"/>
	</property>
	<effect_group name="meleeKnucklesLeather">
		<passive_effect name="EntityDamage" operation="base_set" value="6.2"/>
		<passive_effect name="BlockDamage" operation="base_set" value="2.2"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="100"/><!-- Gazz change 75 to 100 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="6.4" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="109,200" tier="1,6" tags="perkBrawler"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBrawler"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/KnuckleWraps/knuckleWrapsLeft_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/KnuckleWraps/knuckleWrapsLeft_Prefab.prefab" parentTransform="LeftHand" localPos="-0.0878,-0.0016,-0.0013" localRot="3.841982,9.94,94.3">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnuckles"/>
	</effect_group>

	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="12.8" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeKnucklesIron"> <!-- T2 brawling -->
	<property name="Tags" value="blunt,melee,grunting,light,perkFlurryOfBlows,weapon,attFortitude,perkBrawler,canHaveCosmetic"/>
	<property name="Material" value="Mmetal"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Knuckles/knuckles_Prefab.prefab"/>
	<property name="HoldType" value="61"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="DisplayType" value="melee"/>
	<property name="Canhold" value="true"/>
	<!-- <property name="FuelValue" value="0"/> -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="EconomicValue" value="350"/>
	<property name="UnlockedBy" value="perkBrawler,meleeKnucklesIronSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Damage_type" value="Bashing"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".5"/>
		<property name="SwingDegrees" value="90"/>
		<property name="SwingAngle" value="-90"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".35"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="30"/>
		<property name="SwingAngle" value="90"/>
	</property>
	<effect_group name="meleeKnucklesIron">
		<passive_effect name="EntityDamage" operation="base_set" value="9.1"/>
		<passive_effect name="BlockDamage" operation="base_set" value="3"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="100"/><!-- Gazz change 75 to 100 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="6.9" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="385,961" tier="1,6" tags="perkBrawler"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBrawler"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/Knuckles/knuckles_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/Knuckles/knuckles_Prefab.prefab" parentTransform="LeftHand" localPos="-0.0878,-0.0016,-0.0013" localRot="3.841982,9.94,94.3">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnuckles"/>
	</effect_group>

	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="13.8" tags="secondary"/>
	</effect_group>
</item>

<item name="meleeKnucklesSteel"> <!-- T3 brawling -->
	<property name="Extends" value="meleeKnucklesIron"/>
	<property name="Material" value="MmeleeKnucklesSteelParts"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Melee/Knuckles/knucklesSpiked_Prefab.prefab"/>
	<property name="UnlockedBy" value="meleeKnucklesSteelSchematic"/>

	<effect_group name="meleeKnucklesSteel">
		<passive_effect name="EntityDamage" operation="base_set" value="13.6"/>
		<passive_effect name="BlockDamage" operation="base_set" value="5.2"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="100"/><!-- Gazz change 75 to 100 -->
		<passive_effect name="StaminaLoss" operation="base_set" value="6.9" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="577,1346" tier="1,6" tags="perkBrawler"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBrawler"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/Knuckles/knucklesSpiked_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="LeftKnuckles" prefab="#Other/Items?Weapons/Melee/Knuckles/knucklesSpiked_Prefab.prefab" parentTransform="LeftHand" localPos="-0.0878,-0.0016,-0.0013" localRot="3.841982,9.94,94.3">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnuckles"/>
	</effect_group>
	<effect_group name="Power Attack">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="13.8" tags="secondary"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * Misc Tools * * * * * * * * * * -->

<item name="meleeToolHoeIron"> <!-- T2 farming -->
	<property name="Tags" value="melee,medium,tool,attFortitude,perkLivingOffTheLand,canHaveCosmetic"/>
	<property name="DisplayType" value="melee"/><property name="CreativeMode" value="None"/>
	<property name="HoldType" value="50"/>
	<property name="Meshfile" value="#Other/Items?Tools/hoe_ironPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="FuelValue" value="250"/>
	<property name="EconomicValue" value="350"/>
	<property name="UnlockedBy" value="perkLivingOffTheLand,meleeToolHoeIronSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.cropHarvest" value="1" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".5"/>
		<property name="GrazeEnd" value=".55"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="160"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Repair"/>
		<property name="Repair_amount" value="50"/>
		<property name="Upgrade_hit_offset" value="-4"/>
		<property name="Sound_start" value="repair_block"/>
		<property name="Delay" value="1.3"/> <!-- Repair actions still need the delay amount -->
		<property name="Upgrade_action_sound" value="ImpactSurface/metalhitearth"/>
		<property name="Allowed_upgrade_items" value="resourceClayLump"/>
	</property>
	<!-- <property class="Action1">
		<property name="Class" value="MakeFertile"/>
		<property name="Delay" value="2.1"/>
		<property name="Block_range" value="4"/>
		<property name="DamageBlock" value="1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="Sound_end" value="repair_block"/>
		<property name="Fertileblock" value="terrFertileFarmland"/>
		<property name="Adjacentblock" value="dirt"/>
	</property> -->
	<effect_group name="meleeToolHoeIron">
		<passive_effect name="EntityDamage" operation="base_set" value="13.2"/> <!-- meleeToolHoeIron -->
		<passive_effect name="BlockDamage" operation="base_set" value="26"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="49"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="16.1" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="196,668" tier="1,6" tags="perkLivingOffTheLand"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkLivingOffTheLand"/>
		<passive_effect name="MaxRange" operation="base_set" value="2.6"/>
		<passive_effect name="BlockRange" operation="base_set" value="3.5"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="-.9" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="-.9" tags="metal"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="PickupJournalEntry" value="farmingTip"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>

<item name="meleeToolFlashlight02">
	<property name="Tags" value="blunt,melee,grunting,light,tool"/>
	<property name="DisplayType" value="simpleTool"/>
	<property name="Class" value="ItemClassToggle"/>
	<property name="HoldType" value="13"/>
	<property name="Meshfile" value="#Other/Items?Tools/flashlight02Prefab.prefab"/>
	<property name="Material" value="MelectricParts"/> <property name="Weight" value="5"/>
	<property name="EconomicValue" value="200"/>
	<property name="LightSource" value="lightSource"/>
	<property name="ActivateObject" value="lightSource"/>
	<property name="LightValue" value=".52"/>
	<property name="DropScale" value="1.5"/>
	<property name="Stacknumber" value="1"/>
	<property name="Group" value="Tools/Traps"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="swoosh"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".5"/>
		<property name="GrazeEnd" value=".55"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="160"/>
	</property>
	<effect_group name="meleeToolFlashlight02" tiered="false">
		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>
		<passive_effect name="EntityDamage" operation="base_set" value="7.2"/> <!-- meleeToolFlashlight02 -->
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="65"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="11.4" />
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetTransformActive" active="true" parent_transform="Gunjoint" transform_path="lightSource"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetTransformActive" active="false" parent_transform="Gunjoint" transform_path="lightSource"/>
	</effect_group>
</item>

<item name="meleeToolTorch">
	<property name="Tags" value="blunt,melee,tool,weapon,meleeWeapon,heldTorch"/>
	<property name="DisplayType" value="meleeTorch"/>
	<property name="Class" value="ItemClassTorch"/>
	<property name="HoldType" value="12"/>
	<property name="Meshfile" value="#Other/Items?Tools/torch02Prefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Tools/torch02_droppedPrefab.prefab"/>
	<!--<property name="DropScale" value=".4"/>-->
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="50"/> <!-- STK torch -->
	<property name="FuelValue" value="25"/>
	<property name="EconomicValue" value="10"/>
	<property name="SoundIdle" value="torch_lp"/>
	<!-- examples for joel<property name="SoundUnholster" value="weapon_empty"/><property name="SoundHolster" value="Pistol_Fire"/>-->
	<!-- <property name="LightSource" value="ParticleEffect/Point light"/>-->
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".1"/>
		<property name="Sound_start" value="torch_swoosh"/>
		<property name="DamageType" value="Heat"/>
		<property name="ToolCategory.harvestingTools" value=".5" param1="1"/>

		<property name="UseGrazingHits" value="true"/>
		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".35"/>
		<property name="SwingDegrees" value="65"/>
		<property name="SwingAngle" value="90"/>
	</property>
	<property class="Action1">
		<property name="Class" value="PlaceAsBlock"/>
		<property name="Blockname" value="wallTorchLightPlayer"/>
	</property>
	<property name="Group" value="Basics,Building,advBuilding"/>
	<property name="LightValue" value=".35"/>
	<property name="LightSource" value="lightSource"/>
	<property name="ActivateObject" value="lightSource"/>
	<property name="AlwaysActive" value="true"/>

	<effect_group name="meleeToolTorch" tiered="false">
		<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>
		<passive_effect name="EntityDamage" operation="base_set" value="10.2"/> <!-- meleeToolTorch -->
		<passive_effect name="BlockDamage" operation="base_set" value="7"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="50"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="allToolsHarvest"/>
		<passive_effect name="HarvestCount" operation="base_add" value="-.75" tags="oreWoodHarvest"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="15.8" tags="primary"/>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="7">
			<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
		</passive_effect>
		<display_value name="dBurning" value=".30"/>
	</effect_group>

	<effect_group name="new Fire Proc" tiered="false">
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".93"/>
		<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffBurningElement"/>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="$buffBurningElementDuration" operation="set" value="10">
				<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="$buffBurningElementDuration" operation="set" value="11">
				<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect>
	</effect_group>

	<effect_group name="always refresh existing Fire Proc" tiered="false">
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".93"/>
		<requirement name="HasBuff" target="other" buff="buffBurningElement"/>
			<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffBurningElement"/>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="$buffBurningElementDuration" operation="set" value="10">
				<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
			<triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" target="other" cvar="$buffBurningElementDuration" operation="set" value="11">
				<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect>
	</effect_group>

	<!--	rev 32792  Changing torch back to correct handheld model and removing XML for turning off flames underwater until we have a code version.
	<effect_group name="light/douse torch always" tiered="false">
		<triggered_effect trigger="onSelfWaterSurface" action="AttachParticleEffectToEntity" particle="p_torch_wall" local_offset="0,.5,0" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfWaterSubmerge" action="RemoveParticleEffectFromEntity" particle="p_torch_wall" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemoveParticleEffectFromEntity" particle="p_torch_wall" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_torch_wall" parent_transform="Gunjoint"/>
	</effect_group>

	<effect_group name="light torch" tiered="false">
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_torch_wall" local_offset="0,.5,0" parent_transform="Gunjoint"/>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="AttachParticleEffectToEntity" particle="p_torch_wall" local_offset="0,.5,0" parent_transform="Gunjoint"/>
			<triggered_effect trigger="onSelfSwimStop" action="AttachParticleEffectToEntity" particle="p_torch_wall" local_offset="0,.5,0" parent_transform="Gunjoint"/>
	</effect_group>
	-->
</item>

<item name="meleeToolWireTool">
	<property name="Tags" value="tool"/>
	<property name="HoldType" value="52"/>
	<property name="Meshfile" value="#Other/Items?Tools/wire_strippersPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="metaldestroy1"/>
	<property name="EconomicValue" value="200"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="DisconnectPower"/>
	</property>
	<property class="Action1">
		<property name="Class" value="ConnectPower"/>
		<property name="WireOffset" value="-.2,-.1,-.1"/>
	</property>
	<property name="Group" value="Tools/Traps,Science"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="meleeToolWireToolTip"/>
	<effect_group name="meleeToolWireTool" tiered="false"> <!-- meleeToolWireTool -->
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="BlockRange" operation="base_set" value="4"/>
	</effect_group>
</item>

<item name="meleeToolPaintTool">
	<property name="Tags" value="tool"/>
	<property name="CreativeMode" value="Player"/>
	<property name="HoldType" value="51"/>
	<property name="Meshfile" value="#Other/Items?Tools/PaintbrushPrefab.prefab"/>
	<property name="Material" value="Mwood"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="EconomicValue" value="200"/>
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="FuelValue" value="50"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="TextureBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="erase"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="resourcePaint"/>
		<property name="Range" value="15"/>
		<property name="Delay" value=".83"/> <!-- obsolete if rounds per minute exists -->
		<property name="RemoveTexture" value="true"/>
		<property name="DefaultTextureID" value="156"/>
	</property>
	<property class="Action1">
		<property name="Class" value="TextureBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="resourcePaint"/>
		<property name="Magazine_items" value="resourcePaint"/>
		<property name="Range" value="15"/>
		<property name="Delay" value=".83"/> <!-- obsolete if rounds per minute exists -->
		<property name="Particles_muzzle_fire" value="paint_splash2"/>
	</property>
	<effect_group name="meleeToolPaintTool" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="0"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="paintingTip"/>
</item>

<item name="meleeToolBlockReplaceTool">
	<property name="CustomIcon" value="meleeToolWrench"/>
	<property name="Tags" value="tool"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="HoldType" value="29"/>
	<property name="Meshfile" value="#Other/Items?Tools/wrenchPrefab.prefab"/>
	<property name="Material" value="Mwood"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="EconomicValue" value="20"/>
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="FuelValue" value="50"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="ReplaceBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="erase"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Range" value="15"/>
		<property name="Delay" value=".83"/> <!-- obsolete if rounds per minute exists -->
		<property name="CopyBlock" value="true"/>
	</property>
	<property class="Action1">
		<property name="Class" value="ReplaceBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="resourcePaint"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Range" value="15"/>
		<property name="Delay" value=".83"/> <!-- obsolete if rounds per minute exists -->
		<property name="Particles_muzzle_fire" value="paint_splash2"/>
	</property>
	<effect_group name="meleeToolBlockReplaceTool" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="MagazineSize" operation="base_set" value="2"/> <!-- Must be greater than 1 so it does not try to reload the weapon -->
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="0"/>
	</effect_group>
	<property name="Group" value="Tools/Traps"/>
	<property name="RepairExpMultiplier" value="5.5"/>
<!--	<property name="PickupJournalEntry" value="paintingTip"/> -->
</item>


<!-- * * * * * * * * * * Pistols, SMG (perkGunslinger) * * * * * * * * * * -->

<item name="gunPistol"> <!-- T2 pistols -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="1"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab"/>
	<property name="Material" value="MHandGunParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkGunslinger,gunPistolSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="Pistol_Fire"/>
		<property name="Sound_loop" value="Pistol_Fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="true"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="0,.0008,0"/>
	</property>

	<effect_group name="gunPistol">
		<passive_effect name="MaxRange" operation="base_set" value="50"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="18"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

		<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="0"/>-->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="180"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="15"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkGunslinger"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.25"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".25"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.0"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".95"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="250,450" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
	</effect_group>
</item>

<item name="gun44Magnum"> <!-- T3 pistols -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,revolver,noSilencer,barrelAttachments,sideAttachments,smallTopAttachments,attAgility,perkGunslinger,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="44"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Magnums/44MagnumPrefab.prefab"/>
	<property name="Material" value="MHandGunParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="revolver_sight_in"/>
	<property name="Sound_Sight_Out" value="revolver_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="gun44MagnumSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".34"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo44MagnumBulletBall,ammo44MagnumBulletHP,ammo44MagnumBulletAP"/>
		<property name="Reload_time" value="4"/>
		<property name="Sound_start" value="44magnum_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="44magnum_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_magnum_fpv"/>
		<property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
		<property name="ScopeOffset" value="-.00062,.1408,.02"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>

	<effect_group name="gun44Magnum">
		<passive_effect name="MaxRange" operation="base_set" value="60"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="20"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

		<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="0"/>-->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="80"/>

		<passive_effect name="MagazineSize" operation="base_set" value="6"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkGunslinger"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".35"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="5"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.3"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".15"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="3.2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".6"/>

		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6" tags="perkGunslinger"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger"/>
		<!-- <triggered_effect trigger="onSelfEquipStart" action="CVarLogValue" cvar="onSelfEquipStartMagnum"/> -->
	</effect_group>
</item>

<item name="gunSMG5"> <!-- T3 pistols -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,selfLoading,bottomAttachments,attAgility,perkGunslinger,9mmGun,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="6"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/MP5/MP5Prefab.prefab"/>
	<property name="Material" value="MHandGunParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="TintColor" value="255,255,255"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="gunSMG5Schematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Reload_time" value="4.1"/>
		<property name="Sound_start" value="mp5_fire"/>
		<property name="Sound_loop" value="mp5_fire"/>
		<property name="Sound_end" value="mp5_fire_end"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="mp5_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_SMG_fpv"/>
		<!-- <property name="DamageBonus.head" value="4"/>
		<property name="DamageBonus.wood" value="5"/>
		<property name="DamageBonus.earth" value=".2"/> -->
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="-.0003,0,-.01"/>
	</property>

	<effect_group name="gunSMG5">
		<passive_effect name="MaxRange" operation="base_set" value="65"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="30"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="500"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>

		<passive_effect name="MagazineSize" operation="base_set" value="30"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkGunslinger"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.35"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.35"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".35"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.3"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".3"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.6"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".8"/>

		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Shotguns (perkBoomstick) * * * * * * * * * * -->

<item name="gunBlunderbuss"> <!-- T1 shotguns -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,flaredBarrel,sideAttachments,smallTopAttachments,stock,attStrength,perkBoomstick,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedShotgun"/>
	<property name="HoldType" value="39"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/blunderbuss/blunderbussPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceMetalPipe"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="250"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<!-- <property name="Range" value="40"/> -->
		<property name="Magazine_items" value="ammoBlunderbuss"/>
		<property name="Reload_time" value="3.9"/>
		<property name="Sound_start" value="blunderbuss_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="blunderbuss_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_doublebarrel"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_doublebarrel_fpv"/>
		<property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
		<property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
		<!-- <property name="DamageBonus.head" value="3"/>
		<property name="DamageBonus.wood" value="2.5"/>
		<property name="DamageBonus.earth" value=".2"/> -->
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>

	<effect_group name="gunBlunderbuss">
		<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="0"/>-->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="1.5" tags="wood"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 3.9s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="WeaponHandling" operation="base_set" value="1.9"/>
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="5.5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="5.5"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.13"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="8"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="8"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-4"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="4"/>
		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0"/>

		<passive_effect name="DegradationMax" operation="base_set" value="50,100" tier="1,6" tags="perkBoomstick"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBoomstick"/>
		<display_value name="dStatStunEffect" value="4"/>
	</effect_group>
</item>

<item name="gunDoubleBarrelShotgun"> <!-- T2 shotguns -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,barrelAttachments,sideAttachments,stock,bottomAttachments,attStrength,perkBoomstick,doubleBarrel,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedShotgun"/>
	<property name="HoldType" value="56"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/DoubleBarrelShotgun/doubleBarrelShotgunPrefab.prefab"/>
	<property name="Material" value="MShotgunParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkBoomstick,gunDoubleBarrelShotgunSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoShotgunShell,ammoShotgunSlug,ammoShotgunBreachingSlug"/>
		<property name="Reload_time" value="2.6"/>
		<property name="Sound_start" value="shotgundb_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Particles_muzzle_fire" value="gunfire_doublebarrel"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_doublebarrel_fpv"/>
		<property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
		<property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="0,-.005,0"/>
	</property>

	<effect_group name="gunDoubleBarrelShotgun">
		<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="0"/>-->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<!--passive_effect name="DamageModifier" operation="perc_add" value="3" tags="wood"/-->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="1000"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="2"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2.3s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkBoomstick"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="4.2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="4.2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-2.5"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="2.5"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.7"/>

		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6" tags="perkBoomstick"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBoomstick"/>
		<display_value name="dStatStunEffect" value="4"/>
	</effect_group>
</item>

<item name="gunPumpShotgun"> <!-- T3 shotguns -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,stock,bottomAttachments,attStrength,perkBoomstick,modGunShotgunTubeExtenderMagazine,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedShotgun"/>
	<property name="HoldType" value="5"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefab.prefab"/>
	<property name="Material" value="MShotgunParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="gunPumpShotgunSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoShotgunShell,ammoShotgunSlug,ammoShotgunBreachingSlug"/>
		<property name="Reload_time" value="2.6"/>
		<property name="Sound_start" value="pump_shotgun_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Particles_muzzle_fire" value="gunfire_shotgun"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_shotgun_fpv"/>
		<property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
		<property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="0,-.005,0"/>
	</property>

	<effect_group name="gunPumpShotgun">
		<!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="0"/>-->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<!--passive_effect name="DamageModifier" operation="perc_add" value="3" tags="wood"/-->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="60"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="8"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2.3s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkBoomstick"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.24"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<!-- set by the ammo <passive_effect name="SpreadDegreesVertical" operation="perc_add" value="0"/>  xxdummy shotgun
		<passive_effect name="SpreadDegreesHorizontal" operation="perc_add" value="0"/>-->

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="4.2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="4.2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-2.5"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="2.5"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.7"/>

		<passive_effect name="DegradationMax" operation="base_set" value="160,350" tier="1,6" tags="perkBoomstick"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBoomstick"/>
		<display_value name="dStatStunEffect" value="4"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Rifles (perkDeadEye) * * * * * * * * * * -->

<item name="gunHuntingRifle"> <!-- T2 rifles -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,largeTopAttachments,stock,bottomAttachments,attPerception,perkDeadEye,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="30"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/HuntingRifle/HuntingRiflePrefab.prefab"/>
	<property name="Material" value="MRifleParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkDeadEye,gunHuntingRifleSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".5"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/>
		<property name="Reload_time" value="2.66"/>
		<property name="Sound_start" value="sniperrifle_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="hunting_rifle_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_magnum_fpv"/>
		<property name="ScopeOffset" value="-.00062,.1115,.125"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>

	<effect_group name="gunHuntingRifle">
		<passive_effect name="MaxRange" operation="base_set" value="150"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="70"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="base_add" value="15"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="120"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".81"/> <!-- 2.66s -->

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkDeadEye"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="5"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".048"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.35"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".35"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="50"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".65"/>

		<passive_effect name="DegradationMax" operation="base_set" value="170,320" tier="1,6" tags="perkDeadEye"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeadEye"/>
	</effect_group>
</item>

<item name="gunMR10"> <!-- T3 rifles -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,largeTopAttachments,stock,magazine,firingMode,selfLoading,bottomAttachments,attPerception,perkDeadEye,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="11"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/SniperRifle/sniperRiflePrefab.prefab"/>
	<property name="Material" value="MRifleParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="gunMR10Schematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".5"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/>
		<property name="Reload_time" value="2.5"/>
		<property name="Sound_start" value="sniperrifle_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="sniperrifle_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_magnum_fpv"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>

	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="0,.0262,-.05"/>
	</property>

	<effect_group name="gunMR10">
		<passive_effect name="MaxRange" operation="base_set" value="150"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="60"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="base_add" value="8"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="150"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="5"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2.7s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkDeadEye"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="base_add" value="-.5,1.6"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="6"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="6"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".04"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1.5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="3.0"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.2"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="11"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".7"/>

		<passive_effect name="DegradationMax" operation="base_set" value="200,400" tier="1,6" tags="perkDeadEye"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDeadEye"/>

		<!--
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		-->
	</effect_group>
</item>

<!-- * * * * * * * * * * Machine Guns (perkMachineGunner) * * * * * * * * * * -->

<item name="gunAK47"> <!-- T2 automatic rifles -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,selfLoading,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,perkAutoWeaponsDrumMag,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="48"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/ak47/ak47Prefab.prefab"/>
	<property name="Material" value="MMachineGunParts"/> <property name="Weight" value="4"/>

	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->

	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>

	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>

	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkMachineGunner,gunAK47Schematic"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/>
		<property name="Sound_start" value="ak47_fire"/>
		<property name="Sound_loop" value="ak47_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="ak47_reload"/>
		<property name="Sound_end" value="ak47_fire_end"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_AK47_fpv"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="-.00062,0,.055"/>
	</property>

	<effect_group name="gunAK47">
		<passive_effect name="MaxRange" operation="base_set" value="90"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="base_add" value="-8"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMachineGunner"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="400"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".5"/> <!-- 3.8s -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.9"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".7"/> <!-- ak47 -->

		<passive_effect name="DegradationMax" operation="base_set" value="250,550" tier="1,6" tags="perkMachineGunner,perkBookAutoWeapons"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMachineGunner,perkBookAutoWeapons"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunTacticalAR"> <!-- T2 automatic rifles -->
	<property name="CustomIcon" value="missingIcon"/>
	<property name="CreativeMode" value="Dev"/>

	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,smallTopAttachments,mediumTopAttachments,stock,magazine,drumMagazine,firingMode,selfLoading,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,perkAutoWeaponsDrumMag,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="71"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Tactical Assault Rifle/tacticalAssaultRiflePrefab.prefab"/>
	<property name="Material" value="MMachineGunParts"/> <property name="Weight" value="4"/>

	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->

	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>

	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>

	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkMachineGunner,gunAK47Schematic"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/>
		<property name="Sound_start" value="ak47_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="ak47_reload"/>
		<property name="Sound_end" value="ak47_fire_end"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_AK47_fpv"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="-.00062,0,.055"/>
	</property>

	<effect_group name="gunTacticalAR">
		<passive_effect name="MaxRange" operation="base_set" value="90"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
		<passive_effect name="EntityDamage" operation="base_add" value="-8"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMachineGunner"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="400"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 3.8s -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.5"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.9"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".7"/> <!-- ak47 -->

		<passive_effect name="DegradationMax" operation="base_set" value="250,550" tier="1,6" tags="perkMachineGunner,perkBookAutoWeapons"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMachineGunner,perkBookAutoWeapons"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunM60"> <!-- T3 automatic rifles -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,barrelAttachments,sideAttachments,magazine,drumMagazine,selfLoading,bottomAttachments,attFortitude,perkMachineGunner,perkBookAutoWeapons,perkAutoWeaponsDrumMag,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/m60/m60Prefab.prefab"/>
	<property name="Material" value="MMachineGunParts"/> <property name="Weight" value="6"/>

	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->

	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>

	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>

	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="perkAutoWeaponsMachineGuns"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP"/>
		<property name="Sound_start" value="m60_fire"/>
		<property name="Sound_loop" value="m60_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="m60_reload"/>
		<property name="Sound_end" value="m60_fire_end"/>
		<property name="Particles_muzzle_fire" value="m60_fire"/>
		<property name="Particles_muzzle_smoke" value="gunfire_smoke"/>
		<property name="Particles_muzzle_fire_fpv" value="m60_fire"/>
		<property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>

	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="-.00062,0,.055"/>
	</property>


	<effect_group name="gunM60">
		<passive_effect name="MaxRange" operation="base_set" value="90"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="EntityDamage" operation="base_add" value="-6"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkMachineGunner"/> <!-- random DegMax -->
		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="450"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>

		<passive_effect name="MagazineSize" operation="base_set" value="60"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".23"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.4"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.1"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.5"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".83"/> <!-- M60 -->

		<passive_effect name="DegradationMax" operation="base_set" value="300,650" tier="1,6" tags="perkMachineGunner,perkBookAutoWeapons"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMachineGunner,perkBookAutoWeapons"/>

		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * Rocket Launcher (perkDemolitionsExpert) * * * * * * * * * * -->

<item name="gunRocketLauncher"> <!-- T2 demolitions (perk 4) -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,launcher,attPerception,perkDemolitionsExpert,canHaveCosmetic,barrelAttachments,noSilencer,sideAttachments,smallTopAttachments"/>
	<property name="DisplayType" value="rangedLauncher"/>
	<property name="HoldType" value="10"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketlauncherPrefab.prefab"/>
	<property name="Material" value="MRocketLauncherParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="launcher_sight_in"/>
	<property name="Sound_Sight_Out" value="launcher_sight_out"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,gunRocketLauncherSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Launcher"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<!-- <property name="Range" value="200"/> -->
		<property name="Magazine_items" value="ammoRocketHE,ammoRocketFrag"/>
		<!-- <property name="Reload_time" value="2"/> -->
		<property name="Sound_start" value="m136_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="m136_reload"/>
		<property name="Particles_muzzle_fire" value="rocketLauncherFire"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmoke_m136"/>
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>

	<effect_group name="gunRocketLauncher">
		<!--<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>-->
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="70"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkDemolitionsExpert"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".7"/> <!-- 2.7s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="7"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="7"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="10"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="10"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.5"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".5"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".4"/>

		<passive_effect name="DegradationMax" operation="base_set" value="80,150" tier="1,6" tags="perkDemolitionsExpert"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkDemolitionsExpert"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Archery (perkArchery) * * * * * * * * * * -->

<item name="gunBowPrimitive"> <!-- T1 bows -->
	<property name="Tags" value="weapon,ranged,bowDrawPenalty,archery,bow,attAgility,perkArchery,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="HoldType" value="27"/> <!-- "Sway Off" is hardcoded for hold types 26, 27, 53 -->
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/WoodenBowPrefab.prefab"/>
	<property name="Material" value="Mwood"/>
	<property name="RepairTools" value="resourceWood"/>
	<property name="FuelValue" value="200"/>
	<property name="EconomicValue" value="250"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons,Basics"/>
	<property class="Action0">
		<property name="Class" value="Catapult"/>
		<!-- Catapult might not be the best name for it but it can also be used for a slingshot -->
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
		<!-- <property name="Reload_time" value=".9"/> -->
		<property name="Sound_start" value="bow_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="bow_unquiver"/>
		<property name="Sound_draw" value="bow_draw"/>
		<property name="Sound_cancel" value="bow_fire_cancel"/>
		<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
		<property name="Max_strain_time" value=".5"/>
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group name="gunBowPrimitive">
		<passive_effect name="ProjectileVelocity" operation="perc_add" value="-.3"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="20"/>
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>

		<passive_effect name="EntityDamage" operation="base_add" value="-6"/>
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".26"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".9"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".9"/>

		<!--
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="15"/>
		-->
		<!-- <passive_effect name="AttacksPerMinute" operation="base_set" value="166"/>

		AttacksPerMinute, RoundsPerMinute  do NOT affect bow rate of fire
		-->

		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="DegradationMax" operation="base_set" value="60,150" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunBowWooden"> <!-- T2 bows -->
	<property name="Tags" value="weapon,ranged,bowDrawPenalty,archery,bow,attAgility,perkArchery,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="HoldType" value="68"/> <!-- "Sway Off" is hardcoded for hold types 26, 27, 53 -->
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/AdvancedBow/AdvancedWoodenBow/AdvancedWoodenBowPrefab.prefab"/>
	<property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="FuelValue" value="200"/>
	<property name="EconomicValue" value="500"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="true"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="UnlockedBy" value="perkArchery,gunBowWoodenSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action0">
		<property name="Class" value="Catapult"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
		<!-- <property name="Reload_time" value=".9"/> -->
		<property name="Sound_start" value="bow2_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="bow_unquiver"/>
		<property name="Sound_draw" value="bow2_draw"/>
		<property name="Sound_cancel" value="bow_fire_cancel"/>
		<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
		<property name="Max_strain_time" value=".5"/>
		<property name="ScopeOffset" value="-.00062,.088,.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>

	<effect_group name="gunBowWooden">
		<passive_effect name="DamageFalloffRange" operation="base_set" value="20"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>

		<passive_effect name="EntityDamage" operation="base_add" value="-4"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.8"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".26"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".9"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".9"/>

		<!--
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="15"/>
		-->
		<!-- <passive_effect name="AttacksPerMinute" operation="base_set" value="166"/>

		AttacksPerMinute, RoundsPerMinute  do NOT affect bow rate of fire
		-->

		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="DegradationMax" operation="base_set" value="180,350" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunBowCompound"> <!-- T3 bows -->
	<property name="Tags" value="weapon,ranged,bowDrawPenalty,archery,bow,attAgility,perkArchery,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="HoldType" value="53"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/CompoundBow/CompoundBowPrefab.prefab"/>
	<property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="EconomicValue" value="1000"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="UnlockedBy" value="gunBowCompoundSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="Catapult"/>
		<!-- Catapult might not be the best name for it but it can also be used for a slingshot -->
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoArrowStone,ammoArrowIron,ammoArrowSteelAP,ammoArrowFlaming,ammoArrowExploding"/>
		<!-- <property name="Reload_time" value=".9"/> -->
		<property name="Sound_start" value="bow3_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="bow_unquiver"/>
		<property name="Sound_draw" value="bow3_draw"/>
		<property name="Sound_cancel" value="bow_fire_cancel"/>
		<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
		<property name="Max_strain_time" value=".43"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="40"/>
		<property name="Zoom_max_in" value="40"/>
	</property>
	<effect_group name="gunBowCompound">
		<passive_effect name="ProjectileVelocity" operation="perc_add" value=".2"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="30"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.67"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.67"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".9"/>
		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".9"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="DegradationMax" operation="base_set" value="200,400" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunCrossbowIron"> <!-- T2 bows -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,attAgility,perkArchery,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="HoldType" value="26"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/crossbowPrefab.prefab"/>
	<property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="FuelValue" value="200"/>
	<property name="EconomicValue" value="500"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="crossbow_sight_in"/>
	<property name="Sound_Sight_Out" value="crossbow_sight_out"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="UnlockedBy" value="perkArchery,gunCrossbowIronSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="Launcher"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoCrossbowBoltStone,ammoCrossbowBoltIron,ammoCrossbowBoltSteelAP,ammoCrossbowBoltFlaming,ammoCrossbowBoltExploding"/>
		<!-- <property name="Reload_time" value="4"/> -->
		<property name="Sound_start" value="crossbow_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="crossbow_reload"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group name="gunCrossbowIron">
		<passive_effect name="DamageFalloffRange" operation="base_set" value="25"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".5"/> <!-- 3.4s -->
		<passive_effect name="ProjectileVelocity" operation="perc_add" value="-.1"/>

		<passive_effect name="EntityDamage" operation="base_add" value="-6"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3.35"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3.35"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".10"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".5"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="DegradationMax" operation="base_set" value="100,200" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunCrossbowCompound"> <!-- T3 bows -->
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,attAgility,perkArchery,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedBow"/>
	<property name="DescriptionKey" value="gunCrossbowIronDesc"/>
	<property name="HoldType" value="69"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/AdvancedBow/AdvancedCompoundCrossbow/AdvancedCompoundCrossbowPrefab.prefab"/>
	<property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="6"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="FuelValue" value="200"/>
	<property name="EconomicValue" value="1000"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	<property name="Sound_Sight_In" value="crossbow_sight_in"/>
	<property name="Sound_Sight_Out" value="crossbow_sight_out"/>
	<property name="SoundUnholster" value="crossbow2_unholster"/>
	<property name="SoundHolster" value="crossbow2_holster"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="RepairExpMultiplier" value="5.5"/>
	<property name="PickupJournalEntry" value="alternateAmmoTip"/>
	<property name="UnlockedBy" value="gunCrossbowCompoundSchematic"/>
	<property name="ShowQuality" value="true"/>
	<property class="Action0">
		<property name="Class" value="Launcher"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammoCrossbowBoltStone,ammoCrossbowBoltIron,ammoCrossbowBoltSteelAP,ammoCrossbowBoltFlaming,ammoCrossbowBoltExploding"/>
		<!-- <property name="Reload_time" value="4"/> -->
		<property name="Sound_start" value="crossbow2_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="crossbow2_reload"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group name="gunCrossbowCompound">
		<passive_effect name="DamageFalloffRange" operation="base_set" value="25"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".5"/> <!-- 3.4s -->

		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3.35"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3.35"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".10"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".5"/> <!-- crosshair reset speed -->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="75"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1"/>

		<passive_effect name="DegradationMax" operation="base_set" value="120,250" tier="1,6" tags="perkArchery"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<item name="gunJunkTurret"> <!-- T2 turrets -->
	<property name="Tags" value="turret,weapon,ranged,reloadPenalty,drumMagazine,attIntellect,perkTurrets,canHaveCosmetic"/>
	<property name="DisplayType" value="rangedTurret"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>
	<property name="HandMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurretHeld_Prefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MJunkTurretParts"/> <property name="Weight" value="4"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="Stacknumber" value="1"/>
	<property name="EconomicValue" value="500"/>
	<property name="SellableToTrader" value="true"/>
	<property name="RequiredPower" value="15"/>
	<property name="UnlockedBy" value="perkTurrets,gunJunkTurretSchematic"/>
	<property name="ShowQuality" value="true"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<!-- <property name="Range" value="40"/> -->
		<property name="Magazine_items" value="ammoJunkTurret"/>
		<property name="Reload_time" value="3.9"/>
		<property name="Sound_start" value="junkturret_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="m60_reload"/>
		<property name="Particles_muzzle_fire" value="nozzleflash_shotgun"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
		<!-- <property name="DamageBonus.head" value="3"/>
		<property name="DamageBonus.wood" value="2.5"/>
		<property name="DamageBonus.earth" value=".2"/> -->
		<property name="ScopeOffset" value="0,0,0"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="SpawnTurret"/>
		<property name="Turret" value="turretJunk"/>
	</property>
	<effect_group name="gunJunkTurret">
		<passive_effect name="MaxRange" operation="base_set" value="15"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="10"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
		<passive_effect name="BlockRange" operation="base_set" value="3"/>

		<passive_effect name="EntityDamage" operation="base_set" value="11.8"/>
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

		<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/> <!-- random DegMax -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.1,.1"/> <!-- random APM -->
		<passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling -->

		<passive_effect name="BlockDamage" operation="base_set" value="1"/>

		<passive_effect name="RoundsPerMinute" operation="base_set" value="105.6"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>


<!-- was
		<passive_effect name="MagazineSize" operation="base_set" value="50"/>
		<passive_effect name="MagazineSize" operation="base_add" value="2,10" tier="2,6"/>
-->

		<passive_effect name="MagazineSize" operation="base_set" value="62"/>
		<passive_effect name="MagazineSize" operation="base_add" value="6,30" tier="2,6"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="5"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.13"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="3"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="3"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-2"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="2"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1"/>

		<passive_effect name="JunkTurretActiveRange" operation="base_set" value="30"/>

		<passive_effect name="DegradationMax" operation="base_set" value="250,600" tier="1,6" tags="perkTurrets"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0.35" tags="perkTurrets"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * player / zombie / animal weapons / hands (and great big fangs) * * * * * * * * * * -->

<item name="meleeHandMaster">
	<property name="Tags" value="blunt,melee,light,perkFlurryOfBlows"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property name="Material" value="Morganic"/>
	<property name="Canhold" value="false"/>
	<property name="Stacknumber" value="1"/>
	<property name="Candrop" value="false"/>
	<property class="Action0"><!-- AttackAction -->
		<property name="Class" value="Melee"/>
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="1.65"/> <!-- This not what "clientside melee combat" means. =) This is the adjustment afterwards due to code changes. -->
		<property name="Sphere" value=".1"/>
		<property name="Block_range" value="2.5"/>
		<property name="DamageEntity" value="10"/>
		<property name="DamageBlock" value="16"/>
		<property name="Sound_start" value="swoosh"/>
	</property>
	<effect_group name="meleeHandMaster" tiered="false">
		<passive_effect name="DamageFalloffRange" operation="base_set" value="1.65"/>
	</effect_group>
</item>

<item name="meleeHandPlayer"> <!-- T1 brawling -->
	<property name="Extends" value="meleeHandMaster"/>
	<property name="Tags" value="blunt,melee,grunting,light,perkFlurryOfBlows,attFortitude,perkBrawler"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="0"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="Damage_type" value="Bashing"/>

		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".5"/>
		<property name="SwingDegrees" value="5"/>
		<property name="UseGrazingHits" value="true"/>
		<property name="SwingAngle" value="-90"/>

	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="UsePowerAttackAnimation" value="true"/>

		<property name="GrazeStart" value=".3"/>
		<property name="GrazeEnd" value=".4"/>
		<property name="SwingDegrees" value="65"/>
		<property name="UseGrazingHits" value="true"/>
		<property name="SwingAngle" value="90"/>
	</property>
	<effect_group name="meleeHandPlayer" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="7"/>
		<passive_effect name="BlockDamage" operation="base_set" value="2.5"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="metal"/>
		<passive_effect name="AttacksPerMinute" operation="base_set" value="80"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="8.6" tags="primary"/>

		<passive_effect name="MaxRange" operation="base_set" value="2.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="2.6"/>
	</effect_group>
	<effect_group name="Power Attack" tiered="false">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="13" tags="secondary"/>
	</effect_group>
	<!--use_action class="LiftUpTerrain" delay="1" use_time="..." gain_health="-5"gain_stamina="-20" gain_food="0" gain_water="10" gain_sickness="15" condition_raycast_block="77,78,79,80" sound_start="player_drinking" /-->
</item>

<item name="handPlayer"> <!-- deprecated can now delete -->
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="0"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>   <!-- limit to 0.15, else the sphere cast can overlap the target already -->
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="UsePowerAttackAnimation" value="true"/>
	</property>
	<effect_group name="handPlayer" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="5"/>
		<passive_effect name="BlockDamage" operation="base_set" value="2"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="8" tags="primary"/>

		<passive_effect name="AttacksPerMinute" operation="base_set" value="60"/>

		<passive_effect name="MaxRange" operation="base_set" value="1.85"/>
		<passive_effect name="BlockRange" operation="base_set" value="3"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="1.5"/>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
	</effect_group>
	<effect_group name="Power Attack" tiered="false">
		<passive_effect name="EntityDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/>
		<passive_effect name="AttacksPerMinute" operation="perc_add" value="-.3" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="12" tags="secondary"/>
	</effect_group>
	<!--use_action class="LiftUpTerrain" delay="1" use_time="..." gain_health="-5"gain_stamina="-20" gain_food="0" gain_water="10" gain_sickness="15" condition_raycast_block="77,78,79,80" sound_start="player_drinking" /-->
</item>

<item name="meleeHandZombie01">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="10"/>
		<property name="DamageBlock" value="8"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombie01" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="EntityDamage" operation="base_set" value="10"/> <!-- this passive is ignored so using the old notation! -->
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>

		<!-- If the  buffInfectionCatch  buff makes it past buff resistance, this value is added to the  infectionCounter,  increasing infection level -->
		<!-- Buckets are: -->
		<!--InfectionRegular--><!--InfectionFeral--><!--InfectionRadiated--><!--InfectionSpecial-->
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieFeral">
	<property name="Extends" value="meleeHandZombie01"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombieFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombie02"> <!-- crawler. This hand item is automatically used (hardcoded) if a zombie turns into a crawler. Can be overridden in entityclasses. See zombieBurnt. -->
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="24"/>
	<property class="Action0">
		<property name="Delay" value="2.0"/> <!-- obsolete if rounds per minute exists -->
		<property name="Buff" value="buffInfectionCatch"/>
	</property>
	<effect_group name="meleeHandZombie02" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="30"/>  A16 2 -->
		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker,player" buff="buffLegSprained">
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/>
		</triggered_effect>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombie02Feral">
	<property name="Extends" value="meleeHandZombie02"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombie02Feral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="30"/>  A16 2 -->
		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker,player" buff="buffLegSprained">
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="30"/>
		</triggered_effect>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieBurning">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="Class" value="Melee"/>
		<property name="Sphere" value=".4"/>
		<property name="DamageEntity" value="12"/>
		<property name="DamageBlock" value="8"/>
		<property name="Buff" value="buffBurningZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieBurning" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffBurningZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieBurningFeral">
	<property name="Extends" value="meleeHandZombieBurning"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="24"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombieBurningFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffBurningZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieBurningCrawler">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="24"/>
	<property class="Action0">
		<property name="DamageEntity" value="24"/>
		<property name="DamageBlock" value="24"/>
		<property name="Delay" value="2.0"/> <!-- obsolete if rounds per minute exists -->
		<property name="Buff" value="buffInfectionCatch,buffBurningZombie"/>
	</property>
	<effect_group name="meleeHandZombieBurningCrawler" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="30"/>  A16 2 -->
		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker,player" buff="buffLegSprained">
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffBurningZombie"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieCop">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="Degradation" value="99999" param1="true"/>
	<property class="Action0">
		<property name="Range" value="1.75"/>
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="100"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Vomit"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="200"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="ammoProjectileZombieVomit"/>
		<property name="Sound_warning" value="hulkvomitwarning"/>
		<property name="Sound_start" value="hulkvomitattack"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value=""/>
		<property name="Sound_reload" value=""/>
		<property name="Buff" value="buffInfectionCatch"/>
	</property>
	<effect_group name="meleeHandZombieCop" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
		<passive_effect name="MaxRange" operation="base_set" value="100"/>
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="4"/>
		<passive_effect name="SpreadMultiplierIdle" operation="base_set" value="1"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="ammoProjectileZombieVomit">
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Vomit/vomitBulbPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="DamageEntity" value="10"/>
		<property name="DamageBlock" value="120"/>
		<property name="Explosion.ParticleIndex" value="7"/>
		<property name="Velocity" value="18"/>
		<property name="FlyTime" value="2"/>
		<property name="LifeTime" value="4"/>
		<property name="CollisionRadius" value=".5"/>
		<property name="DamageBonus.earth" value="0"/>
		<property name="Buff" value="buffInfectionCatch"/>
	</property>
	<effect_group name="ammoProjectileZombieVomit" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieCopFeral">
	<property name="Extends" value="meleeHandZombieCop"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="40"/>
		<property name="DamageBlock" value="200"/>
	</property>
	<property class="Action1"> <!-- Fire action -->
		<property name="Magazine_items" value="ammoProjectileZombieVomitFeral"/>
	</property>
	<effect_group name="meleeHandZombieCopFeral" tiered="false">
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="3"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="4"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="10"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".35" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".35" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="ammoProjectileZombieVomitFeral">
	<property name="Extends" value="ammoProjectileZombieVomit"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action1">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="240"/>
		<property name="Velocity" value="18"/>
		<property name="FlyTime" value="2"/>
		<property name="LifeTime" value="4"/>
		<property name="Explosion.ParticleIndex" value="7"/>
		<property name="Explosion.RadiusBlocks" value="2"/>
		<property name="Explosion.RadiusEntities" value="1"/>
		<property name="Explosion.DamageBonus.water" value="0"/>
		<property name="Explosion.DamageBonus.earth" value="0"/>
	</property>
	<effect_group name="ammoProjectileZombieVomitFeral" tiered="false">
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInfectionCatch"/>
		<passive_effect name="BlockDamage" operation="base_set" value="105"/>
		<passive_effect name="EntityDamage" operation="base_set" value="1"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieCopRadiated">
	<property name="Extends" value="meleeHandZombieCopFeral"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action1">
		<property name="Magazine_items" value="ammoProjectileZombieVomitRadiated"/>
	</property>
	<effect_group name="meleeHandZombieCopRadiated" tiered="false">
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="6"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="10"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="40"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".35" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".35" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="60"/><!--InfectionRadiated-->
	</effect_group>
</item>

<item name="ammoProjectileZombieVomitRadiated">
	<property name="Extends" value="ammoProjectileZombieVomit"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action1">
		<property name="DamageEntity" value="25"/>
		<property name="DamageBlock" value="240"/>
		<property name="Velocity" value="18"/>
		<property name="FlyTime" value="2"/>
		<property name="LifeTime" value="4"/>
		<property name="Explosion.ParticleIndex" value="7"/>
		<property name="Explosion.RadiusBlocks" value="2"/>
		<property name="Explosion.RadiusEntities" value="1"/>
		<property name="Explosion.DamageBonus.water" value="0"/>
		<property name="Explosion.DamageBonus.earth" value="0"/>
	</property>
	<effect_group name="ammoProjectileZombieVomitRadiated" tiered="false">
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInfectionCatch"/>
		<passive_effect name="BlockDamage" operation="base_set" value="145"/>
		<passive_effect name="EntityDamage" operation="base_set" value="1"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="60"/><!--InfectionRadiated-->
	</effect_group>
</item>

<item name="meleeHandAnimalZombieDog">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="35"/>
	<property class="Action0">
		<property name="Delay" value=".7"/> <!-- obsolete if rounds per minute exists -->
		<property name="DamageEntity" value="8"/>
		<property name="DamageBlock" value="14"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch"/>
	</property>
	<effect_group name="meleeHandAnimalZombieDog" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="85"/>  A16 .7 -->
		<passive_effect name="DamageModifier" operation="perc_add" value="3" tags="earth"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".50" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieStrong">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="20"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieStrong" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".75" tags="buffInjuryStunned01"/>

		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieDemolition">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="500"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieStrong" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".75" tags="buffInjuryStunned01"/>

		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryStunned01"/>
	</effect_group>
</item>

<item name="meleeHandZombieStrongFeral">
	<property name="Extends" value="meleeHandZombieStrong"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="40"/>
		<property name="DamageBlock" value="60"/>
	</property>
	<effect_group name="meleeHandZombieStrongFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandAnimalBear">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="46"/>
	<property class="Action0">
		<property name="Delay" value="1.5"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="3.6"/>
		<property name="Sphere" value=".3"/>
		<property name="DamageEntity" value="30"/>
		<property name="DamageBlock" value="40"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandAnimalBear" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="40"/>  A16 1.5 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".75" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".4" tags="buffInjuryStunned01"/>
	</effect_group>
</item>

<item name="meleeHandAnimalZombieBear">
	<property name="Extends" value="meleeHandAnimalBear"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="Range" value="3.6"/>
		<property name="DamageEntity" value="50"/>
		<property name="DamageBlock" value="80"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInjuryStunned01,buffInfectionCatch"/>
	</property>
	<effect_group name="meleeHandAnimalZombieBear" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="40"/>  A16 1.5 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".75" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandAnimalZombieBearFeral">
	<property name="Extends" value="meleeHandAnimalZombieBear"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="70"/>
		<property name="DamageBlock" value="180"/>
	</property>
	<effect_group name="meleeHandAnimalZombieBearFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="40"/>  A16 1.5 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".75" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieHazMat">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieHazMat" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value="1" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="150"/><!--InfectionSpecial-->
	</effect_group>
</item>

<item name="meleeHandZombieHazMatFeral">
	<property name="Extends" value="meleeHandZombieHazMat"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombieHazMatFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value="1" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="200"/><!--InfectionSpecial-->
	</effect_group>
</item>

<item name="meleeHandZombieWorker">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
		<property name="DamageBlock" value="40"/>
	</property>
	<effect_group name="meleeHandZombieWorker" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieWorkerFeral">
	<property name="Extends" value="meleeHandZombieWorker"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="120"/>
	</property>
	<effect_group name="meleeHandZombieWorkerFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieFootballPlayer">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieFootballPlayer" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".04" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".60" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieFootballPlayerFeral">
	<property name="Extends" value="meleeHandZombieFootballPlayer"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="9"/>
	<property class="Action0">
		<property name="DamageEntity" value="20"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombieFootballPlayerFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".1" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".70" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieStripper">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="8"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandZombieStripper" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="30"/><!--InfectionRegular-->
	</effect_group>
</item>

<item name="meleeHandZombieStripperFeral">
	<property name="Extends" value="meleeHandZombieStripper"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="16"/>
		<property name="DamageBlock" value="24"/>
	</property>
	<effect_group name="meleeHandZombieStripperFeral" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".60" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".15" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="45"/><!--InfectionFeral-->
	</effect_group>
</item>

<item name="meleeHandZombieBehemoth">
	<property name="Extends" value="meleeHandZombieStripper"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="DamageEntity" value="500"/>
		<property name="DamageBlock" value="2000"/>
		<property name="Range" value="4"/>
		<property name="Sphere" value="2"/>
		<property name="Block_range" value="5"/>
	</property>
	<effect_group name="meleeHandZombieBehemoth" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="40"/>  A16 1.5 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".50" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".40" tags="buffInfectionCatch"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".50" tags="buffInjuryStunned01"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="150"/><!--InfectionSpecial-->
	</effect_group>
</item>

<item name="meleeHandAnimalCoyote">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="35"/>
	<property class="Action0">
		<property name="Delay" value=".7"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="1.4"/>
		<property name="DamageEntity" value="10"/>
		<property name="DamageBlock" value="6"/>
		<property name="Buff" value="buffInjuryBleedingZombie"/>
	</property>
	<effect_group name="meleeHandAnimalCoyote" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="85"/>  A16 .7 -->
		<passive_effect name="DamageModifier" operation="perc_add" value="3" tags="earth"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".30" tags="buffInjuryBleedingZombie"/>
	</effect_group>
</item>

<item name="meleeHandAnimalZombieVulture">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="35"/>
	<property class="Action0">
		<property name="Delay" value=".7"/> <!-- obsolete if rounds per minute exists -->
		<property name="DamageEntity" value="8"/>
		<property name="DamageBlock" value="8"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInfectionCatch"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Vomit"/>
		<property name="Hitmask_override" value="Arrow"/>
		<property name="Delay" value=".5"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="ammoProjectileVultureVomit"/>
		<property name="Sound_warning" value="hulkvomitwarning"/>
		<property name="Sound_start" value="hulkvomitattack"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value=""/>
		<property name="Sound_reload" value=""/>
	</property>
	<effect_group name="meleeHandAnimalZombieVulture" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="55"/>  A16 .7,  50=1.2 -->
		<passive_effect name="MagazineSize" operation="base_set" value="1"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="2"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="6"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="15"/>
		<passive_effect name="SpreadMultiplierIdle" operation="base_set" value="1"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="50"/>
		<passive_effect name="MaxRange" operation="base_set" value="50"/>

		<passive_effect name="BuffProcChance" operation="base_set" value=".10" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="60"/><!--InfectionRadiated-->
	</effect_group>
</item>

<item name="ammoProjectileVultureVomit">
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Vomit/vomitBulbPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="DamageEntity" value="15"/>
		<property name="DamageBlock" value="12"/>
		<property name="Explosion.ParticleIndex" value="7"/>
		<property name="Velocity" value="13"/>
		<property name="FlyTime" value="6"/>
		<property name="LifeTime" value="8"/>
		<property name="CollisionRadius" value=".5"/>
		<property name="Buff" value="buffInfectionCatch"/>
	</property>
	<effect_group name="ammoProjectileVultureVomit" tiered="false">
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".20" tags="buffInfectionCatch"/>
		<triggered_effect trigger="onSelfDamagedOther" action="ModifyCVar" target="other" cvar="infectionZombieHit" operation="set" value="60"/><!--InfectionRadiated-->
	</effect_group>
</item>

<item name="meleeHandAnimalSnake">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="55"/>
	<property class="Action0">
		<property name="Delay" value="2.5"/>
		<property name="Range" value="1.2"/>
		<property name="DamageEntity" value="10"/>
		<property name="DamageBlock" value="2"/>
		<property name="Buff" value="buffInjuryBleedingZombie"/>
		<property name="Buff_chance" value=".4,.2"/>
	</property>
	<effect_group name="meleeHandAnimalSnake" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="75"/>  A16 .8 -->
		<passive_effect name="BuffProcChance" operation="base_set" value=".05" tags="buffInjuryBleedingZombie"/>
	</effect_group>
</item>

<item name="meleeHandAnimalWolf">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="35"/>
	<property class="Action0">
		<property name="Delay" value=".6"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="1.7"/>
		<property name="DamageEntity" value="14"/>
		<property name="DamageBlock" value="16"/>
		<property name="Buff" value="buffInjuryBleedingZombie"/>
	</property>
	<effect_group name="meleeHandAnimalWolf" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<!--<passive_effect name="AttacksPerMinute" operation="base_set" value="85"/>  A16 .7 -->
		<passive_effect name="DamageModifier" operation="perc_add" value="3" tags="earth"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".4" tags="buffInjuryBleedingZombie"/>
	</effect_group>
</item>

<item name="meleeHandAnimalDireWolf">
	<property name="Extends" value="meleeHandAnimalWolf"/>
	<property name="CreativeMode" value="None"/>
	<property class="Action0">
		<property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Range" value="2.2"/>
		<property name="DamageEntity" value="22"/>
		<property name="DamageBlock" value="28"/>
	</property>
	<effect_group name="meleeHandAnimalWolf" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".5" tags="buffInjuryBleedingZombie"/>
	</effect_group>
</item>

<item name="meleeHandBossGrace">
	<property name="Extends" value="meleeHandMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="35"/>
	<property class="Action0">
		<property name="Delay" value=".85"/>
		<property name="Range" value="3.4"/>
		<property name="Sphere" value=".2"/>
		<property name="DamageEntity" value="35"/>
		<property name="DamageBlock" value="100"/>
		<property name="Buff" value="buffInjuryBleedingZombie,buffInjuryStunned01"/>
	</property>
	<effect_group name="meleeHandAnimalBear" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".3" tags="buffInjuryBleedingZombie"/>
		<passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * ammunition / arrows / bolts / fuel * * * * * * * * * * -->

<item name="ammo9mmBulletBall">
	<property name="Tags" value="ammo"/>
	<property name="DisplayType" value="ammoBullet"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mbrass"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
	<property name="EconomicValue" value="9"/>
	<property name="Group" value="Ammo/Weapons"/>
	<effect_group name="ammo9mmBulletBall" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="32"/>
		<passive_effect name="BlockDamage" operation="base_set" value="7"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammo9mmBulletHP">
	<property name="Extends" value="ammo9mmBulletBall"/>
	<property name="DisplayType" value="ammoBulletHP"/>
	<property name="EconomicValue" value="14"/>
	<property name="DescriptionKey" value="ammoHPGroupDesc"/>
	<property name="UnlockedBy" value="perkPistolPeteHPAmmo"/>
	<effect_group name="ammo9mmBulletHP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="41.6"/>
		<passive_effect name="BlockDamage" operation="base_set" value="3"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="1"/>
		<display_value name="dTargetArmor" value="1"/>

		<!-- Not supported at this time. If you ask it will be a long answer. It's complicated. <passive_effect name="PiercingProtection" target="other" operation="perc_set" value=".5"/> -->
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammo9mmBulletAP">
	<property name="Extends" value="ammo9mmBulletBall"/>
	<property name="DisplayType" value="ammoBulletAP"/>
	<property name="EconomicValue" value="14"/>
	<property name="DescriptionKey" value="ammoAPGroupDesc"/>
	<property name="UnlockedBy" value="perkPistolPeteAPAmmo"/>
	<effect_group name="ammo9mmBulletAP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="32"/>
		<passive_effect name="BlockDamage" operation="base_set" value="8"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1"/>
		<display_value name="dTargetPenetration" value="1"/>
		<passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkGunslinger,9mmGun"/>
		<display_value name="dDegradationPerUse" value=".3"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammo44MagnumBulletBall">
	<property name="Extends" value="ammo9mmBulletBall"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="EconomicValue" value="10"/>
	<effect_group name="ammo44MagnumBulletBall" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="65"/>
		<passive_effect name="BlockDamage" operation="base_set" value="12"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1">
			<requirement name="ProgressionLevel" progression_name="perkEnforcerComplete" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="ammo44MagnumBulletHP">
	<property name="Extends" value="ammo44MagnumBulletBall"/>
	<property name="DisplayType" value="ammoBulletHP"/>
	<property name="EconomicValue" value="15"/>
	<property name="DescriptionKey" value="ammoHPGroupDesc"/>
	<property name="UnlockedBy" value="perkEnforcerHPAmmo"/>
	<effect_group name="ammo44MagnumBulletHP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="84.5"/>
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="1"/>
		<display_value name="dTargetArmor" value="1"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1">
			<requirement name="ProgressionLevel" progression_name="perkEnforcerComplete" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="ammo44MagnumBulletAP">
	<property name="Extends" value="ammo44MagnumBulletBall"/>
	<property name="DisplayType" value="ammoBulletAP"/>
	<property name="EconomicValue" value="15"/>
	<property name="DescriptionKey" value="ammoAPGroupDesc"/>
	<property name="UnlockedBy" value="perkEnforcerAPAmmo"/>
	<effect_group name="ammo44MagnumBulletAP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="80"/>
		<passive_effect name="BlockDamage" operation="base_set" value="14"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1"/>
		<display_value name="dTargetPenetration" value="1"/>
		<passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkGunslinger"/>
		<display_value name="dDegradationPerUse" value=".3"/>
	</effect_group>
</item>

<item name="ammo762mmBulletBall">
	<property name="Extends" value="ammo9mmBulletBall"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="EconomicValue" value="11"/>
	<effect_group name="ammo762mmBulletBall" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="50"/>
		<passive_effect name="BlockDamage" operation="base_set" value="8"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammo762mmBulletHP">
	<property name="Extends" value="ammo762mmBulletBall"/>
	<property name="DisplayType" value="ammoBulletHP"/>
	<property name="EconomicValue" value="16"/>
	<property name="DescriptionKey" value="ammoHPGroupDesc"/>
	<property name="UnlockedBy" value="perkSniperHPAmmo"/>
	<effect_group name="ammo762mmBulletHP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="65"/>
		<passive_effect name="BlockDamage" operation="base_set" value="4"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="1"/>
		<display_value name="dTargetArmor" value="1"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammo762mmBulletAP">
	<property name="Extends" value="ammo762mmBulletBall"/>
	<property name="DisplayType" value="ammoBulletAP"/>
	<property name="EconomicValue" value="16"/>
	<property name="DescriptionKey" value="ammoAPGroupDesc"/>
	<property name="UnlockedBy" value="perkSniperAPAmmo"/>
	<effect_group name="ammo762mmBulletAP" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="50"/>
		<passive_effect name="BlockDamage" operation="base_set" value="9"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1"/>
		<display_value name="dTargetPenetration" value="1"/>
		<passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkDeadEye,perkMachineGunner"/>
		<display_value name="dDegradationPerUse" value=".3"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/>
	</effect_group>
</item>

<item name="ammoShotgunShell">
	<property name="Tags" value="ammo,shotgun"/>
	<property name="DisplayType" value="ammoShotgun"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mlead_scrap"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="EconomicValue" value="11"/>
	<property name="Group" value="Ammo/Weapons"/>
	<effect_group name="ammoShotgunShell" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="14"/>
		<passive_effect name="BlockDamage" operation="base_set" value="5.4"/>
		<passive_effect name="BlockDamage" operation="base_add" value="20" tags="wood"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="10"/>
		<passive_effect name="TargetArmor" operation="perc_add" value=".4"/><display_value name="dTargetArmor" value=".4"/>
		<passive_effect name="MaxRange" operation="base_set" value="10"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="5"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="2"/>
		<passive_effect name="BlockPenetrationFactor" operation="base_set" value="51"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="4.5"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="4.5"/>
		<passive_effect name="DismemberChance" operation="perc_add" value="-.875"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.13"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3"/>
	</effect_group>
</item>

<item name="ammoShotgunSlug">
	<property name="Tags" value="ammo,shotgun"/>
	<property name="DisplayType" value="ammoShotgunSlug"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapPolymers"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="EconomicValue" value="20"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkShotgunMessiahSlugs"/>
	<effect_group name="ammoShotgunSlug" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="120"/>
		<passive_effect name="BlockDamage" operation="base_set" value="80"/>
		<passive_effect name="BlockDamage" operation="base_add" value="200" tags="wood"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="1"/>
		<passive_effect name="MaxRange" operation="base_set" value="12"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="6"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.4"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.4"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.35"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3"/>

		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="2"/>
		<display_value name="dTargetPenetration" value="2"/>
		<passive_effect name="DegradationPerUse" operation="perc_add" value=".3" tags="perkBoomstick"/>
		<display_value name="dDegradationPerUse" value=".3"/>
	</effect_group>
</item>

<item name="ammoShotgunBreachingSlug">
	<property name="Tags" value="ammo,shotgun"/>
	<property name="DisplayType" value="ammoShotgunBreaching"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapPolymers"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="EconomicValue" value="20"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkShotgunMessiahBreachingSlugs"/>
	<effect_group name="ammoShotgunBreachingSlug" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="120"/>
		<passive_effect name="BlockDamage" operation="base_set" value="80"/>
		<passive_effect name="BlockDamage" operation="base_add" value="1000" tags="door,wood"/>
			<display_value name="dDamageDoor" value="1000"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="1"/>
		<passive_effect name="MaxRange" operation="base_set" value="4"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="2"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.4"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.4"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.35"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3"/>
	</effect_group>
</item>

<item name="ammoBlunderbuss">
	<property name="Tags" value="ammo,shotgun"/>
	<property name="DisplayType" value="ammoShotgun"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="Group" value="Ammo/Weapons"/>
	<property name="EconomicValue" value="5"/>
	<effect_group name="ammoBlunderbuss" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="12"/>
		<passive_effect name="BlockDamage" operation="base_set" value="1.6"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="10"/>
		<passive_effect name="TargetArmor" operation="perc_add" value=".4"/><display_value name="dTargetArmor" value=".4"/>
		<passive_effect name="DismemberChance" operation="perc_add" value="-.875"/>
		<passive_effect name="MaxRange" operation="base_set" value="10"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="5"/>
		<passive_effect name="EntityPenetrationCount" operation="base_set" value="1"/>
		<passive_effect name="BlockPenetrationFactor" operation="base_set" value="51"/>
	</effect_group>
</item>

<item name="ammoJunkTurret">
	<property name="Tags" value="ammo"/>
	<property name="DisplayType" value="ammoBulletFake"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="1000"/>
	<property name="EconomicValue" value="9"/>
	<property name="Group" value="Ammo/Weapons"/>
	<effect_group name="ammoJunkTurret" tiered="false">
		<display_value name="dEntityDamage" value="11.8"/>
		<display_value name="dBlockDamage" value="1"/>
	</effect_group>
</item>

<item name="ammoRocketHE">
	<property name="Tags" value="ammo"/>
	<property name="DisplayType" value="ammoLauncher"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mlead_scrap"/>
	<property name="Stacknumber" value="20"/>
	<property name="EconomicValue" value="250"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,gunRocketLauncherSchematic"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="Explosion.ParticleIndex" value="4"/> <!-- which Prefab/particle is used -->
		<property name="Explosion.RadiusBlocks" value="5"/> <!-- damage radius for blocks -->
		<property name="Explosion.RadiusEntities" value="4"/> <!-- damage radius for entities -->
		<property name="Explosion.DamageBonus.water" value="0"/>
		<property name="Gravity" value="-6"/>
		<property name="FlyTime" value=".2"/>
		<property name="LifeTime" value="20"/>
	</property>
	<effect_group name="ammoRocketHE" tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="2500"/><display_value name="dExDamageBlock" value="2500"/>
		<passive_effect name="EntityDamage" operation="base_set" value="210"/><display_value name="dExDamageEntity" value="420"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>
		<display_value name="dExRadius" value="5"/>
	</effect_group>
</item>

<item name="ammoRocketFrag">
	<property name="Extends" value="ammoRocketHE"/>
	<property name="CustomIcon" value="ammoRocketHE"/><property name="CustomIconTint" value="167,62,62"/>
	<property class="Action1">
		<property name="Explosion.RadiusBlocks" value="3"/> <!-- damage radius for blocks -->
		<property name="Explosion.RadiusEntities" value="6"/> <!-- damage radius for entities -->
		<property name="Explosion.DamageBonus.stone" value=".1"/>
		<property name="Explosion.DamageBonus.metal" value=".05"/>
		<property name="Explosion.DamageBonus.earth" value="0"/>
		<property name="Explosion.DamageBonus.wood" value=".5"/>
		<property name="Explosion.DamageBonus.water" value="0"/>
	</property>
	<effect_group name="ammoRocketFrag" tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="20"/><display_value name="dExDamageBlock" value="20"/>
		<passive_effect name="EntityDamage" operation="base_set" value="325"/><display_value name="dExDamageEntity" value="650"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>
		<display_value name="dExRadius" value="6"/>
<!--
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="6" buff="buffBurningElement"/>
-->
	</effect_group>
</item>

<item name="ammoGasCan">
	<property name="Tags" value="gasoline"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MFuelBarrelMetal"/>
	<property name="Stacknumber" value="10000"/> <!-- STK resource -->
	<property name="FuelValue" value="2"/>
	<property name="EconomicValue" value="10"/> <!-- oil barrel 500 -->
	<property name="EconomicBundleSize" value="100"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
	<property name="UnlockedBy" value="perkYeahScience,ammoGasCanSchematic"/>
	<property name="CraftingIngredientTime" value=".05"/>
</item>

<item name="ammoArrowStone">
	<property name="DisplayType" value="ammoArrow"/>
	<property name="Tags" value="ammo,ranged,attAgility,perkArchery"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/arrowPrefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="IsSticky" value="true"/>
	<property name="StickyOffset" value=".5"/>
	<property name="StickyColliderUp" value="2"/>
	<property name="StickyColliderRadius" value=".05"/>
	<property name="StickyColliderLength" value="1"/>
	<property name="Material" value="Mwood"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="FuelValue" value="25"/>
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons,Basics"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. -->
		<property name="FlyTime" value="0"/>
		<property name="Gravity" value="-4"/>
		<property name="LifeTime" value="14"/>
	</property>

	<effect_group name="ammoArrowStone" tiered="false"> <!-- ammoArrowStone -->
		<passive_effect name="EntityDamage" operation="base_set" value="25"/>
		<passive_effect name="BlockDamage" operation="base_set" value="1"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="45"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoArrowIron">
	<property name="Extends" value="ammoArrowStone"/>
	<property name="Material" value="Mmetal"/>
	<property name="EconomicValue" value="25"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action1">
		<property name="Gravity" value="-3.5"/>
	</property>

	<effect_group name="ammoArrowIron" tiered="false"> <!-- ammoArrowIron -->
		<passive_effect name="EntityDamage" operation="base_set" value="28"/>
		<passive_effect name="BlockDamage" operation="base_set" value="3"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoArrowSteelAP">
	<property name="Extends" value="ammoArrowIron"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/bodkinArrowPrefab.prefab"/>
	<property name="StickyMeshFile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/bodkinArrowPrefab.prefab"/>
	<property name="EconomicValue" value="57"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="StickyOffset" value=".5"/>
	<property name="UnlockedBy" value="perkRangersAPAmmo"/>
	<effect_group name="ammoArrowSteelAP" tiered="false"> <!-- ammoArrowSteelAP -->
		<passive_effect name="EntityDamage" operation="base_set" value="31"/>
		<passive_effect name="BlockDamage" operation="base_set" value="5"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="55"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoArrowFlaming">
	<property name="Extends" value="ammoArrowIron"/>
	<property name="DisplayType" value="ammoArrowFlaming"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/flamingArrowPrefab.prefab"/>
	<property name="StickyMeshFile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/flamingArrowPrefab.prefab"/>
	<property name="UsableUnderwater" value="false"/>
	<property name="FuelValue" value="27"/>
	<property name="EconomicValue" value="44"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="Damage_type" value="Heat"/>
	<property name="StickyOffset" value=".7"/>
	<property name="UnlockedBy" value="perkRangersFlamingArrows"/>
	<property class="Action1">
		<property name="Gravity" value="-5"/>
		<property name="DamageBonus.wood" value="2"/>
	</property>

	<effect_group name="ammoArrowFlaming" tiered="false"> <!-- ammoArrowFlaming -->
		<passive_effect name="EntityDamage" operation="base_set" value="25"/>
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="40"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>

		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="15">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect>

		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/>

		<display_value name="dEntityDamageFire" value="120"/>
		<display_value name="dDuration" value="14"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="ammoArrowExploding">
	<property name="Extends" value="ammoArrowIron"/>
	<property name="DisplayType" value="ammoArrowExploding"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/WoodenBow/explodingArrowPrefab.prefab"/>
	<property name="IsSticky" value="false"/>
	<property name="Stacknumber" value="75"/>
	<property name="FuelValue" value="27"/>
	<property name="EconomicValue" value="65"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="UnlockedBy" value="perkRangersExplodingBolts"/>
	<property class="Action1">
		<!--<property name="Explosion.ParticleIndex" value="0"/>  no expl. -->
		<property name="Gravity" value="-5"/>
		<property name="Explosion.ParticleIndex" value="11"/>
		<property name="Explosion.RadiusBlocks" value="3"/>
		<property name="Explosion.RadiusEntities" value="4"/>
		<property name="Explosion.DamageBonus.stone" value=".3"/>
		<property name="Explosion.DamageBonus.metal" value=".1"/>
		<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
		<property name="Explosion.DamageBonus.wood" value=".5"/>
		<property name="Explosion.DamageBonus.water" value="0"/>
	</property>
	<effect_group name="ammoArrowExploding" tiered="false"> <!-- ammoArrowExploding -->
		<passive_effect name="BlockDamage" operation="base_set" value="2"/><display_value name="dExDamageBlock" value="2"/>
		<passive_effect name="EntityDamage" operation="base_set" value="90"/><display_value name="dExDamageEntity" value="180"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,water"/>
			<!-- do we have damage modifiers for explosions? -->
		<passive_effect name="ProjectileVelocity" operation="base_set" value="40"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
		<display_value name="dExRadius" value="4"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
</item>


<item name="ammoCrossbowBoltStone">
	<property name="Tags" value="ammo,ranged,attAgility,perkArchery"/>
	<property name="DisplayType" value="ammoArrow"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/crossbowBoltStonePrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mwood"/>
	<property name="IsSticky" value="true"/>
	<property name="StickyOffset" value=".1"/>
	<property name="StickyColliderUp" value="2"/>
	<property name="StickyColliderRadius" value=".05"/>
	<property name="StickyColliderLength" value=".75"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="FuelValue" value="8"/>
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="Explosion.ParticleIndex" value="0"/>
		<property name="Gravity" value="-3"/>
		<property name="FlyTime" value="0"/>
		<property name="LifeTime" value="14"/>
		<!-- <property name="DamageBonus.earth" value="0"/>
		<property name="DamageBonus.metal" value="0"/>
		<property name="DamageBonus.cloth" value="0"/> -->
	</property>

	<effect_group name="ammoCrossbowBoltStone" tiered="false"> <!-- ammoCrossbowBoltStone -->
		<passive_effect name="EntityDamage" operation="base_set" value="32"/>
		<passive_effect name="BlockDamage" operation="base_set" value="1"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="67.5"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoCrossbowBoltIron">
	<property name="Tags" value="ammo,ranged,attAgility,perkArchery"/>
	<property name="DisplayType" value="ammoArrow"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/crossbowBoltPrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="IsSticky" value="true"/>
	<property name="StickyOffset" value=".1"/>
	<property name="StickyColliderUp" value="2"/>
	<property name="StickyColliderRadius" value=".05"/>
	<property name="StickyColliderLength" value=".75"/>
	<property name="Stacknumber" value="150"/> <!-- STK ammo low -->
	<property name="FuelValue" value="25"/>
	<property name="EconomicValue" value="25"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="Explosion.ParticleIndex" value="0"/> <!-- no expl. -->
		<property name="Gravity" value="-2.5"/>
		<property name="FlyTime" value="0"/>
		<property name="LifeTime" value="14"/>
	</property>
	<property class="Attributes">
		<property name="GetQualityFromWeapon" value="true"/>
	</property>
	<effect_group name="ammoCrossbowBoltIron" tiered="false"> <!-- ammoCrossbowBoltIron -->
		<passive_effect name="EntityDamage" operation="base_set" value="38"/>
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="75"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoCrossbowBoltSteelAP">
	<property name="Extends" value="ammoCrossbowBoltIron"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/crossbowBoltSteelPrefab.prefab"/>
	<property name="EconomicValue" value="57"/>
	<property name="UnlockedBy" value="perkRangersAPAmmo"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="IsSticky" value="true"/>
	<property name="StickyOffset" value=".1"/>
	<property name="StickyColliderUp" value="2"/>
	<property name="StickyColliderRadius" value=".05"/>
	<property name="StickyColliderLength" value=".75"/>
	<effect_group name="ammoCrossbowBoltSteelAP" tiered="false"> <!-- ammoCrossbowBoltSteelAP -->
		<passive_effect name="EntityDamage" operation="base_set" value="45"/>
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2"/>
		<display_value name="dTargetArmor" value="-.2"/>
		<passive_effect name="BlockDamage" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="BlockDamage" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="82.5"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="TargetArmor" operation="perc_add" value="-.1">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.2">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.3">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
		<passive_effect name="TargetArmor" operation="perc_add" value="-.35">
			<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="GTE" value="4"/></passive_effect>
	</effect_group>
</item>

<item name="ammoCrossbowBoltFlaming">
	<property name="Extends" value="ammoCrossbowBoltIron"/>
	<property name="DisplayType" value="ammoArrowFlaming"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/CrossbowBoltFlamingPrefab.prefab"/>
	<property name="StickyMeshFile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/CrossbowBoltFlamingPrefab.prefab"/>
	<property name="UsableUnderwater" value="false"/>
	<property name="FuelValue" value="27"/>
	<property name="EconomicValue" value="44"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="Damage_type" value="Heat"/>
	<property name="StickyOffset" value=".7"/>
	<property name="UnlockedBy" value="perkRangersFlamingArrows"/>
	<property class="Action1">
		<property name="Gravity" value="-5"/>
		<property name="DamageBonus.wood" value="2"/>
	</property>

	<effect_group name="ammoCrossbowBoltFlaming" tiered="false"> <!-- ammoCrossbowBoltFlaming -->
		<passive_effect name="EntityDamage" operation="base_set" value="38"/>
		<passive_effect name="BlockDamage" operation="base_set" value="6"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="50"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>

		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="14">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="other" cvar="$buffBurningFlamingArrowDuration" operation="set" value="15">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="1"/></triggered_effect>

		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffBurningFlamingArrow"/>

		<display_value name="dEntityDamageFire" value="120"/>
		<display_value name="dDuration" value="14"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="ammoCrossbowBoltExploding">
	<property name="Extends" value="ammoCrossbowBoltIron"/>
	<property name="DescriptionKey" value="ammoArrowExplodingDesc"/>
	<property name="Tags" value="ammo,ranged,attAgility,perkArchery"/>
	<property name="DisplayType" value="ammoArrowExploding"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/Crossbow/crossbowBoltExplosivePrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="IsSticky" value="false"/>
	<property name="Stacknumber" value="75"/>
	<property name="FuelValue" value="27"/>
	<property name="EconomicValue" value="80"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="UnlockedBy" value="perkRangersExplodingBolts"/>
	<property class="Action1">
		<!--<property name="Explosion.ParticleIndex" value="0"/>  no expl. -->
		<property name="Gravity" value="-5"/>
		<property name="Explosion.ParticleIndex" value="11"/>
		<property name="Explosion.RadiusBlocks" value="3"/>
		<property name="Explosion.RadiusEntities" value="4"/>
		<property name="Explosion.DamageBonus.stone" value=".3"/>
		<property name="Explosion.DamageBonus.metal" value=".1"/>
		<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
		<property name="Explosion.DamageBonus.wood" value=".5"/>
		<property name="Explosion.DamageBonus.water" value="0"/>
	</property>
	<effect_group name="ammoCrossbowBoltExploding" tiered="false"> <!-- ammoCrossbowBoltExploding -->
		<passive_effect name="BlockDamage" operation="base_set" value="2"/><display_value name="dExDamageBlock" value="2"/>
		<passive_effect name="EntityDamage" operation="base_set" value="125"/><display_value name="dExDamageEntity" value="250"/>
		<passive_effect name="DamageModifier" operation="perc_add" value="-.5" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,water"/>
			<!-- do we have damage modifiers for explosions? -->
		<passive_effect name="ProjectileVelocity" operation="base_set" value="45"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
		<display_value name="dExRadius" value="4"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- perkRangersCripplingShot, Shots to the leg with arrows slow your opponent -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="ProgressionLevel" progression_name="perkRangersCripplingShot" operation="Equals" value="1"/>
			<requirement name="HitLocation" body_parts="LeftUpperLeg,RightUpperLeg,LeftLowerLeg,RightLowerLeg"/>
		</triggered_effect>
		<!-- perkRangersKnockdown, Successful sneak attacks with arrows have a 20% greater chance of knocking down the target -->
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="other" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkRangersKnockdown" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<requirement name="CVarCompare" cvar="_notAlerted" operation="Equals" value="1" target="other"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
	</effect_group>
</item>

<!-- * * * * * * * * * * crafted ammo / resource bundles * * * * * * * * * * -->

<!--
<item name="ammoBundleRocketHE">
<item name="ammoBundleRocketFrag">
-->

<item name="ammoBundle9mmBulletBall">
	<property name="CustomIcon" value="ammo9mmBulletBall"/><property name="ItemTypeIcon" value="bundle"/>
	<property name="DescriptionKey" value="ammoBundleGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="5"/> <!-- STK ammobundle -->
	<property name="Weight" value="0"/>
	<property name="EconomicValue" value="900"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkPistolPeteComplete"/>
	<property class="Action0">
		<property name="Class" value="OpenBundle"/>
		<property name="Delay" value="0"/>
		<property name="Use_time" value="0"/>
		<property name="Sound_start" value="close_garbage"/>
		<property name="Create_item" value="ammo9mmBulletBall"/>
		<property name="Create_item_count" value="100"/>
		<!--
		This can spawn multiple item types and quantities. No randomness.
		<property name="Create_item" value="ammo9mmBulletBall,drinkCanRiverWater"/>
		<property name="Create_item_count" value="50,5"/>
		-->
	</property>
</item>

<item name="ammoBundle9mmBulletHP">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammo9mmBulletHP"/>
	<property name="EconomicValue" value="1400"/>
	<property class="Action0">
		<property name="Create_item" value="ammo9mmBulletHP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundle9mmBulletAP">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammo9mmBulletAP"/>
	<property name="EconomicValue" value="1400"/>
	<property class="Action0">
		<property name="Create_item" value="ammo9mmBulletAP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundle44MagnumBulletBall">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammo44MagnumBulletBall"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="perkEnforcerComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammo44MagnumBulletBall"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundle44MagnumBulletHP">
	<property name="Extends" value="ammoBundle44MagnumBulletBall"/>
	<property name="CustomIcon" value="ammo44MagnumBulletHP"/>
	<property name="EconomicValue" value="1500"/>
	<property class="Action0">
		<property name="Create_item" value="ammo44MagnumBulletHP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundle44MagnumBulletAP">
	<property name="Extends" value="ammoBundle44MagnumBulletBall"/>
	<property name="CustomIcon" value="ammo44MagnumBulletAP"/>
	<property name="EconomicValue" value="1500"/>
	<property class="Action0">
		<property name="Create_item" value="ammo44MagnumBulletAP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundle762mmBulletBall">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammo762mmBulletBall"/>
	<property name="EconomicValue" value="1100"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammo762mmBulletBall"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundle762mmBulletHP">
	<property name="Extends" value="ammoBundle762mmBulletBall"/>
	<property name="CustomIcon" value="ammo762mmBulletHp"/>
	<property name="EconomicValue" value="1600"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammo762mmBulletHP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundle762mmBulletAP">
	<property name="Extends" value="ammoBundle762mmBulletBall"/>
	<property name="CustomIcon" value="ammo762mmBulletAP"/>
	<property name="EconomicValue" value="1600"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammo762mmBulletAP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundleShotgunShell">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammoShotgunShell"/>
	<property name="EconomicValue" value="1100"/>
	<property name="UnlockedBy" value="perkShotgunMessiahComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammoShotgunShell"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleShotgunSlug">
	<property name="Extends" value="ammoBundleShotgunShell"/>
	<property name="CustomIcon" value="ammoShotgunSlug"/>
	<property name="EconomicValue" value="2000"/>
	<property class="Action0">
		<property name="Create_item" value="ammoShotgunSlug"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleShotgunBreachingSlug">
	<property name="Extends" value="ammoBundleShotgunShell"/>
	<property name="CustomIcon" value="ammoShotgunBreachingSlug"/>
	<property name="EconomicValue" value="2000"/>
	<property class="Action0">
		<property name="Create_item" value="ammoShotgunBreachingSlug"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleBlunderbuss">
	<property name="Extends" value="ammoBundleShotgunShell"/>
	<property name="CustomIcon" value="ammoBlunderbuss"/>
	<property name="EconomicValue" value="500"/>
	<property class="Action0">
		<property name="Create_item" value="ammoBlunderbuss"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundleArrowStone">
	<property name="Extends" value="ammoBundle9mmBulletBall"/>
	<property name="CustomIcon" value="ammoArrowStone"/>
	<property name="EconomicValue" value="240"/>
	<property name="UnlockedBy" value="perkRangersComplete"/>
	<property class="Action0">
		<property name="Create_item" value="ammoArrowStone"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleArrowIron">
	<property name="Extends" value="ammoBundleArrowStone"/>
	<property name="CustomIcon" value="ammoArrowIron"/>
	<property name="EconomicValue" value="500"/>
	<property class="Action0">
		<property name="Create_item" value="ammoArrowIron"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleArrowSteelAP">
	<property name="Extends" value="ammoBundleArrowStone"/>
	<property name="CustomIcon" value="ammoArrowSteelAP"/>
	<property name="EconomicValue" value="1140"/>
	<property class="Action0">
		<property name="Create_item" value="ammoArrowSteelAP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleArrowFlaming">
	<property name="Extends" value="ammoBundleArrowStone"/>
	<property name="CustomIcon" value="ammoArrowFlaming"/>
	<property name="EconomicValue" value="4400"/>
	<property class="Action0">
		<property name="Create_item" value="ammoArrowFlaming"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleArrowExploding">
	<property name="Extends" value="ammoBundleArrowStone"/>
	<property name="CustomIcon" value="ammoArrowExploding"/>
	<property name="EconomicValue" value="4125"/>
	<property class="Action0">
		<property name="Create_item" value="ammoArrowExploding"/>
		<property name="Create_item_count" value="75"/>
	</property>
</item>

<item name="ammoBundleCrossbowBoltStone">
	<property name="Extends" value="ammoBundleArrowStone"/>
	<property name="CustomIcon" value="ammoCrossbowBoltStone"/>
	<property name="EconomicValue" value="240"/>
	<property class="Action0">
		<property name="Create_item" value="ammoCrossbowBoltStone"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleCrossbowBoltIron">
	<property name="Extends" value="ammoBundleCrossbowBoltStone"/>
	<property name="CustomIcon" value="ammoCrossbowBoltIron"/>
	<property name="EconomicValue" value="500"/>
	<property class="Action0">
		<property name="Create_item" value="ammoCrossbowBoltIron"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>
<item name="ammoBundleCrossbowBoltSteelAP">
	<property name="Extends" value="ammoBundleCrossbowBoltStone"/>
	<property name="CustomIcon" value="ammoCrossbowBoltSteelAP"/>
	<property name="EconomicValue" value="1140"/>
	<property class="Action0">
		<property name="Create_item" value="ammoCrossbowBoltSteelAP"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundleCrossbowBoltFlaming">
	<property name="Extends" value="ammoBundleCrossbowBoltStone"/>
	<property name="CustomIcon" value="ammoCrossbowBoltFlaming"/>
	<property name="EconomicValue" value="4400"/>
	<property class="Action0">
		<property name="Create_item" value="ammoCrossbowBoltFlaming"/>
		<property name="Create_item_count" value="100"/>
	</property>
</item>

<item name="ammoBundleCrossbowBoltExploding">
	<property name="Extends" value="ammoBundleCrossbowBoltStone"/>
	<property name="CustomIcon" value="ammoCrossbowBoltExploding"/>
	<property name="EconomicValue" value="6000"/>
	<property class="Action0">
		<property name="Create_item" value="ammoCrossbowBoltExploding"/>
		<property name="Create_item_count" value="75"/>
	</property>
</item>


<item name="resourceRockSmallBundle">
	<property name="CustomIcon" value="resourceRockSmall"/><property name="ItemTypeIcon" value="treasure"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="UnlockedBy" value="perkArtOfMiningPallets"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="5"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Resources"/>
	<property class="Action0">
		<property name="Class" value="OpenBundle"/>
		<property name="Delay" value="0"/>
		<property name="Use_time" value="0"/>
		<property name="Sound_start" value="close_garbage"/>
		<property name="Create_item" value="resourceRockSmall"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourceWoodBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceWood"/>
	<property class="Action0">
		<property name="Create_item" value="resourceWood"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourceIronFragmentBundle"><!-- deprecated -->
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceIronFragment"/>
	<property class="Action0">
		<property name="Create_item" value="resourceIronFragment"/>
		<property name="Create_item_count" value="1200"/>
	</property>
</item>

<item name="resourceScrapIronBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceScrapIron"/>
	<property class="Action0">
		<property name="Create_item" value="resourceScrapIron"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourcePotassiumNitratePowderBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourcePotassiumNitratePowder"/>
	<property class="Action0">
		<property name="Create_item" value="resourcePotassiumNitratePowder"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourceLeadBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceScrapLead"/>
	<property class="Action0">
		<property name="Create_item" value="resourceScrapLead"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourceCoalBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceCoal"/>
	<property class="Action0">
		<property name="Create_item" value="resourceCoal"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="resourceOilShaleBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceOilShale"/>
	<property class="Action0">
		<property name="Create_item" value="resourceOilShale"/>
		<property name="Create_item_count" value="6000"/>
	</property>
</item>

<item name="ammoGasCanBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="ammoGasCan"/>
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property class="Action0">
		<property name="Create_item" value="ammoGasCan"/>
		<property name="Create_item_count" value="10000"/>
	</property>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>

<item name="resourceGunPowderBundle">
	<property name="Extends" value="resourceRockSmallBundle"/>
	<property name="CustomIcon" value="resourceGunPowder"/>
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property class="Action0">
		<property name="Create_item" value="resourceGunPowder"/>
		<property name="Create_item_count" value="1000"/>
	</property>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>


<!-- * * * * * * * * * * explosives / decoys / thrown items * * * * * * * * * * -->

<item name="thrownAmmoPipeBomb"> <!-- T2 demolitions (perk 1) -->
	<property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenade"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="HoldType" value="25"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/PipeBomb/PipeBombPrefab.prefab"/>
	<property name="DropScale" value="2.5"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="20"/>
	<property name="EconomicValue" value="41"/>
	<property name="Weight" value="0"/>
	<property name="Explosion.ParticleIndex" value="12"/>
	<property name="Explosion.RadiusBlocks" value="4"/>
	<property name="Explosion.RadiusEntities" value="4"/>
	<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
	<property name="Explosion.DamageBonus.water" value="0"/>
	<property name="Explosion.BlastPower" value="75"/> <!-- (int,100) how far ragdolls and such are flung -->
	<property name="FuseTime" value="4"/> <!-- End: Needed for  time in sec, max 6 -->
	<property name="StickPercent" value=".4"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,thrownAmmoPipeBombSchematic"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="ActivationTransformToHide" value="Sparks"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<!-- <property name="Hitmask_override" value="Arrow"/> unfortunately this cannot work without a serious rewrite of the hitmask system -->
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="8"/>
		<property name="Throw_strength_max" value="50"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Activate"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="5"/><display_value name="dExDamageBlock" value="5"/>
		<!-- adding 10% damage because it's impossible to place explosives inside an entity where it would do the exact damage -->
		<passive_effect name="EntityDamage" operation="base_set" value="253"/><display_value name="dExDamageEntity" value="230"/>
		<display_value name="dExRadius" value="4"/>
		<display_value name="dFuseTime" value="4"/>
	</effect_group>
</item>

<item name="thrownGrenadeContact"> <!-- T2 demolitions (perk 5) -->
	<property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenadeContact"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="HoldType" value="57"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Grenade/GrenadePrefab.prefab"/>
	<property name="DropScale" value="2.5"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="25"/>
	<property name="EconomicValue" value="41"/>
	<property name="Weight" value="0"/>
	<property name="Explosion.ParticleIndex" value="13"/>
	<property name="Explosion.RadiusBlocks" value="4"/>
	<property name="Explosion.RadiusEntities" value="5"/>
	<property name="Explosion.DamageBonus.earth" value="0"/> <!-- should work? -->
	<property name="Explosion.DamageBonus.water" value="0"/>
	<property name="Explosion.BlastPower" value="75"/> <!-- (int,100) how far ragdolls and such are flung -->
	<property name="FuseTime" value="6"/>
	<property name="FusePrimeOnActivate" value="true"/>
	<property name="ExplodeOnHit" value="true"/>
	<property name="StickPercent" value=".5"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,thrownGrenadeContactSchematic"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="SoundUnholster" value="grenade_unholster"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<!-- <property name="Hitmask_override" value="Arrow"/> unfortunately this cannot work without a serious rewrite of the hitmask system -->
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="8"/>
		<property name="Throw_strength_max" value="50"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="grenade_throw"/>
		<property name="Gravity" value="-5"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Activate"/>
		<property name="Delay" value="1"/>
		<property name="Sound_start" value="grenade_pullpin"/>
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="10"/><display_value name="dExDamageBlock" value="10"/>
		<passive_effect name="EntityDamage" operation="base_set" value="341"/><display_value name="dExDamageEntity" value="310"/>
		<display_value name="dExRadius" value="5"/>


<!--
buffInjuryKnockdown01
buffInjuryKnockdown02
buffShocked

		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled01">
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="4" target_tags="walker" buff="buffInjuryCrippled01">


add knockdown resist to armor

		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="positionAOE" range="4" target_tags="player,zombie,animal" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="positionAOE" range="4" target_tags="player,zombie,animal" buff="buffInjuryKnockdown01">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="GTE" value="2"/>
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="LT" value="5"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="positionAOE" range="4" target_tags="player,zombie,animal" buff="buffInjuryKnockdown02">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="5"/>
		</triggered_effect>


		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="positionAOE" range="4" target_tags="zombie,animal" buff="buffShocked">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="positionAOE" range="4" target_tags="zombie,animal" buff="buffShocked">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="GTE" value="2"/>
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="LT" value="5"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="positionAOE" range="4" target_tags="zombie,animal" buff="buffShocked">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="5"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" target_tags="walker" buff="buffShocked">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="Equals" value="3"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="133"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" target_tags="walker" buff="buffShocked">
			<requirement name="ProgressionLevel" progression_name="perkDemolitionsExpert" operation="GTE" value="4"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="166"/>
		</triggered_effect>
-->



	</effect_group>
</item>

<item name="thrownGrenade"> <!-- T2 demolitions (perk 3) -->
	<property name="Extends" value="thrownGrenadeContact" param1="ExplodeOnHit"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Grenade/GrenadePrefab.prefab"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,thrownGrenadeSchematic"/>
	<property name="DisplayType" value="ammoGrenade"/>
	<property name="FuseTime" value="3"/>
	<property name="StickPercent" value=".3"/>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="10"/><display_value name="dExDamageBlock" value="10"/>
		<passive_effect name="EntityDamage" operation="base_set" value="341"/><display_value name="dExDamageEntity" value="310"/>
		<display_value name="dExRadius" value="5"/>
		<display_value name="dFuseTime" value="3"/>
	</effect_group>
</item>

<item name="thrownTimedCharge"> <!-- T2 demolitions (perk 5) -->
	<property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenadeTimedCharge"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="HoldType" value="62"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/TimedCharge/timedChargePrefab.prefab"/>
	<property name="DropScale" value="1.8"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="10"/>
	<property name="EconomicValue" value="41"/>
	<property name="Weight" value="0"/>
	<property name="Explosion.BlockTags" value="door,safes"/>
	<property name="Explosion.DamageBonus.tags" value="38"/>
	<property name="Explosion.ParticleIndex" value="12"/>
	<property name="Explosion.RadiusBlocks" value=".65"/>
	<property name="Explosion.RadiusEntities" value="1.2"/>
	<property name="Explosion.DamageBonus.stone" value="1"/>
	<property name="Explosion.DamageBonus.metal" value="1"/>
	<property name="Explosion.DamageBonus.earth" value="1"/> <!-- should work? -->
	<property name="Explosion.DamageBonus.wood" value="1"/>
	<property name="Explosion.DamageBonus.water" value="0"/>
	<property name="Explosion.BlastPower" value="75"/> <!-- (int,100) how far ragdolls and such are flung -->
	<property name="FuseStartOnDrop" value="true"/>
	<property name="FuseTime" value="4"/> <!-- End: Needed for  time in sec, max 6 -->
	<property name="StickPercent" value="1"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,bookGreatHeistTimedCharge"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="SoundUnholster" value="charge_unholster"/>
	<property name="SoundStick" value="charge_stick"/>
	<property name="SoundTick" value="charge_beep,.8"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value="1.2"/>
		<property name="Throw_strength_default" value="15"/>
		<property name="Max_strain_time" value="0"/>
		<property name="Sound_start" value="charge_throw"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="110"/><display_value name="dExDamageBlock" value="3000"/>
		<passive_effect name="EntityDamage" operation="base_set" value="800"/><display_value name="dExDamageEntity" value="600"/>
		<display_value name="dExRadius" value="1"/>
		<display_value name="dFuseTime" value="4"/>
	</effect_group>
</item>

<item name="thrownDynamite"> <!-- T2 demolitions (perk 2) -->
	<property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenade"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="HoldType" value="66"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Dynamite/dynamitePrefab.prefab"/>
	<property name="DropScale" value="2.5"/>
	<property name="Material" value="MDynamite"/>
	<property name="Stacknumber" value="10"/>
	<property name="EconomicValue" value="100"/>
	<property name="Weight" value="0"/>
	<property name="ActivationTransformToHide" value="Sparks"/>
	<property name="Explosion.ParticleIndex" value="13"/>
	<property name="Explosion.RadiusBlocks" value="5"/>
	<property name="Explosion.RadiusEntities" value="6"/>
	<!--<property name="Explosion.DamageBonus.stone" value="0"/><property name="Explosion.DamageBonus.metal" value="0"/><property name="Explosion.DamageBonus.earth" value="0"/><property name="Explosion.DamageBonus.cloth" value="5"/><property name="Explosion.DamageBonus.wood" value="0"/><property name="Explosion.DamageBonus.water" value="0"/>-->
	<property name="FuseTime" value="4"/> <!-- End: Needed for  time in sec, max 6 -->
	<property name="StickPercent" value=".2"/>
	<property name="UnlockedBy" value="perkDemolitionsExpert,thrownDynamiteSchematic"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="6"/>
		<property name="Throw_strength_max" value="28"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Activate"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="3000"/><display_value name="dExDamageBlock" value="3000"/>
		<passive_effect name="EntityDamage" operation="base_set" value="550"/><display_value name="dExDamageEntity" value="500"/>
		<display_value name="dExRadius" value="6"/>
		<display_value name="dFuseTime" value="4"/>
	</effect_group>
</item>

<item name="thrownAmmoMolotovCocktail"> <!-- T1 demolitions -->
	<property name="Tags" value="ammo,weapon,attPerception,perkDemolitionsExpert"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenadeFire"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="HoldType" value="54"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Molotov/molotovPrefab.prefab"/>
	<property name="DropScale" value="2.1"/>
	<property name="Material" value="Morganic"/>
	<property name="ThrowableDecoy" value="true"/>
	<property name="Weight" value="0"/>
	<property name="FuelValue" value="60"/>
	<property name="Stacknumber" value="20"/>
	<property name="LightValue" value=".35"/>
	<property name="LightSource" value="lightSource"/>
	<property name="ActivateObject" value="lightSource"/>
	<property name="AlwaysActive" value="true"/>
	<property name="Explosion.ParticleIndex" value="10"/>
	<property name="Explosion.RadiusBlocks" value="1"/>
	<property name="Explosion.RadiusEntities" value="1"/>
	<property name="Explosion.BlastPower" value="35"/>
	<property name="Explosion.DamageBonus.stone" value=".1"/>
	<property name="Explosion.DamageBonus.metal" value="0"/>
	<property name="Explosion.DamageBonus.earth" value="0"/>
	<property name="Explosion.DamageBonus.water" value="0"/>
	<property name="Explosion.DamageBonus.wood" value="6"/>
	<property name="FuseTime" value="20000"/> <!-- theoretically redundant but I don't want to experiment on this -->
	<property name="ExplodeOnHit" value="true"/>
	<property name="StickPercent" value=".5"/>
	<property name="EconomicValue" value="41"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<!-- <property name="Hitmask_override" value="Arrow"/> unfortunately this cannot work without a serious rewrite of the hitmask system -->
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Explosion.ParticleIndex" value="7"/>
		<property name="Throw_strength_default" value="20"/>
		<property name="Throw_strength_max" value="50"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<!-- <property class="Action1">
		<property name="Class" value="Activate"/>
		<property name="Delay" value="1"/>
	</property> -->

	<effect_group tiered="false">
		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="2.7" cvar="buffBurningMolotovDuration" operation="set" value="16">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="Equals" value="0"/></triggered_effect>
		<triggered_effect trigger="onProjectileImpact" action="ModifyCVar" target="positionAOE" range="2.7" cvar="buffBurningMolotovDuration" operation="set" value="17">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacMolotov" operation="NotEquals" value="0"/></triggered_effect>
		<triggered_effect trigger="onProjectileImpact" action="AddBuff" target="positionAOE" range="2.7" buff="buffBurningMolotov"/>

		<passive_effect name="BlockDamage" operation="base_set" value="5"/><display_value name="dExDamageBlock" value="5"/>
		<display_value name="dExDamageFire" value="250"/>
		<passive_effect name="EntityDamage" operation="base_set" value="5"/><display_value name="dExDamageEntity" value="5"/>
		<display_value name="dExRadius" value="3"/>
		<display_value name="dDuration" value="16"/>
	</effect_group>
</item>

<item name="thrownAmmoFlare">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="thrownAmmoPipeBomb"/>
	<property name="Class" value="ItemClassTimeBomb"/>
	<property name="ItemTypeIcon" value="explosion"/>
	<property name="DisplayType" value="ammoGrenade"/>
	<property name="HoldType" value="25"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/PipeBomb/PipeBombPrefab.prefab"/>
	<property name="DropScale" value="2.5"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="40"/> <!-- STK explosives -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Weight" value="0"/>
	<property name="Explosion.ParticleIndex" value="1"/>
	<property name="Explosion.RadiusBlocks" value="1"/>
	<property name="Explosion.RadiusEntities" value="1"/>
	<property name="FuseTime" value="4"/> <!-- End: Needed for  time in sec, max 6 -->
	<property name="StickPercent" value=".3"/>
	<property name="ThrowableDecoy" value="true"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="8"/>
		<property name="Throw_strength_max" value="30"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="Activate"/>
		<property name="Delay" value="1"/> <!-- obsolete if rounds per minute exists -->
	</property>
	<effect_group tiered="false">
		<passive_effect name="BlockDamage" operation="base_set" value="1"/><display_value name="dExDamageBlock" value="1"/>
		<passive_effect name="EntityDamage" operation="base_set" value="1"/><display_value name="dExDamageEntity" value="1"/>
		<display_value name="dExRadius" value="1"/>
	</effect_group>
</item>

<item name="ammoDartIron">
	<property name="Extends" value="ammoArrowIron" param1="HandMeshfile"/>
	<property name="Meshfile" value="Entities/Electrical/steel_dartPrefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Stacknumber" value="500"/> <!-- STK ammo -->
	<property name="EconomicValue" value="34"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="DisplayType" value="ammoDart"/>
	<property class="Action1">
		<property name="Velocity" value="55"/>
		<property name="Gravity" value="-4"/>
		<property name="LifeTime" value="2"/>
	</property>
	<property class="Attributes">
		<property name="EntityDamage" value="22,45"/>
		<property name="BlockDamage" value="3,8"/>
		<!-- <property name="ApplyBuff" value=".3,.3" param1="buffArrowCriticalBleedout"/> -->
	</property>
	<effect_group name="ammoDartIron" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="45"/>
		<passive_effect name="BlockDamage" operation="base_set" value="2"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth,stone"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="55"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * parts for assembled weapons, tools, and vehicles * * * * * * * * * * -->

<item name="partsMaster">
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/> <!-- 1 resourceRepairKit is worth 2000 -->
	<property name="Stacknumber" value="50"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="EconomicValue" value="750"/>
	<!-- <property name="PickupJournalEntry" value="gunAssemblyTip"/> -->
	<property name="Group" value="Resources"/>
	<!-- NOPE <property name="RepairExpMultiplier" value="10"/>
	<property name="CraftingIngredientExp" value="80"/>-->
</item>

<item name="gunAk47Parts">
	<property name="Extends" value="partsMaster"/>
	<property name="ItemTypeIcon" value="gunsmithing"/>
	<property name="DescriptionKey" value="gunPartsGroupDesc"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="EconomicValue" value="150"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="50"/>
</item>

<item name="gunPistolParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MHandGunParts"/>
</item>

<item name="gunHuntingRifleParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MRifleParts"/>
</item>

<item name="gunDoubleBarrelShotgunParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MShotgunParts"/>
</item>

<item name="gunBowWoodenParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MBowCrossbowParts"/>
</item>

<item name="gunRocketLauncherParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MRocketLauncherParts"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="gunJunkTurretParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MJunkTurretParts"/>
</item>

<item name="meleeStunBatonParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeStunBatonParts"/>
</item>

<item name="meleeKnucklesSteelParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeKnucklesSteelParts"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeToolKnifeMacheteParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeToolKnifeMachete"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeThrownSpearSteelParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeThrownSpearSteel"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeClubBaseballBatParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeClubBaseballBat"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeToolSledgehammerSteelParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeToolSledgehammerSteel"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeToolAllSteelParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MmeleeToolAllSteel"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="armorMilitarySetParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MarmorMilitarySet"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="armorSteelSetParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MarmorSteelSet"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="meleeToolChainsawParts">
	<property name="Extends" value="gunAk47Parts"/>
	<property name="Material" value="MMotorToolParts"/>
	<property name="EconomicValue" value="200"/>
</item>

<item name="vehicleWheels">
	<property name="Extends" value="partsMaster"/>
	<property name="DescriptionKey" value="vehiclePartsGroupDesc"/>
	<property name="EconomicValue" value="300"/>
	<property name="Weight" value="50"/>
	<property name="Group" value="Science"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleAnySchematic"/>
</item>

<!-- parts are 30% of the vehicle so you get a discount building your own-->
<item name="vehicleMinibikeChassis">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="1800"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleMinibikeChassisSchematic"/>
</item>

<item name="vehicleMinibikeHandlebars">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="1800"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleMinibikeHandlebarsSchematic"/>
</item>

<item name="vehicleMinibikePlaceable">
	<property name="Tags" value="vehicle"/>
	<property name="DescriptionKey" value="vehiclePlaceableGroupDesc"/>
	<property name="HoldType" value="7"/>
	<property name="HoldingItemHidden" value="true"/>
	<property name="Meshfile" value="#Entities/Vehicles?minibike_Prefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="1"/>
	<property name="EconomicValue" value="6000"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Science"/>
	<property class="Action1">
		<property name="Class" value="SpawnVehicle"/>
		<property name="Vehicle" value="vehicleMinibike"/>
	</property>
	<effect_group name="vehicleMinibikePlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="DegradationMax" operation="base_set" value="3000"/>
	</effect_group>
</item>

<item name="vehicleBicycleChassis">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="750"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleBicycleChassisSchematic"/>
</item>

<item name="vehicleBicycleHandlebars">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="750"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleBicycleHandlebarsSchematic"/>
</item>

<item name="vehicleBicyclePlaceable">
	<property name="Extends" value="vehicleMinibikePlaceable"/>
	<property name="DescriptionKey" value="vehiclePlaceableBicycleDesc"/>

	<property name="Meshfile" value="#Entities/Vehicles?bicycle_Prefab.prefab"/>
	<property name="EconomicValue" value="2500"/>
	<property class="Action1">
		<property name="Vehicle" value="vehicleBicycle"/>
	</property>
	<effect_group name="vehicleBicyclePlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1500"/>
	</effect_group>
</item>

<item name="vehicleMotorcycleChassis">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="3000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleMotorcycleChassisSchematic"/>
</item>

<item name="vehicleMotorcycleHandlebars">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="3000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleMotorcycleHandlebarsSchematic"/>
</item>

<item name="vehicleMotorcyclePlaceable">
	<property name="Extends" value="vehicleMinibikePlaceable"/>
	<property name="Meshfile" value="#Entities/Vehicles?motorcycle_Prefab.prefab"/>
	<property name="EconomicValue" value="10000"/>
	<property class="Action1">
		<property name="Vehicle" value="vehicleMotorcycle"/>
		<property name="VehicleSize" value="1.3, 1.9, 3"/>
	</property>
	<effect_group name="vehicleMotorcyclePlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="DegradationMax" operation="base_set" value="6000"/>
	</effect_group>
</item>

<item name="vehicle4x4TruckChassis">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="9000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicle4x4TruckChassisSchematic"/>
</item>

<item name="vehicle4x4TruckAccessories">
	<property name="Extends" value="vehicleBicycleHandlebars"/>
	<property name="EconomicValue" value="9000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicle4x4TruckAccessoriesSchematic"/>
</item>

<item name="vehicle4x4TruckPlaceable">
	<property name="Extends" value="vehicleMinibikePlaceable"/>
	<property name="Meshfile" value="#Entities/Vehicles?jeep_Prefab.prefab"/>
	<property name="EconomicValue" value="30000"/>
	<property class="Action1">
		<property name="Vehicle" value="vehicle4x4Truck"/>
		<property name="VehicleSize" value="2.5, 2.1, 5"/>
	</property>
	<effect_group name="vehicle4x4TruckPlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="DegradationMax" operation="base_set" value="7500"/>
	</effect_group>
</item>

<item name="vehicleGyroCopterChassis">
	<property name="Extends" value="vehicleWheels"/>
	<property name="EconomicValue" value="15000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleGyroCopterChassisSchematic"/>
</item>

<item name="vehicleGyroCopterAccessories">
	<property name="Extends" value="vehicleBicycleHandlebars"/>
	<property name="EconomicValue" value="15000"/>
	<property name="UnlockedBy" value="perkGreaseMonkey,vehicleGyroCopterAccessoriesSchematic"/>
</item>

<item name="vehicleGyrocopterPlaceable">
	<property name="Extends" value="vehicleMinibikePlaceable"/>
	<property name="Meshfile" value="#Entities/Vehicles?gyrocopter_Prefab.prefab"/>
	<property name="EconomicValue" value="50000"/>
	<property class="Action1">
		<property name="Vehicle" value="vehicleGyrocopter"/>
		<property name="VehicleSize" value="2.5, 2.5, 5.5"/>
	</property>
	<effect_group name="vehicleGyrocopterPlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="DegradationMax" operation="base_set" value="3000"/>
	</effect_group>
</item>

<!--
<item name="vehicleHelicopterPlaceable">
	<property name="Extends" value="vehicleMinibikePlaceable"/>

	<property name="Meshfile" value="#Entities/Vehicles?gyrocopter_Prefab.prefab"/>
	<property name="EconomicValue" value="220000"/>
	<property class="Action1">
		<property name="Vehicle" value="vehicleHelicopter"/>
		<property name="VehicleSize" value="2.5, 2.5, 5.5"/>
	</property>
	<effect_group name="vehicleHelicopterPlaceable" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="DegradationMax" operation="base_set" value="4500"/>
	</effect_group>
</item>
-->

<!-- * * * * * * * * * * Armor (Physical Resist) * * * * * * * * * * -->

<!-- Padded Armor -->
<item name="armorClothMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorClothHat"/>
	<property name="DisplayType" value="armorLight"/>
	<property name="Material" value="Mcloth"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorClothGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="75"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorClothHat">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="7.8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_cloth_hood"/>
		<property name="Overlay0" value="armor_cloth_hood"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="inner"/>
		<property name="Mask1" value="Head" param1="outer"/>
	</property>
</item>

<item name="armorSantaHat">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon,DescriptionKey"/>
	<property name="Tags" value="head,armor,armorHead,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<property name="DisplayType" value="armorLightTempResist"/>

	<effect_group>
		<passive_effect name="HypothermalResist" operation="base_add" value="21.5,25.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="6.6,9"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".092,.114" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="gear_santa_hat"/>
		<property name="Overlay0" value="gear_santa_hat"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
</item>

<item name="armorClothJacket">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
		<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="7.8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_cloth_chest"/>
		<property name="Overlay0" value="armor_cloth_chest"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorClothGloves">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="7.8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_cloth_hands"/>
		<property name="Overlay0" value="armor_cloth_hands"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorClothPants">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="7.8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_cloth_legs"/>
		<property name="Overlay0" value="armor_cloth_legs"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorClothBoots">
	<property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="7.8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_cloth_feet"/>
		<property name="Overlay0" value="armor_cloth_feet"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<!-- Leather Armor -->
<item name="armorLeatherMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorLeatherHood"/>
	<property name="DisplayType" value="armorLight"/>
	<property name="Material" value="Mleather"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorLeatherGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="250"/>
	<property name="UnlockedBy" value="perkLightArmor,armorLeatherSetSchematic"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorLeatherHood">
	<property name="Extends" value="armorLeatherMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.1,11"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_hood"/>
		<property name="Overlay0" value="armor_leather_hood"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="inner"/>
		<property name="Mask1" value="Head" param1="outer"/>
	</property>
</item>

<item name="armorLeatherChest">
	<property name="Extends" value="armorLeatherMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.1,11"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>

		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_chest"/>
		<property name="Overlay0" value="armor_leather_chest"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorLeatherGloves"> <!-- item name directly referenced in the code -->
	<property name="Extends" value="armorLeatherMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
		<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.1,11"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>

		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_gloves"/>
		<property name="Overlay0" value="armor_leather_gloves"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorLeatherPants">
	<property name="Extends" value="armorLeatherMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
		<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.1,11"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>

		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_pants"/>
		<property name="Overlay0" value="armor_leather_pants"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorLeatherBoots">
	<property name="Extends" value="armorLeatherMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.1,11"/>
		<passive_effect name="DegradationMax" operation="base_set" value="225,450" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>

		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>

		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_feet"/>
		<property name="Overlay0" value="armor_leather_boots"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<!-- Military Armor -->
<item name="armorMilitaryMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorMilitaryHelmet"/>
	<property name="DisplayType" value="armorLight"/>
	<property name="Material" value="MarmorMilitarySet"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorMilitaryGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="12.8"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="armorMilitarySetSchematic"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorMilitaryHelmet">
	<property name="Extends" value="armorMilitaryMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="gear_kevlar_helmet"/>
		<property name="Overlay0" value="gear_kevlar_helmet"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="ShowAltHair" value="true"/>
	</property>
</item>

<item name="armorMilitaryVest">
	<property name="Extends" value="armorMilitaryMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_kevlar_vest"/>
		<property name="Overlay0" value="armor_kevlar_vest"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorMilitaryGloves">
	<property name="Extends" value="armorMilitaryMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_kevlar_gloves"/>
		<property name="Overlay0" value="armor_kevlar_gloves"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorMilitaryLegs">
	<property name="Extends" value="armorMilitaryMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_kevlar_legarmor"/>
		<property name="Overlay0" value="armor_kevlar_legarmor"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorMilitaryBoots">
	<property name="Extends" value="armorMilitaryMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_kevlar_boots"/>
		<property name="Overlay0" value="armor_kevlar_boots"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<item name="armorMilitaryStealthBoots">
	<property name="Extends" value="armorMilitaryBoots" param1="DescriptionKey"/>
	<property name="CustomIcon" value="armorMilitaryBoots"/>
	<property name="UnlockedBy" value="perkUrbanCombatLanding"/>
	<property name="DisplayType" value="armorLightStealth"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="600,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
</item>

<!-- Scrap Iron Armor -->
<item name="armorScrapMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorScrapHelmet"/>
	<property name="DisplayType" value="armorHeavy"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorHeavyGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="250"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorScrapHelmet">
	<property name="Extends" value="armorScrapMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.4"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="head,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".1175" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_scrapmetal_helmet"/>
		<property name="Overlay0" value="armor_scrapmetal_helmet"/>
		<property name="Layer" value="middle"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask1" value="Head" param1="inner"/>
		<property name="Mask3" value="Face" param1="inner"/>
		<property name="Mask4" value="Face" param1="middle"/>
		<property name="Mask5" value="Face" param1="outer"/>
		<property name="Mask7" value="Eyes" param1="inner"/>
		<property name="Mask8" value="Eyes" param1="middle"/>
		<property name="Mask9" value="Eyes" param1="outer"/>
	</property>

</item>

<item name="armorScrapChest">
	<property name="Extends" value="armorScrapMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.4"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".1175" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_scrap_metal_chest"/>
		<property name="Overlay0" value="scrap_metal_armor"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorScrapGloves">
	<property name="Extends" value="armorScrapMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.4"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".1175" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_scrap_metal_hands"/>
		<property name="Overlay0" value="scrap_metal_armor"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorScrapLegs">
	<property name="Extends" value="armorScrapMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.4"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".1175" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_scrap_metal_legs"/>
		<property name="Overlay0" value="scrap_metal_armor"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorScrapBoots">
	<property name="Extends" value="armorScrapMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.4"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="350,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".1175" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_scrap_metal_feet"/>
		<property name="Overlay0" value="armor_scrap_metal_feet"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<!-- Iron Armor (formerly Bandit Armor) -->
<item name="armorIronMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorIronHelmet"/>
	<property name="DisplayType" value="armorHeavy"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorHeavyGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkHeavyArmor,armorIronSetSchematic"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorIronHelmet">
	<property name="Extends" value="armorIronMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="toxic"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.3,14"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="head,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_heavy_bandit_gasmask"/>
		<property name="Overlay0" value="bandit_armor"/>
		<property name="Layer" value="middle"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask1" value="Head" param1="inner"/>
		<property name="Mask3" value="Face" param1="inner"/>
		<property name="Mask4" value="Face" param1="middle"/>
		<property name="Mask5" value="Face" param1="outer"/>
		<property name="Mask7" value="Eyes" param1="inner"/>
		<property name="Mask8" value="Eyes" param1="middle"/>
		<property name="Mask9" value="Eyes" param1="outer"/>
	</property>
</item>

<item name="armorIronChest">
	<property name="Extends" value="armorIronMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.3,14"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="male_armor_heavy_bandit_chest"/>
		<property name="Overlay0" value="bandit_armor"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorIronGloves">
	<property name="Extends" value="armorIronMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.3,14"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_heavy_bandit_gloves"/>
		<property name="Overlay0" value="bandit_armor"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorIronLegs">
	<property name="Extends" value="armorIronMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.3,14"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_heavy_bandit_legarmor"/>
		<property name="Overlay0" value="bandit_armor"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorIronBoots">
	<property name="Extends" value="armorIronMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="10.3,14"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="armor_heavy_bandit_feet"/>
		<property name="Overlay0" value="bandit_armor"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<!-- Steel Armor (formerly Iron Armor) -->
<item name="armorSteelMaster">
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="armorSteelHelmet"/>
	<property name="DisplayType" value="armorHeavy"/>
	<property name="Material" value="MarmorSteelSet"/> <property name="Weight" value="4"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorSteelGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="1000"/>
	<property name="UnlockedBy" value="armorSteelSetSchematic"/>
	<property name="ShowQuality" value="true"/>
</item>

<item name="armorSteelHelmet">
	<property name="Extends" value="armorSteelMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,armor,armorHead,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Head"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="head,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_iron_helmet"/>
		<property name="Overlay0" value="armor_iron_helmet"/>
		<property name="Layer" value="middle"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask1" value="Head" param1="inner"/>
		<property name="Mask3" value="Face" param1="inner"/>
		<property name="Mask4" value="Face" param1="middle"/>
		<property name="Mask5" value="Face" param1="outer"/>
		<property name="Mask7" value="Eyes" param1="inner"/>
		<property name="Mask8" value="Eyes" param1="middle"/>
		<property name="Mask9" value="Eyes" param1="outer"/>
	</property>
</item>

<item name="armorSteelChest"> <!-- item name directly referenced in the code -->
	<property name="Extends" value="armorSteelMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Chest"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_iron_chest"/>
		<property name="Overlay0" value="armor_iron_chest"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="ChestArmor"/>
	</property>
</item>

<item name="armorSteelGloves">
	<property name="Extends" value="armorSteelMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Hands"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="upperbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_iron_gloves"/>
		<property name="Overlay0" value="armor_iron_gloves"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Gloves"/>
	</property>
</item>

<item name="armorSteelLegs"> <!-- item name directly referenced in the code -->
	<property name="Extends" value="armorSteelMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,armor,armorLegs,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Legs"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_iron_pants"/>
		<property name="Overlay0" value="armor_iron_pants"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="LegArmor"/>
	</property>
</item>

<item name="armorSteelBoots">
	<property name="Extends" value="armorSteelMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,armor,armorFeet,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="EquipSlot" value="Feet"/>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="lowerbody,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="armor_iron_boots"/>
		<property name="Overlay0" value="armor_iron_boots"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Footwear"/>
	</property>
</item>

<item name="armorMiningHelmet">
	<property name="Tags" value="head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="DisplayType" value="armorLight"/>
	<property name="Waterproof" value=".15"/>
	<property name="UnlockedBy" value="perkArtOfMiningLantern"/>
	<!-- <property name="Class" value="ItemClassToggle"/> -->
	<property name="Material" value="Mplastics"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="500"/>
	<property name="Degradation" value="250" param1="true"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value=".01"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Head"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Clothing"/>
	<property name="LightValue" value=".7"/>
	<effect_group name="leather w scrap AR">
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.8,12"/>
		<passive_effect name="DegradationMax" operation="base_set" value="250,500" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>

		<!--
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLight" prefab="Entities/Lighting/miningHelmetLightSource" parentTransform="Spotlight" localPos="0,0,0" localRot="90,0,0"/>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightCam" prefab="Entities/Lighting/miningHelmetLightSource" parentTransform="CameraNode" localPos="0,0,0" localRot="-90,0,0"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLight"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightCam"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLight" active="@!.IsFPV"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightCam" active="@.IsFPV"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLight" active="false"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightCam" active="false"/>
		-->
	</effect_group>

	<property class="UMA">
		<property name="Mesh" value="gear_mining_helmet"/>
		<property name="Overlay0" value="gear_mining_helmet"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="ShowAltHair" value="true"/>
	</property>
</item>

<item name="armorFirefightersHelmet">
	<property name="Extends" value="armorMiningHelmet"/>
	<property name="CustomIcon" value="armorMiningHelmet"/> <property name="CustomIconTint" value="172,33,50"/>
	<property name="UMA.Overlay0Tint" value="172,33,50"/>
	<property name="Tags" value="head,armor,armorHead,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="DisplayType" value="armorHeavyHeatResist"/>
	<property name="Waterproof" value=".15"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="Weight" value="60"/>
	<property name="EconomicValue" value="1200"/>
	<property name="Degradation" value="250" param1="true"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value=".01"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Head"/>
	<property name="UnlockedBy" value="perkFiremansAlmanacEquipment"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Clothing"/>
	<property name="LightValue" value=".7"/>
	<effect_group name="iron">
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.3,14"/>
		<passive_effect name="HealthLoss" operation="perc_add" value="-0.05">
			<requirement name="ProgressionLevel" progression_name="perkFiremansAlmanacEquipment" operation="Equals" value="1"/>
		</passive_effect>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="head,heat,electrical"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="15"/>
		<passive_effect name="DegradationMax" operation="base_set" value="400,800" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".12,.148" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Mesh" value="gear_mining_helmet"/>
		<property name="Overlay0" value="gear_mining_helmet"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="ShowAltHair" value="true"/>
	</property>
</item>

<item name="armorSwatHelmet">
	<property name="Tags" value="head,armor,armorHead,heavyArmor,heavyArmorPenalty,canHaveCosmetic,heavyArmorDeg"/>
	<property name="DisplayType" value="armorHeavy"/>
	<property name="Waterproof" value=".15"/>
	<property name="Material" value="Mmetal"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="120"/>
	<property name="EconomicValue" value="1000"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="armorHeavyGroupDesc"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Clothing"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<effect_group name="steel">
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="11.8,16"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="-1" tags="head,heat,electrical"/>
		<passive_effect name="DegradationMax" operation="base_set" value="500,1000" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.06"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.045" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.09" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.9"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".2"/><display_value name="dNoiseMultiplier" value=".2"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".135,.167" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property name="EquipSlot" value="Head"/>
	<property class="UMA">
		<property name="Mesh" value="gear_swat_helmet"/>
		<property name="Overlay0" value="gear_swat_helmet"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="ShowAltHair" value="true"/>
	</property>
</item>

<item name="armorFootballHelmet">
	<property name="Tags" value="head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg"/>
	<property name="DisplayType" value="armorLight"/>
	<property name="Waterproof" value=".15"/>
	<property name="Material" value="Mplastics"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="400"/>
	<property name="Encumbrance" value="0"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Clothing"/>
	<property name="DescriptionKey" value="armorFootballHelmetDesc"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<effect_group name="leather w scrap AR">
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="8.8,12"/>
		<passive_effect name="DegradationMax" operation="base_set" value="250,500" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".109,.135" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".03" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
	<property name="EquipSlot" value="Head"/>
	<property class="UMA">
		<property name="Mesh" value="gear_football_helmet"/>
		<property name="Overlay0" value="gear_football_helmet"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="inner"/>
		<property name="ShowAltHair" value="false"/>
	</property>
</item>

<item name="armorFootballHelmetZU">
	<property name="Extends" value="armorFootballHelmet"/>
	<property name="CustomIcon" value="armorFootballHelmet"/> <property name="CustomIconTint" value="107,12,12"/>
	<effect_group name="military">
		<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="9.6,13"/>
		<passive_effect name="DegradationMax" operation="base_set" value="300,700" tier="1,6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1"/>

		<passive_effect name="Mobility" operation="perc_add" value="-.04"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0281" tags="walking"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value="-.0562" tags="running"/>
		<display_value name="dStaminaChangeOT" value="-.562"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".126,.156" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".04" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInjuryBleeding"/>
	</effect_group>
	<property class="UMA">
		<property name="Overlay0Tint" value="107,12,12"/>
	</property>
</item>

<!-- * * * * * * * * * * Clothing / Apparel (Elemental Resist) * * * * * * * * * * -->

<item name="apparelPlantFiberMaster"> <!-- armorMasterPlantFiberClothes -->
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="apparelPlantFiberPants"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Encumbrance" value=".01"/>
	<property name="Material" value="Mplants"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="6"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelPlantFiberGroupDesc"/>
	<property name="Group" value="Clothing"/>
</item>

<item name="apparelPlantFiberPants">
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="legs,clothing,pocketMod,canHaveCosmetic"/> <!-- clothing = dyeable -->
	<property name="EquipSlot" value="Legs"/>
	<property class="UMA">
		<property name="Mesh" value="plant_fiber_pants"/>
		<property name="Overlay0" value="fiberCloth_legs"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelPlantFiberShirt"> <!-- plantFiberClothes -->
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="plant_fiber_shirt"/>
		<property name="Overlay0" value="fiberCloth_chest"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelPlantFiberHood"> <!-- plantFiberClothes -->
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Head"/>
	<property class="UMA">
		<property name="Mesh" value="armor_leather_hood"/>
		<property name="Overlay0" value="plant_fiber_hood"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="inner"/>
		<property name="Mask1" value="Head" param1="outer"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelPlantFiberShoes"> <!-- plantFiberClothes -->
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="feet,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Feet"/>
	<property class="UMA">
		<property name="Mesh" value="plant_fiber_shoes"/>
		<property name="Overlay0" value="fiberCloth_shoes"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Footwear"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
	</effect_group>
</item>

<item name="apparelPlantFiberGloves"> <!-- plantFiberClothes -->
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="hands,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Hands"/>
	<property class="UMA">
		<property name="Mesh" value="plant_fiber_gloves"/>
		<property name="Overlay0" value="fiberCloth_gloves"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Gloves"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
	</effect_group>
</item>

<item name="apparelPlantFiberHat"> <!-- plantFiberClothes -->
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="CustomIcon" value="apparelCowboyHat"/>
	<property name="CustomIconTint" value="227,206,164"/>
	<property name="EquipSlot" value="Head"/>
	<property class="UMA">
		<property name="Mesh" value="gear_cowboyhat"/>
		<property name="Overlay0" value="gear_cowboyhat"/>
		<property name="Overlay0Tint" value="227,206,164"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="5.5,8.5"/>
	</effect_group>
</item>

<item name="apparelGhillieSuitHood">
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Head"/>
	<property name="DisplayType" value="clothingGhillieHood"/>
	<property name="DescriptionKey" value="apparelGhillieSuitGroupDesc"/>
	<property class="UMA">
		<property name="Mesh" value="ghillie_suit_hat"/>
		<property name="Overlay0" value="ghillie_suit"/>
		<property name="Overlay0Tint" value="105,110,83"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1,3.5"/>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.07"><requirement name="!IsIndoors"/></passive_effect>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.05"><requirement name="IsIndoors"/></passive_effect>
		<display_value name="dLightMultiplier" value="-.07"/>
	</effect_group>



<!--
perkFromTheShadows:
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
			<passive_effect name="LightMultiplier" operation="perc_subtract" level="1,5" value=".15,.75">
				<requirement name="CVarCompare" cvar="_lightlevel" operation="LTE" value="50"/>
			</passive_effect>
			<passive_effect name="NoiseMultiplier" operation="perc_subtract" level="1,5" value=".1,.5"/>
			<passive_effect name="CrouchSpeed" operation="perc_add" level="1,5" value=".2,.5"/>
perkNightStalkerSilentNight
		<effect_group>
			<requirement name="IsNight"/>
			<requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/>
				<passive_effect name="LightMultiplier" operation="perc_subtract" level="1" value=".05"/>
				<passive_effect name="NoiseMultiplier" operation="perc_subtract" level="1" value=".05"/>
		</effect_group>
-->

</item>

<item name="apparelGhillieSuitPants">
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property name="Tags" value="legs,clothing,pocketMod,canHaveCosmetic"/> <!-- clothing = dyeable -->
	<property name="EquipSlot" value="Legs"/>
	<property name="DisplayType" value="clothingGhillie"/>
	<property name="DescriptionKey" value="apparelGhillieSuitGroupDesc"/>
	<property class="UMA">
		<property name="Mesh" value="ghillie_suit_pants"/>
		<property name="Overlay0" value="ghillie_suit"/>
		<property name="Overlay0Tint" value="105,110,83"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1,3.5"/>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.07"><requirement name="!IsIndoors"/></passive_effect>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.05"><requirement name="IsIndoors"/></passive_effect>
		<display_value name="dLightMultiplier" value="-.07"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value="-.05"/><display_value name="dNoiseMultiplier" value="-.05"/>
	</effect_group>
</item>

<item name="apparelGhillieSuitJacket">
	<property name="Extends" value="apparelPlantFiberMaster" param1="CustomIcon"/>
	<property name="UnlockedBy" value="perkSniperComplete"/>
	<property name="Tags" value="chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="EquipSlot" value="Chest"/>
	<property name="DisplayType" value="clothingGhillie"/>
	<property name="DescriptionKey" value="apparelGhillieSuitGroupDesc"/>
	<property class="UMA">
		<property name="Mesh" value="ghillie_suit_shirt"/>
		<property name="Overlay0" value="ghillie_suit"/>
		<property name="Overlay0Tint" value="105,110,83"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Jacket"/>
		<property name="Mask0" value="hands" param1="outer"/>
		<property name="Mask1" value="chest" param1="middle"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1,5"/>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.07"><requirement name="!IsIndoors"/></passive_effect>
		<passive_effect name="LightMultiplier" operation="perc_add" value="-.05"><requirement name="IsIndoors"/></passive_effect>
		<display_value name="dLightMultiplier" value="-.07"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value="-.05"/><display_value name="dNoiseMultiplier" value="-.05"/>
	</effect_group>
</item>

<item name="apparelHazmatMaster"> <!-- armorMasterHazMatSuit (clothing) -->
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="apparelHazmatBoots"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Encumbrance" value=".03"/>
	<property name="Material" value="MmilitaryFiber"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="400"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelHazmatGroupDesc"/>
	<property name="Group" value="Clothing"/>
</item>

<item name="apparelHazmatBoots">
	<property name="Extends" value="apparelHazmatMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Feet"/>
	<property class="UMA">
		<property name="Mesh" value="armor_hazmat_feet"/>
		<property name="Overlay0" value="armor_hazmat_boots"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="lowerbody,feet,radiation,toxic" match_all_tags="true"/>
	</effect_group>
</item>

<item name="apparelHazmatPants">
	<property name="Extends" value="apparelHazmatMaster" param1="CustomIcon"/>
	<property name="Tags" value="lowerbody,legs,clothing,pocketMod,canHaveCosmetic"/>
	<property name="EquipSlot" value="Legs"/>
	<property class="UMA">
		<property name="Mesh" value="armor_hazmat_legs"/>
		<property name="Mask0" value="legs" param1="middle"/>
		<property name="Overlay0" value="armor_hazmat_pants"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="lowerbody,legs,radiation,toxic" match_all_tags="true"/>
	</effect_group>
</item>

<item name="apparelHazmatJacket">
	<property name="Extends" value="apparelHazmatMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="armor_hazmat_chest"/>
		<property name="Overlay0" value="armor_hazmat_chest"/>
		<property name="Layer" value="3"/>
		<property name="Mask0" value="chest" param1="middle"/>
		<property name="Mask2" value="chest" param1="inner"/>
		<property name="UISlot" value="Jacket"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="upperbody,chest,radiation,toxic" match_all_tags="true"/>
	</effect_group>
</item>

<item name="apparelHazmatGloves">
	<property name="Extends" value="apparelHazmatMaster" param1="CustomIcon"/>
	<property name="Tags" value="upperbody,hands,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Hands"/>
	<property class="UMA">
		<property name="Mesh" value="armor_hazmat_hands"/>
		<property name="Overlay0" value="armor_hazmat_gloves"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Gloves"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="10" tags="upperbody,hands,radiation,toxic" match_all_tags="true"/>
	</effect_group>
</item>

<item name="apparelHazmatMask">
	<property name="Extends" value="apparelHazmatMaster" param1="CustomIcon"/>
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="EquipSlot" value="Head"/>
	<property class="UMA">
		<property name="Mesh" value="armor_hazmat_head"/>
		<property name="Overlay0" value="armor_hazmat_hood"/>
		<property name="Layer" value="middle"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask1" value="Head" param1="inner"/>
		<property name="Mask3" value="Face" param1="inner"/>
		<property name="Mask4" value="Face" param1="middle"/>
		<property name="Mask5" value="Face" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="6" tags="head,radiation" match_all_tags="true"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="15" tags="head,toxic" match_all_tags="true"/>
	</effect_group>
</item>

<item name="apparelCowboyHat"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="armor"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadDesertWear"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".15"/>
	<property name="Encumbrance" value=".01"/>
	<property name="Material" value="Mleather"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="10"/> <!-- weight because loot only -->
	<property name="FuelValue" value="16"/>
	<property name="EconomicValue" value="220"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Head"/>
	<property name="DescriptionKey" value="apparelCowboyHatGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property class="UMA">
		<property name="Mesh" value="gear_cowboyhat"/>
		<property name="Overlay0" value="gear_cowboyhat"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="10.5,14.3"/>

		<passive_effect name="PhysicalDamageResist" operation="base_add" value="6.6,9"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".092,.114" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
</item>

<item name="apparelBallCap">
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".05"/>
	<property name="Material" value="Mcloth"/>
	<property name="FuelValue" value="3"/>
	<property name="Weight" value="15"/>
	<property name="EconomicValue" value="40"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value=".01"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Head"/>
	<property name="UnlockedBy" value="perkBatterUpGear"/>
	<property name="DescriptionKey" value="apparelClothGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property class="UMA">
		<property name="Mesh" value="gear_ballcap"/>
		<property name="Overlay0" value="gear_ballcap"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
		<passive_effect name="HealthLoss" operation="perc_add" value="-.025">
			<requirement name="ProgressionLevel" progression_name="perkBatterUpGear" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="apparelSkullCap">
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadWinterWear"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".1"/>
	<property name="Material" value="Mcloth"/>
	<property name="FuelValue" value="3"/>
	<property name="Weight" value="15"/>
	<property name="EconomicValue" value="40"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value=".01"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Head"/>
	<property name="DescriptionKey" value="apparelSkullCapDesc"/>
	<property name="Group" value="Clothing"/>
	<property class="UMA">
		<property name="Mesh" value="gear_skullcap"/>
		<property name="Overlay0" value="gear_skullcap"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="10.5,13.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelPressboyCap">
	<property name="Extends" value="apparelBallCap" param1="UnlockedBy"/>
	<property class="UMA">
		<property name="Mesh" value="gear_pressboy_cap"/>
		<property name="Overlay0" value="gear_ballcap"/>
		<property name="Layer" value="2"/>
		<property name="UISlot" value="Headgear"/>
		<property name="Mask0" value="Head" param1="outer"/>
		<property name="ShowAltHair" value="true"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelGasMask">
	<property name="CreativeMode" value="Dev"/>
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Morganic"/>
	<property name="FuelValue" value="16"/>
	<property name="EconomicValue" value="800"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<!-- <property name="EquipSlot" value="Head"/> -->
	<property name="Group" value="Clothing"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="head,radiation"/>
		<passive_effect name="ElementalDamageResist" operation="base_add" value="10" tags="head,toxic"/>
	</effect_group>
</item>

<item name="apparelShades"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothingShades"/>
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Mmetal"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value="0"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="500"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="EquipSlot" value="Eyes"/>
	<property name="Group" value="Clothing"/>
	<property class="UMA">
		<property name="Mesh" value="gear_shades"/>
		<property name="Overlay0" value="gear_shades"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Eyewear"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>

<!--
		<passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="1">
			<requirement name="RandomRoll" seed_type="Item" min_max="1,100" operation="LTE" value="88"/>

			<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$VarTest" operation="setvalue" value="randomfloat(12,13)"/>
		</passive_effect>

		<passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="2">
			<requirement name="RandomRoll" seed_type="Item" min_max="1,100" operation="GT" value="88"/>
			<requirement name="RandomRoll" seed_type="Item" min_max="1,100" operation="LTE" value="99"/>
		</passive_effect>

		<passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="3">
			<requirement name="RandomRoll" seed_type="Item" min_max="1,100" operation="GT" value="99"/>
		</passive_effect>
-->
		<passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="1"/>
	</effect_group>
</item>

<item name="apparelAviatorGoggles">
	<property name="Extends" value="apparelShades"/>
	<property name="Material" value="Mleather"/>
	<property name="DisplayType" value="clothingAviatorGoggles"/>
	<property class="UMA">
		<property name="Mesh" value="aviator_goggles"/>
		<property name="Overlay0" value="aviator_goggles"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="LootGamestage" operation="base_add" value="5,10"/>
		<passive_effect name="TreasureRadius" operation="base_add" value="-1"/>
		<display_value name="dTreasureRadius" value="-1"/>
	</effect_group>
</item>

<item name="apparelSkiGoggles">
	<property name="Extends" value="apparelShades"/>
	<property name="Material" value="MresourceScrapPolymers"/>
	<property name="DisplayType" value="clothingSkiGoggles"/>
	<property class="UMA">
		<property name="Mesh" value="gear_goggles"/>
		<property name="Overlay0" value="gear_goggles"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/>
	</effect_group>
</item>

<!-- icon apparelEyeglasses is a greyscaled version -->
<item name="apparelNerdGlasses">
	<property name="Extends" value="apparelShades"/>
	<property name="DisplayType" value="clothingNerdGlasses"/>
	<property class="UMA">
		<property name="Mesh" value="specs"/>
		<property name="Overlay0" value="specs"/>
	</property>
	<property name="DescriptionKey" value="apparelNerdGlassesDesc"/>
	<property name="EconomicValue" value="1000"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="AttributeLevel" operation="base_add" value="1" tags="attIntellect"/>
		<passive_effect name="CraftingTime" operation="perc_add" value="-.1"/>
		<passive_effect name="PlayerExpGain" operation="perc_add" value=".1"/>
		<display_value name="dCraftingTime" value="-.1"/>
		<display_value name="dPlayerExpGain" value=".1"/>
	</effect_group>
</item>

<item name="apparelNightvisionGoggles">
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<!-- <property name="DisplayType" value="clothing"/> -->
	<property name="Stacknumber" value="1"/>
	<property name="Class" value="ItemClassToggle"/>
	<property name="Material" value="MelectricParts"/> <property name="Weight" value="8"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="EconomicValue" value="2000"/>
	<property name="ActivateObject" value="NightVision"/>
	<property name="ImageEffectOnActive" value="NightVision"/>
	<property name="PlaySoundOnActive" value="nightvision_toggle"/>
	<property name="Active" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Eyes"/>
	<property class="UMA">
		<property name="Mesh" value="gear_nightvision_goggles"/>
		<property name="Overlay0" value="gear_nightvision_goggles"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Eyewear"/>
	</property>

	<effect_group tiered="false">
		<requirement name="IsLocalPlayer"/>
		<triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="1" fade="0"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/>
		<triggered_effect trigger="onSelfEquipStop" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightTPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="Spotlight" localPos="0,0,0" localRot="90,0,0"/>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightFPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="CameraNode" localPos="0,0,.1" localRot="-90,0,0"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightTPV"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightFPV"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightTPV" active="false"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightFPV" active="false"/>
		<triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/>
		<triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/>
	</effect_group>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="0"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="0"/>
	</effect_group>
</item>

<item name="apparelCigar">
	<property name="Tags" value="head"/>
	<property name="DisplayType" value="clothingCigar"/>
	<property name="UnlockedBy" value="perkUrbanCombatControlledBreathing"/>
	<property name="Material" value="Mplants"/>
	<property name="Stacknumber" value="1"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="3"/>
	<property name="EconomicValue" value="50"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Face"/>
	<property class="UMA">
		<property name="Mesh" value="gear_cigar"/>
		<property name="Overlay0" value="gear_cigar"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Face"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
		<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
		<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
	</effect_group>
</item>

<item name="apparelCigarette">
	<property name="Extends" value="apparelCigar"/>
	<property name="Tags" value="head"/>
	<property class="UMA">
		<property name="Mesh" value="cigarette"/>
		<property name="Overlay0" value="cigarette"/>
	</property>
	<property name="CreativeMode" value="Dev"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="BarteringBuying" operation="base_add" value=".1"/>
		<passive_effect name="BarteringSelling" operation="base_add" value=".1"/>
	</effect_group>
</item>

<item name="apparelFacialPiercings">
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<!-- <property name="DisplayType" value="clothing"/> -->
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Mmetal"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value=".1"/>
	<property name="Weight" value="1"/>
	<property name="EconomicValue" value="50"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Face"/>
	<property class="UMA">
		<property name="Mesh" value="piercings"/>
		<property name="Overlay0" value="piercings"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Face"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="0"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="0"/>
	</effect_group>
</item>

<item name="apparelBandana"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="head,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Mcloth"/>
	<property name="Weight" value="15"/>
	<property name="FuelValue" value="4"/>
	<property name="EconomicValue" value="10"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Encumbrance" value="0"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelClothGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Face"/>
	<property class="UMA">
		<property name="Mesh" value="gear_bandana"/>
		<property name="Overlay0" value="gear_bandana"/>
		<property name="Layer" value="1"/>
		<property name="UISlot" value="Face"/>
		<property name="Mask0" value="Face" param1="base"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelDenimPants"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="lowerbody,legs,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadLegwear"/>
	<property name="Stacknumber" value="1"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="30"/>
	<property name="FuelValue" value="6"/>
	<property name="EconomicValue" value="40"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelDenimPantsDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Legs"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_denim_pants"/>
		<property name="Overlay0Tint" value="90,115,125"/>
		<property name="Overlay0" value="pants_01"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="legs" param1="inner"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="4.8,7.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>
	</effect_group>
</item>

<item name="apparelDenimShortsPants">
	<property name="Extends" value="apparelDenimPants" />
	<property name="UnlockedBy" value="perkNeedleAndThreadLegwear"/>
	<property class="UMA">
		<property name="Mesh" value="base_legs"/>
		<property name="Overlay0" value="legs"/>
		<property name="Overlay0Tint" value="skin"/>
		<property name="Overlay1" value="shorts"/>
		<property name="Overlay1Tint" value="255,255,255"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="legs" param1="inner"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelArmyPants">
	<property name="Extends" value="apparelDenimPants"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadComplete"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_army_pants"/>
		<property name="Overlay0" value="clothes_army_pants"/>
		<property name="Overlay0Tint" value="255,255,255"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="6.8,9.2"/>
	</effect_group>
</item>

<item name="apparelOveralls">
	<property name="Extends" value="apparelDenimPants"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property class="UMA">
		<property name="Mesh" value="clothes_overalls"/>
		<property name="Overlay0" value="unisex_clothes_overalls"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="4.8,7.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>
	</effect_group>
</item>

<item name="apparelSkirt">
	<property name="Extends" value="apparelDenimPants"/>
	<property name="DisplayType" value="clothing"/>
	<property class="UMA">
		<property name="Mesh" value="skirt"/>
		<property name="Overlay0" value="skirt"/>
		<property name="Layer" value="inner"/>
		<property name="Mask0" value="legs" param1="middle"/>
		<property name="Mask1" value="legs" param1="outer"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelGothPants"> <!-- leatherArmor -->
	<property name="Extends" value="armorLeatherPants"/>
	<property name="Tags" value="lowerbody,legs,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="50"/>
	<property name="EquipSlot" value="Legs"/>
	<property name="DescriptionKey" value="apparelLeatherClothesGroupDesc"/>
	<property name="ShowQuality" value="false"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_goth_pants"/>
		<property name="Overlay0" value="unisex_clothes_goth_pants"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="legs" param1="inner"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="6.8,9.2"/>
	</effect_group>
</item>

<item name="apparelWornBoots"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadFootwear"/>
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="15"/>
	<property name="FuelValue" value="3"/>
	<property name="EconomicValue" value="60"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Feet"/>
	<property class="UMA">
		<property name="Mesh" value="worn_boots"/>
		<property name="Overlay0" value="worn_boots"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Footwear"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelRunningShoesRegular">
	<property name="Extends" value="armorLeatherBoots"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="DescriptionKey" value="apparelClothGroupDesc"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadFootwear"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="25"/>
	<property name="Encumbrance" value=".02"/>
	<property name="Stacknumber" value="1"/>
	<property name="ShowQuality" value="false"/>
	<property class="UMA">
		<property name="Mesh" value="running_shoes"/>
		<property name="Overlay0" value="running_shoes"/>
	</property>
	<property name="EconomicValue" value="200"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelRunningShoesHP">
	<property name="Extends" value="armorLeatherBoots"/>
	<property name="DescriptionKey" value="apparelRunningShoesHPDesc"/>
	<property name="CustomIcon" value="apparelRunningShoesRegular"/>
	<property name="CustomIconTint" value="86,255,109"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="clothingRunningShoes"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="25"/>
	<property name="Encumbrance" value=".02"/>
	<property name="Stacknumber" value="1"/>
	<property name="ShowQuality" value="false"/>
	<property class="UMA">
		<property name="Mesh" value="running_shoes"/>
		<property name="Overlay0" value="running_shoes"/>
		<property name="Overlay0Tint" value="86,255,109"/>
	</property>
	<property name="EconomicValue" value="200"/>
	<effect_group tiered="false">
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
		<passive_effect name="StaminaChangeOT" operation="perc_add" value=".2" tags="running"/><display_value name="dStaminaRegen" value=".2"/>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
	</effect_group>
</item>

<item name="apparelCowboyBoots">
	<property name="Extends" value="armorLeatherBoots"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="DisplayType" value="armor"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadFootwear"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="20"/> <!-- weight because loot only -->
	<property name="DescriptionKey" value="apparelLeatherClothesGroupDesc"/>
	<property name="ShowQuality" value="false"/>
	<property class="UMA">
		<property name="Mesh" value="boot02"/>
		<property name="Overlay0" value="boot02"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>

		<passive_effect name="PhysicalDamageResist" operation="base_add" value="6.6,9"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".092,.114" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
</item>

<item name="apparelGothBoots">
	<property name="Extends" value="apparelCowboyBoots" param1="UnlockedBy"/>
	<property class="UMA">
		<property name="Mesh" value="goth_boots"/>
		<property name="Overlay0" value="goth_boots"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>

		<passive_effect name="PhysicalDamageResist" operation="base_add" value="6.6,9"/>
		<display_value name="dStaminaChangeOT" value="0"/>
		<passive_effect name="NoiseMultiplier" operation="perc_add" value=".1"/><display_value name="dNoiseMultiplier" value=".1"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".092,.114" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
	</effect_group>
</item>

<item name="apparelLongShirt"> <!-- longClothShirtMaster -->
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="20"/>
	<property name="FuelValue" value="4"/>
	<property name="EconomicValue" value="40"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelLongShirtGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="shirt"/>
		<property name="Overlay0" value="shirt"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="4.8,7.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>
	</effect_group>
</item>

<item name="apparelArmyShirt">
	<property name="Extends" value="apparelLongShirt"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadComplete"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_army_shirt"/>
		<property name="Overlay0" value="clothes_army_shirt"/>
		<property name="Layer" value="0"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="6.5,9.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="6.8,9.2"/>
	</effect_group>
</item>

<item name="apparelSweatshirt"> <!-- longClothShirtMaster -->
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadWinterWear"/>
	<property name="Stacknumber" value="1"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="25"/>
	<property name="FuelValue" value="5"/>
	<property name="EconomicValue" value="60"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelLongShirtGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="sweatshirt"/>
		<property name="Overlay0" value="sweatshirt"/>
		<!--<property name="Overlay1" value="unisex_clothes_7dtd"/> 7 days logo test-->
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="7.2,10.8"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelFlannelShirt">
	<property name="Extends" value="apparelSweatshirt"/>
	<property class="UMA">
		<property name="Mesh" value="plaid_shirt"/>
		<property name="Overlay0" value="plaid_shirt"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="4.8,7.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelTShirtPlain">
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadDesertWear"/>
	<property name="Stacknumber" value="1"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="20"/>
	<property name="FuelValue" value="4"/>
	<property name="EconomicValue" value="40"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelTShirtGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="base_chest"/>
		<property name="Overlay0" value="torso"/>
		<property name="Overlay0Tint" value="skin"/>
		<property name="Overlay1" value="tshirt"/>
		<property name="Overlay1Tint" value="255,255,255"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelTShirtZU"> <!-- sleevelessClothZUShirtMaster -->
	<property name="Extends" value="apparelTShirtPlain" param1="UnlockedBy"/>
	<property name="CustomIcon" value="apparelTShirtZU"/>
	<property class="UMA">
		<property name="Overlay2" value="unisex_football_logo"/>
		<property name="Overlay2Tint" value="44,0,5,255"/>
	</property>
	<property name="DescriptionKey" value="apparelTShirtZUDesc"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelTankTop"> <!-- sleevelessClothShirtMaster -->
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadDesertWear"/>
	<property name="Stacknumber" value="1"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="20"/>
	<property name="FuelValue" value="4"/>
	<property name="EconomicValue" value="40"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="base_chest"/>
		<property name="Overlay0" value="torso"/>
		<property name="Overlay0Tint" value="skin"/>
		<property name="Overlay1" value="tanktop"/>
		<property name="Overlay1Tint" value="255,255,255"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="7.5,10.5"/>
	</effect_group>
</item>

<item name="apparelHoodySweatshirt"> <!-- hoodedClothShirtMaster -->
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="25"/>
	<property name="FuelValue" value="5"/>
	<property name="EconomicValue" value="60"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelLongShirtGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="hoody"/>
		<property name="Overlay0" value="hoody"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="chest" param1="inner"/>
		<property name="Mask1" value="Head" param1="inner"/>
		<property name="Mask2" value="Head" param1="middle"/>
		<property name="Mask3" value="Head" param1="outer"/>
		<property name="UISlot" value="Shirt"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="11.7,15.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelCoatLeatherPoncho">
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".45"/>
	<property name="Material" value="Mleather"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="75"/>
	<property name="EconomicValue" value="480"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_hide_poncho"/>
		<property name="Overlay0" value="clothes_hide_poncho"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Jacket"/>
			<property name="Mask1" value="chest" param1="middle"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="10.5,14.3"/>
	</effect_group>
</item>

<item name="apparelCoatLeatherDuster"> <!-- item name directly referenced in the code -->
	<property name="Tags" value="upperbody,lowerbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadDusters"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".55"/>
	<property name="Material" value="Mleather"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="80"/>
	<property name="Weight" value="90"/>
	<property name="EconomicValue" value="475"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelLeatherClothesGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_leather_duster"/>
		<property name="Overlay0" value="clothes_leather_duster"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Jacket"/>
		<property name="Mask0" value="hands" param1="outer"/>
		<property name="Mask1" value="chest" param1="middle"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="13.5,17.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="17.5,22.5"/>
	</effect_group>
</item>

<item name="apparelCoatPufferCoat">
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadPufferCoats"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".45"/>
	<property name="Material" value="Mcloth"/>
	<property name="Weight" value="30"/>
	<property name="FuelValue" value="6"/>
	<property name="EconomicValue" value="450"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelCoatPufferCoatDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="coats_puffer_coat"/>
		<property name="Overlay0" value="coat_puffer_coat"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Jacket"/>
		<property name="Mask0" value="hands" param1="outer"/>
		<property name="Mask1" value="chest" param1="middle"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="21.5,26.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelCoatJacketGeneric">
	<property name="Tags" value="upperbody,chest,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="Waterproof" value=".4"/>
	<property name="Material" value="Mcloth"/>
	<property name="Weight" value="30"/>
	<property name="FuelValue" value="6"/>
	<property name="EconomicValue" value="350"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="DescriptionKey" value="apparelCoatJacketGroupDesc"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Chest"/>
	<property class="UMA">
		<property name="Mesh" value="jacket"/>
		<property name="Overlay0" value="jacket"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Jacket"/>
		<property name="Mask0" value="hands" param1="outer"/>
		<property name="Mask1" value="chest" param1="inner"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="11.7,15.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
	</effect_group>
</item>

<item name="apparelCoatJacketLetterZU"> <!-- collegeJacket -->
	<property name="Extends" value="apparelCoatJacketGeneric"/>
	<property name="DescriptionKey" value="apparelCoatJacketLetterZUDesc"/>
	<property name="DisplayType" value="clothingJacketLetter"/>
	<property name="UnlockedBy" value="perkBatterUpGear"/>
	<property class="UMA">
		<property name="Mesh" value="letter_jacket"/>
		<property name="Overlay0" value="letter_jacket"/>
		<property name="Overlay0Tint" value="100,100,100,255"/>
		<property name="Overlay1" value="letter_jacket_arms"/>
		<property name="Overlay1Tint" value="243,241,238,255"/>
		<property name="Overlay2" value="letterjacket_tshirt_overlay"/>
		<property name="Overlay2Tint" value="250,245,250,255"/>
		<property name="Overlay3" value="letterjacket_letter_overlay"/>
		<property name="Layer" value="3"/>
		<property name="Mask0" value="chest" param1="base"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="11.7,15.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
		<passive_effect name="RunSpeed" operation="perc_add" value=".1"/><display_value name="dRunSpeed" value=".1"/>
		<passive_effect name="HealthLoss" operation="perc_add" value="-.025">
			<requirement name="ProgressionLevel" progression_name="perkBatterUpGear" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="apparelSuitPants">
	<property name="Tags" value="lowerbody,legs,clothing,pocketMod,canHaveCosmetic"/>
	<property name="DescriptionKey" value="apparelSuitGroupDesc"/>
	<property name="DisplayType" value="clothing"/>
	<property name="Stacknumber" value="1"/>
	<property name="CustomIconTint" value="57,57,57"/>
	<!-- <property name="Encumbrance" value=".001"/> -->
	<property name="Material" value="Mcloth"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Weight" value="30"/>
	<property name="FuelValue" value="6"/>
	<property name="EconomicValue" value="40"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Legs"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_suit_pants"/>
		<property name="Overlay0Tint" value="29,29,33"/>
		<property name="Overlay0" value="unisex_clothes_suit_pants"/>
		<property name="Layer" value="0"/>
		<property name="Mask0" value="legs" param1="inner"/>
		<property name="UISlot" value="Pants"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="4.8,7.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>
		<passive_effect name="HealthLoss" operation="perc_add" value="-.025">
			<requirement name="ProgressionLevel" progression_name="perkEnforcerApparel" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="apparelSuitJacket">
	<property name="Extends" value="apparelCoatJacketGeneric"/>
	<property name="DescriptionKey" value="apparelSuitGroupDesc"/>
	<property name="CustomIconTint" value="57,57,57"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_suit_jacket"/>
		<property name="Overlay0" value="unisex_clothes_suit_jacket"/>
		<property name="Overlay0Tint" value="29,29,33"/>
		<property name="Overlay1" value="unisex_clothes_suit_jacket_shirt"/>
		<property name="Overlay1Tint" value="85,74,96"/>
		<property name="Layer" value="3"/>
		<property name="Mask0" value="chest" param1="base"/>
	</property>
	<property name="EconomicValue" value="499"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="1"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="11.7,15.5"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
		<passive_effect name="HealthLoss" operation="perc_add" value="-.025">
			<requirement name="ProgressionLevel" progression_name="perkEnforcerApparel" operation="Equals" value="1"/>
		</passive_effect>
	</effect_group>
</item>

<item name="apparelSuitDressShoes">
	<property name="Extends" value="armorLeatherBoots"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic"/>
	<property name="Stacknumber" value="1"/>
	<property name="DisplayType" value="clothing"/>
	<property name="DescriptionKey" value="apparelSuitGroupDesc"/>
	<property name="UnlockedBy" value="perkNeedleAndThreadFootwear"/>
	<property name="CustomIconTint" value="57,57,57"/>
	<property name="Weight" value="25"/>
	<property name="Encumbrance" value=".02"/>
	<property name="ShowQuality" value="false"/>
	<property class="UMA">
		<property name="Mesh" value="clothes_dress_shoes"/>
		<property name="Overlay0" value="unisex_clothes_dress_shoes"/>
		<property name="Overlay0Tint" value="27,27,27"/>
	</property>
	<property name="EconomicValue" value="200"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="2.8,5.2"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="3.5,4.5"/>
	</effect_group>
</item>

<item name="backpackMedium">
	<property name="CreativeMode" value="None"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="1"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="FuelValue" value="2"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Group" value="Clothing"/>
	<property name="EquipSlot" value="Back"/>
	<property class="UMA">
		<property name="Mesh" value="gear_backpack01"/>
		<property name="Overlay0" value="gear_backpack01"/>
		<property name="Layer" value="3"/>
		<property name="UISlot" value="Backpack"/>
	</property>
</item>

<!-- * * * * * * * * * * food, water, medical items * * * * * * * * * * -->

<item name="medicalAloeCream">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="medical"/>
	<property name="HoldType" value="64"/>
	<property name="Meshfile" value="#Other/Items?Health/bandage.fbx"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="10"/>
	<property name="Stacknumber" value="15"/> <!-- STK medical -->
	<property name="Group" value="Science,CFChemicals,Medical"/>

	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_ointment"/>
	</property>
	<property class="Action1">
		<property name="Class" value="UseOther"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_ointment"/>
	</property>

	<effect_group tiered="false"> <!-- aloeCream -->
		<!-- used on self -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthAmount" operation="add" value="3"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalHealthAmount" operation="add" value="5"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="healthIncrease" operation="set" value="@healthPerkIncrease"/>
		<display_value name="foodHealthAmount" value="5"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffInjuryBleeding"/><display_value name="dStopsBleeding" value="1"/>

		<!-- used on other -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthAmount" operation="add" value="3"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.25">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.25"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.5">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="2">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="2"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="medicalHealthAmount" operation="add" value="5"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="2.5">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="2.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="3">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="3"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="4">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="4"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="medicalBandage">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="medical"/>
	<property name="HoldType" value="64"/>
	<property name="Meshfile" value="#Other/Items?Health/bandage.fbx"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mcloth"/>
	<property name="Stacknumber" value="10"/> <!-- STK medical -->
	<property name="FuelValue" value="1"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="5"/>
	<property name="Group" value="Science,Medical,Basics"/>
	<property name="DescriptionKey" value="medicalBandageDesc"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_bandage"/>
	</property>
	<property class="Action1">
		<property name="Class" value="UseOther"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_bandage"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthAmount" operation="add" value="15"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffInjuryBleeding"/><display_value name="dStopsBleeding" value="1"/>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthAmount" operation="add" value="15"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.25">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.25"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.5">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="2">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="2"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" target="other" buff="buffInjuryBleeding"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="10"/>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP gains -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="2">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="4">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="6">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="8">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="10">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP secondary action gains -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="10"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="2">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="4">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="6">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="8">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="10">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="medicalFirstAidBandage">
	<property name="Extends" value="medicalBandage"/>
	<property name="Group" value="Science,Medical"/>
	<property name="EconomicValue" value="15"/>
	<property name="DescriptionKey" value="medicalFirstAidBandageDesc"/>
	<property name="Stacknumber" value="5"/>
	<property name="CraftingIngredientExp" value="2"/>
	<property name="UnlockedBy" value="perkYeahScience,medicalFirstAidBandageSchematic"/>

	<effect_group tiered="false">
		<!-- used on self -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthAmount" operation="add" value="25"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalHealthAmount" operation="add" value="30"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="healthIncrease" operation="set" value="@healthPerkIncrease"/>
		<display_value name="foodHealthAmount" value="30"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffInjuryBleeding"/><display_value name="dStopsBleeding" value="1"/>

		<!-- used on other -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthAmount" operation="add" value="25"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.25">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.25"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.5">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="2">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="2"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="medicalHealthAmount" operation="add" value="30"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="2.5">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="2.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="3">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="3"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="4">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="4"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" target="other" buff="buffInjuryBleeding"/>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP gains -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="20">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="40">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="80">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP secondary action gains -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="100"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="20">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="40">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="80">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="100">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

</item>

<item name="medicalFirstAidKit">
	<property name="Extends" value="medicalBandage" param1="DescriptionKey"/>
	<property name="Group" value="Science,Medical"/>
	<property name="EconomicValue" value="200"/>
	<property name="Stacknumber" value="5"/>
	<property name="UnlockedBy" value="perkYeahScience,medicalFirstAidKitSchematic"/>

	<property class="Action0">
		<!-- <requirement name="StatCompare" stat="health" operation="lte" value="50"/> -->
		<property name="Sound_start" value="player_firstAidKit"/>
	</property>
	<property class="Action1">
		<property name="Sound_start" value="player_firstAidKit"/>
	</property>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthAmount" operation="add" value="90"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalHealthAmount" operation="add" value="180"/> <!-- X -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="healthIncrease" operation="set" value="@healthPerkIncrease"/>
		<display_value name="foodHealthAmount" value="180"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="RemoveBuff" buff="buffInjuryBleeding"/><display_value name="dStopsBleeding" value="1"/>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthAmount" operation="add" value="90"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.25">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.25"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="1.5">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="1.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="maxHealthIncrease" operation="set" value="2">
			<requirement name="CVarCompare" cvar="maxHealthIncrease" operation="Equals" value="2"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="medicalHealthAmount" operation="add" value="180"/> <!-- X -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="2.5">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="2.5"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="3">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="3"/> </triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ModifyCVar" target="other" cvar="healthIncrease" operation="set" value="4">
			<requirement name="CVarCompare" cvar="healthIncrease" operation="Equals" value="4"/> </triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" target="other" buff="buffInjuryBleeding"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="300"/>
	</effect_group>
	<effect_group tiered="false">
		<!-- medical XP gains -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="300"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="120">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="180">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="240">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="300">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP secondary action gains -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="300"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="120">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="180">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="240">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="300">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="medicalSplint">
	<property name="Tags" value="medical"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/gauze.fbx"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mwood"/>
	<property name="Stacknumber" value="5"/> <!-- STK loot -->
	<property name="FuelValue" value="40"/>
	<property name="EconomicValue" value="10"/>
	<property name="Group" value="Science,Medical"/>

	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/> <!-- obsolete? -->
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_bandage"/>
	</property>
	<property class="Action1">
		<property name="Class" value="UseOther"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_bandage"/>
	</property>


	<effect_group name="Primary Action" tiered="false"> <!-- splint -->
		<requirement name="HasBuff" buff="buffLegBroken"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffLegSplinted"/>
	</effect_group>

	<effect_group name="Primary Action" tiered="false"> <!-- splint -->
		<requirement name="HasBuff" buff="buffArmBroken"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmSplinted"/>
	</effect_group>

		<effect_group name="Secondary Action" tiered="false"> <!-- splint other leg -->
		<requirement name="HasBuff" buff="buffLegBroken"/>
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffLegSplinted"/>
	</effect_group>

	<effect_group name="Secondary Action" tiered="false"> <!-- splint other arm -->
		<requirement name="HasBuff" buff="buffArmBroken"/>
			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" target="other" buff="buffArmSplinted"/>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP gains -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="20">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="40">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="80">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="100">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP secondary action gains -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="100"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="20">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="40">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="80">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="100">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

</item>

<item name="medicalPlasterCast">
	<property name="Extends" value="medicalSplint"/>
	<property name="FuelValue" value="0"/>
	<property name="UnlockedBy" value="perkYeahScience,medicalPlasterCastSchematic"/>

	<effect_group name="Primary Action" tiered="false"> <!-- splint -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffLegCast">
			<requirement name="HasBuff" buff="buffLegBroken"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffLegCast">
			<requirement name="HasBuff" buff="buffLegSplinted"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmCast">
			<requirement name="HasBuff" buff="buffArmBroken"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffArmCast">
			<requirement name="HasBuff" buff="buffArmSplinted"/>
		</triggered_effect>
	</effect_group>

	<effect_group name="Secondary Action" tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="other" buff="buffLegCast">
			<requirement name="HasBuff" target="other" buff="buffLegBroken"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="other" buff="buffLegCast">
			<requirement name="HasBuff" target="other" buff="buffLegSplinted"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="other" buff="buffArmCast">
			<requirement name="HasBuff" target="other" buff="buffArmBroken"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="other" buff="buffArmCast">
			<requirement name="HasBuff" target="other" buff="buffArmSplinted"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP gains -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="300"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="120">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="180">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="240">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="300">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<!-- medical XP secondary action gains -->
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="300"/>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="60">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="1"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="120">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="2"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="180">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="240">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="4"/>
		</triggered_effect>
				<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveExp" exp="300">
			<requirement name="ProgressionLevel" progression_name="perkPhysician" operation="Equals" value="5"/>
		</triggered_effect>
	</effect_group>

</item>

<item name="medicalBloodDrawKit"><!-- deprecated -->
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="missingIcon"/>
	<property name="DescriptionKey" value="deprecatedBlockDesc"/>
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/emptyJarPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mplastics"/>
	<property name="Weight" value="6"/>
	<property name="Stacknumber" value="1"/> <!-- STK loot -->
</item>

<item name="medicalBloodBag">
	<property name="Tags" value="medical"/>
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="15"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CraftingIngredientExp" value="3"/>
	<property name="Group" value="Science,Medical"/>
</item>

<item name="drugVitamins">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="medicalVitamins"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="80"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="Group" value="Science,CFChemicals,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dDiseaseResist" value="1"/>
		<display_value name="dDuration" value="723"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugVitaminsDuration" operation="add" value="723"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugVitaminsDuration" operation="set" value="2163">
			<requirement name="CVarCompare" cvar="$buffDrugVitaminsDuration" operation="GT" value="2163"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrugVitamins"/>
	</effect_group>
</item>

<item name="drugPainkillers">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="medicalPainkillers"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="80"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="Group" value="Science,CFChemicals,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
		<requirement name="NotHasBuff" buff="buffDrugPainkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dInstantHealth" value="40"/>
		<display_value name="dHealthLoss" value=".1"/>
		<display_value name="$waterAmountAdd" value="-40"/>
		<display_value name="dStunResist" value="1"/>
		<display_value name="dDuration" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugPainkillersDuration" operation="add" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugPainkillersDuration" operation="set" value="543">
			<requirement name="CVarCompare" cvar="$buffDrugPainkillersDuration" operation="GT" value="543"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrugPainkillers"/>
	</effect_group>
</item>

<item name="drugHerbalAntibiotics">
	<property name="Tags" value="medical"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="drugPainkillers"/> <property name="CustomIconTint" value="b0ffb0"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="120"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="UnlockedBy" value="drugHerbalAntibioticsSchematic"/>
	<property name="DisplayType" value="cureInfection"/>
	<property name="TintColor" value="120,255,120"/>
	<property name="Group" value="Science,CFChemicals,Medical"/>

	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dCureInfection" value=".1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInfectionAddCure"/>
	</effect_group>
</item>

<item name="drugAntibiotics">
	<property name="Tags" value="medical"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="240"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="UnlockedBy" value="perkYeahScience,drugAntibioticsSchematic"/>
	<property name="DisplayType" value="cureInfection"/>
	<property name="Group" value="Science,CFChemicals,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dCureInfection" value=".25"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="add" value="25"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInfectionAddCure"/>
	</effect_group>
</item>

<item name="sunblocker"> <!-- not finished / used, yet -->
	<property name="Extends" value="medicalAloeCream"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="medicalAloeCream"/> <property name="CustomIconTint" value="afffaf"/>
</item>

<!-- dev item to test buff variables
-->
<item name="drugRedPill">
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="drugPainkillers"/> <property name="CustomIconTint" value="ff4040"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Stacknumber" value="1"/>
	<property name="TintColor" value="255,60,60"/>

	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value=".1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="craft_click_craft"/>
		<property name="Consume" value="false"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Eat"/>
		<property name="Delay" value=".1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="craft_complete_item"/>
		<property name="Consume" value="false"/>
	</property>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="bufftest05">
			<requirement name="HasBuff" buff="bufftest04"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="bufftest04">
			<requirement name="HasBuff" buff="bufftest03"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="bufftest03">
			<requirement name="HasBuff" buff="bufftest02"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="bufftest02">
			<requirement name="HasBuff" buff="bufftest01"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="bufftest01">
			<requirement name="NotHasBuff" buff="bufftest01"/>
			<requirement name="NotHasBuff" buff="bufftest02"/>
			<requirement name="NotHasBuff" buff="bufftest03"/>
			<requirement name="NotHasBuff" buff="bufftest04"/>
			<requirement name="NotHasBuff" buff="bufftest05"/>
		</triggered_effect>

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="RemoveBuff" buff="bufftest01">
			<requirement name="HasBuff" buff="bufftest01"/></triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="bufftest01">
			<requirement name="HasBuff" buff="bufftest02"/></triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="bufftest02">
			<requirement name="HasBuff" buff="bufftest03"/></triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="bufftest03">
			<requirement name="HasBuff" buff="bufftest04"/></triggered_effect>
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="bufftest04">
			<requirement name="HasBuff" buff="bufftest05"/></triggered_effect>
	</effect_group>
</item>

<item name="drugBluePill">
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="drugPainkillers"/> <property name="CustomIconTint" value="4040ff"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
		<property name="Gain_food" value="1000"/>
		<property name="Gain_water" value="1000"/>
		<property name="Gain_wellness" value="1000"/>
		<property name="Buff" value="buffDrugBluePill"/>
	</property>
	<property class="Action1">
		<property name="Class" value="UseOther"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
		<property name="Gain_food" value="1000"/>
		<property name="Gain_water" value="1000"/>
		<property name="Gain_wellness" value="1000"/>
		<property name="Buff" value="buffDrugBluePill"/>
	</property>
</item>

<item name="drugSteroids">
	<property name="Extends" value="drugPainkillers"/>
	<property name="DisplayType" value="drugSteroids"/>
	<property name="EconomicValue" value="250"/>
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property name="Group" value="Science,Medical"/>
	<effect_group tiered="false">
		<display_value name="dStrength" value="3"/>
		<display_value name="dCarryCapacity" value="50"/>
		<display_value name="$waterAmountAdd" value="-50"/>
		<display_value name="dDuration" value="603"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugSteroidsDuration" operation="add" value="603"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugSteroidsDuration" operation="set" value="1803">
			<requirement name="CVarCompare" cvar="$buffDrugSteroidsDuration" operation="GT" value="1803"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrugSteroids"/>
	</effect_group>
</item>

<item name="drugRecog">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="drugRecog"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="250"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property name="Group" value="Science,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dPerception" value="2"/>
		<display_value name="dEntityDamage" value="4"/>
		<display_value name="$waterAmountAdd" value="-30"/>
		<display_value name="dDuration" value="45"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugRecogDuration" operation="add" value="48"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugRecogDuration" operation="set" value="138">
			<requirement name="CVarCompare" cvar="$buffDrugRecogDuration" operation="GT" value="138"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrugRecog"/>
	</effect_group>
</item>

<item name="drugFortBites">
	<property name="Tags" value="medical"/>
	<property name="DisplayType" value="drugFortBites"/>
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Health/painkillersPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="250"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property name="Group" value="Science,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_painkillers"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dFortitude" value="2"/>
		<display_value name="dMaxHealth" value="20"/>
		<display_value name="dPhysicalDamageResist" value="50"/>
		<display_value name="dHypothermalResist" value="50"/>
		<display_value name="dHyperthermalResist" value="50"/>
		<display_value name="$waterAmountAdd" value="-30"/>
		<display_value name="dDuration" value="123"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugFortBitesDuration" operation="add" value="123"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugFortBitesDuration" operation="set" value="363">
			<requirement name="CVarCompare" cvar="$buffDrugFortBitesDuration" operation="GT" value="363"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrugFortBites"/>
	</effect_group>
</item>

<item name="foodHoney">
	<property name="Tags" value="medical"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodCureInfection"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="EconomicValue" value="80"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="Group" value="Science,CFChemicals,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="8"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<display_value name="dCureInfection" value=".05"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInfectionAddCure"/>
	</effect_group>
</item>

<item name="foodCanBeef">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="60"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<property name="Create_item" value="drinkCanEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanChicken">
	<property name="Extends" value="foodCanBeef"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanLamb">
	<property name="Extends" value="foodCanBeef"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanCatfood">
	<property name="Extends" value="foodCanBeef"/>
	<property name="EconomicValue" value="20"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanDogfood">
	<property name="Extends" value="foodCanBeef"/>
	<property name="EconomicValue" value="40"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanChili">
	<property name="Extends" value="foodCanBeef"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanTuna">
	<property name="Extends" value="foodCanBeef"/>
	<property name="EconomicValue" value="20"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanSham">
	<property name="Extends" value="foodCanBeef"/>
	<property name="UnlockedBy" value="foodCanShamSchematic"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanPasta">
	<property name="Extends" value="foodCanBeef"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanSalmon">
	<property name="Extends" value="foodCanBeef"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanMiso">
	<property name="Extends" value="foodCanBeef"/>
	<property name="DisplayType" value="foodWater"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanPeas">
	<property name="Extends" value="foodCanMiso"/>
	<property name="EconomicValue" value="20"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanPears">
	<property name="Extends" value="foodCanMiso"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanSoup">
	<property name="Extends" value="foodCanMiso"/>
	<property name="EconomicValue" value="40"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCanStock">
	<property name="Extends" value="foodCanMiso"/>
	<property name="EconomicValue" value="40"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>
</item>

<item name="foodCornOnTheCob">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="20"/>
	<property name="UnlockedBy" value="perkMasterChef,foodCornOnTheCobSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCornBread">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="16"/>
	<property name="UnlockedBy" value="perkMasterChef,foodCornBreadSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="4"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodMoldyBread">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="CraftingIngredientTime" value="60"/>
	<property name="CraftingIngredientExp" value="3"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking,Medical"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="4"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="12"/><display_value name="dFoodPoisoningRisk" value=".12"/> <!-- rotten1 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodShamSandwich">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CraftingIngredientTime" value="30"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="28"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="12"/><display_value name="dFoodPoisoningRisk" value=".12"/> <!-- rotten1 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCharredMeat">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWaterNegative"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="20"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2.1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="water" operation="add" value="-5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<display_value name="$waterAmountAdd" value="-5"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodGrilledMeat">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="24"/>
	<property name="UnlockedBy" value="perkMasterChef,foodGrilledMeatSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2.1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodBoiledMeat">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWater"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="52"/>
	<property name="UnlockedBy" value="perkMasterChef,foodBoiledMeatSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2.1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodMeatStew">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWater"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="134"/>
	<property name="UnlockedBy" value="perkMasterChef,foodMeatStewSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="25"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodSteakAndPotato"> <!-- Master Chef Tier 1 foods -->
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mplants"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="70"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="10"/>
	<!-- 14 is large round hold -->
	<property name="UnlockedBy" value="perkMasterChef,foodSteakAndPotatoSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="25"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodShamChowder"> <!-- Master Chef Tier 2 foods -->
	<property name="Extends" value="foodCanSham"/>
	<property name="DisplayType" value="foodShamChowder"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
	<property name="EconomicValue" value="126"/>
	<property name="UnlockedBy" value="perkMasterChef,foodShamChowderSchematic"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="53"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="80"/>
		<display_value name="dFortitude" value="1"/>
		<display_value name="dDuration" value="603"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffShamChowderDuration" operation="add" value="603"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffShamChowderDuration" operation="set" value="1803">
			<requirement name="CVarCompare" cvar="$buffShamChowderDuration" operation="GT" value="1803"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffShamChowder"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodHoboStew"> <!-- Master Chef Tier 2 foods -->
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWater"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="134"/>
	<property name="UnlockedBy" value="perkMasterChef,foodHoboStewSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="64"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="32"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodFishTacos"> <!-- Master Chef Tier 2 foods -->
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mplants"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="92"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="10"/>
	<!-- 14 is large round hold -->
	<property name="UnlockedBy" value="perkMasterChef,foodFishTacosSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="46"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="40"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodChiliDog"> <!-- Master Chef Tier 3 foods -->
	<property name="Extends" value="foodCornOnTheCob"/>
	<property name="EconomicValue" value="106"/>
	<property name="UnlockedBy" value="perkMasterChef,foodChiliDogSchematic"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="53"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="30"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodBakedPotato">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="16"/>
	<property name="EconomicBundleSize" value="2"/>
	<property name="UnlockedBy" value="perkMasterChef,foodBakedPotatoSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="4"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="0"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodBlueberryPie">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="124"/>
	<property name="UnlockedBy" value="perkMasterChef,foodBlueberryPieSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="45"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="22"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodPumpkinPie">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="124"/>
	<property name="UnlockedBy" value="perkMasterChef,foodPumpkinPieSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="25"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodPumpkinCheesecake">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodPumpkinCheesecake"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="124"/>
	<property name="UnlockedBy" value="perkMasterChef,foodPumpkinCheesecakeSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="42"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="21"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
	<effect_group tiered="false">
		<display_value name="dBartering" value=".05"/>
		<display_value name="dDuration" value="303"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffPumpkinCheesecakeDuration" operation="add" value="303"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffPumpkinCheesecakeDuration" operation="set" value="903">
			<requirement name="CVarCompare" cvar="$buffPumpkinCheesecakeDuration" operation="GT" value="903"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffPumpkinCheesecake"/>
	</effect_group>
</item>

<item name="foodPumpkinBread">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="124"/>
	<property name="UnlockedBy" value="perkMasterChef,foodPumpkinBreadSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="12"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="6"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodEggBoiled">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="40"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="10"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodBaconAndEggs">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="72"/>
	<property name="UnlockedBy" value="perkMasterChef,foodBaconAndEggsSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2.1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Smell" value="largeSmell"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="36"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="18"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodVegetableStew">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWater"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK food -->
	<property name="EconomicValue" value="102"/>
	<property name="UnlockedBy" value="perkMasterChef,foodVegetableStewSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> -->
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="31"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodRawMeat">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MfoodRawMeat"/>
	<property name="Stacknumber" value="125"/> <!-- STK food -->
	<property name="EconomicValue" value="7"/>
	<property name="CraftingIngredientTime" value="3"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Smell" value="ExLargeSmell"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="10"/><display_value name="dFoodPoisoningRisk" value=".10"/> <!-- raw3 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodRottingFlesh">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MfoodRawMeat"/>
	<property name="Stacknumber" value="125"/> <!-- STK food -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="CraftingIngredientExp" value="0"/>
	<property name="CraftingIngredientTime" value="95"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="18"/><display_value name="dFoodPoisoningRisk" value=".18"/> <!-- rotten2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodEgg">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCornMeal">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="foodWater"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="4"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Resources,Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="-5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropBlueberries">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="2"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="8"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="1"/><display_value name="dFoodPoisoningRisk" value=".01"/> <!-- raw1 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropCorn">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="4"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropGraceCorn">
	<property name="Tags" value="food"/>
	<property name="CustomIcon" value="foodCropCorn"/> <property name="CustomIconTint" value="ff9f9f"/>
	<property name="DisplayType" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="40"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="4"/><display_value name="dFoodPoisoningRisk" value=".04"/> <!-- FP cooked -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropPotato">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="4"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="10"/>
	<!-- 14 is large round hold -->
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropMushrooms">
	<property name="Tags" value="food"/>
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="EconomicValue" value="4"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropYuccaFruit">
	<property name="Tags" value="food"/>
	<property name="DisplayType" value="foodWaterOnly"/>
	<property name="HoldType" value="31"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK food -->
	<property name="EconomicValue" value="6"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/> <!-- ,Medicine -->

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="foodCropPumpkin">
	<property name="CustomIcon" value="plantedPumpkin3Harvest"/>
	<property name="Tags" value="food"/>
	<property name="DisplayType" value="foodWaterOnly"/>
	<property name="HoldType" value="31"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="125"/> <!-- STK food -->
	<property name="EconomicValue" value="6"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/> <!-- ,Medicine -->

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="3"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="7"/><display_value name="dFoodPoisoningRisk" value=".07"/> <!-- raw2 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="drinkCanEmpty">
	<property name="HoldType" value="14"/>
	<property name="Meshfile" value="#Other/Items?Food/can_emptyPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="500"/>
	<property name="EconomicValue" value="5"/>
	<property name="CraftingIngredientTime" value="9"/>
	<!-- DTD-610TL Animation for throwing does not work properly.
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value=".8"/>
		<property name="Throw_strength_default" value=".8"/>
		<property name="Throw_strength_max" value="2.5"/>
		<property name="Max_strain_time" value="2.1"/>
		<property name="Sound_start" value="swoosh"/>
	</property>
	<property class="Action1">
		<property name="Class" value="ExchangeItem"/>
		<property name="Delay" value="1.0"/>
		<property name="Change_item_to" value="drinkCanRiverWater"/>
		<property name="Do_block_action" value="deplete1"/>
		<property name="Focused_blockname_1" value="water"/>
		<property name="Focused_blockname_2" value="waterMoving"/>
		<property name="Focused_blockname_3" value="waterStaticBucket"/>
		<property name="Focused_blockname_4" value="waterMovingBucket"/>
		<property name="Focused_blockname_5" value="terrWaterPOI"/>
		<property name="Sound_start" value="bucketfill_water"/>
	</property>
	-->
	<property name="Group" value="Resources"/>
</item>

<!--
<item name="drinkCanRiverWater">
	<property name="HoldType" value="14"/>
	<property name="DisplayType" value="waterDysentery"/>
	<property name="Meshfile" value="#Other/Items?Food/can_emptyPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="15"/>
	<property name="EconomicValue" value="20"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkCanEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<display_value name="dStaminaRegen" value=".15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllDysentery0">
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="20"/>
		</triggered_effect>
		<display_value name="dDysenteryRisk" value=".2"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkCanBoiledWater">
	<property name="HoldType" value="14"/>
	<property name="DisplayType" value="water"/>
	<property name="Meshfile" value="#Other/Items?Food/can_emptyPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="1"/>
	<property name="EconomicValue" value="40"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkCanEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/>
		<display_value name="dStaminaRegen" value=".15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>
-->

<item name="drinkJarEmpty">
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/emptyJarPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="6"/>
	<property name="CraftingIngredientTime" value="9"/>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="ExchangeItem"/>
		<property name="Delay" value="1.0"/>
		<property name="Change_item_to" value="drinkJarRiverWater"/>
		<property name="Do_block_action" value="deplete1"/>
		<property name="Focused_blockname_1" value="water"/>
		<property name="Focused_blockname_2" value="waterMoving"/>
		<property name="Focused_blockname_3" value="waterStaticBucket"/>
		<property name="Focused_blockname_4" value="waterMovingBucket"/>
		<property name="Focused_blockname_5" value="terrWaterPOI"/>
		<property name="Sound_start" value="bucketfill_water"/>
	</property>
	<property name="Group" value="Resources"/>
</item>

<item name="drinkJarRiverWater">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterDysentery"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Stacknumber" value="125"/> <!-- STK resource -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="20"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="0"/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="10"/>
		<display_value name="dStaminaRegen" value=".15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="12"/><display_value name="dDysenteryRisk" value=".12"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryCatch">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarBoiledWater">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterDysentery"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="40"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/>
		<display_value name="dStaminaRegen" value=".15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="3"/><display_value name="dDysenteryRisk" value=".03"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryCatch">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarPureMineralWater">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterRedTea"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="100"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property name="UnlockedBy" value="perkWasteTreasuresWater"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="60"/>
			<display_value name="dStaminaRegen" value=".15"/>
			<display_value name="dEfficientDigestion" value=".15"/>
			<display_value name="dDuration" value="303"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="add" value="303"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="set" value="903">
				<requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="GT" value="903"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffRedTea"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarYuccaJuice">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="water"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="68"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="34"/>
		<display_value name="dStaminaRegen" value=".15"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarGoldenRodTea">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterGoldenrod"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="48"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarGoldenRodTeaSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="24"/>
			<display_value name="dStaminaRegen" value=".15"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>

	<effect_group tiered="false">
		<display_value name="dCureDysentery" value=".2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDysenteryAddCurePerc" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDysenteryAddCure"/>
	</effect_group>
</item>

<item name="drinkJarRedTea">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterRedTea"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="48"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarRedTeaSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="24"/>
			<display_value name="dStaminaRegen" value=".15"/>
			<display_value name="dEfficientDigestion" value=".15"/>
			<display_value name="dDuration" value="243"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="add" value="243"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffRedTeaDuration" operation="set" value="723">
				<requirement name="CVarCompare" cvar="$buffRedTeaDuration" operation="GT" value="723"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffRedTea"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarYuccaCocktail"> <!-- deprecated, yucca yuice/drink/thing -->
	<property name="Extends" value="drinkJarRedTea"/>
	<property name="CreativeMode" value="Dev"/> <!-- not done, yet -->
</item>

<item name="drinkYuccaJuiceSmoothie"> <!-- Master Chef Tier 3 foods -->
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="drinkYuccaSmoothie"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="156"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkYuccaJuiceSmoothieSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="78"/>
			<display_value name="dStaminaRegen" value=".15"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="22"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="11"/>
			<display_value name="dHypothermalResist" value="30"/>
			<display_value name="dDuration" value="903"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffYuccaJuiceSmoothieDuration" operation="add" value="903"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffYuccaJuiceSmoothieDuration" operation="set" value="2703">
			<requirement name="CVarCompare" cvar="$buffYuccaJuiceSmoothieDuration" operation="GT" value="2703"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffYuccaJuiceSmoothie"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkCanMegaCrush">
	<property name="Extends" value="drinkJarRedTea"/>
	<property name="DisplayType" value="waterMegaCrush"/>
	<property name="EconomicValue" value="240"/>
	<property class="Action0">
	</property>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="60"/>
			<display_value name="dStaminaRegen" value=".15"/>
			<display_value name="dRunSpeed" value=".5"/>
			<display_value name="dDuration" value="123"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffMegaCrushDuration" operation="add" value="123"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffMegaCrushDuration" operation="set" value="363">
				<requirement name="CVarCompare" cvar="$buffMegaCrushDuration" operation="GT" value="363"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffMegaCrush"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarCoffee">
	<property name="HoldType" value="3"/>
	<property name="DisplayType" value="waterCoffee"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="96"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarCoffeeSchematic"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="24"/>
		<display_value name="dStaminaRegen" value=".25"/>
		<display_value name="dHypothermalResist" value="5"/>
		<display_value name="dDuration" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="add" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="set" value="543">
			<requirement name="CVarCompare" cvar="$buffCoffeeDuration" operation="GT" value="543"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffCoffee"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarBlackStrapCoffee">
	<property name="Extends" value="drinkJarCoffee"/>
	<property name="EconomicValue" value="200"/>
	<property name="UnlockedBy" value="perkArtOfMiningBlackStrap"/>

	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="24"/>
			<display_value name="dStaminaRegen" value=".3"/>
			<display_value name="dHypothermalResist" value="10"/>
			<display_value name="dDuration" value="363"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="add" value="363"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffCoffeeDuration" operation="set" value="1083">
			<requirement name="CVarCompare" cvar="$buffCoffeeDuration" operation="GT" value="1083"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables,buffBlackStrapCoffee"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarBeer">
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK drink -->
	<property name="EconomicValue" value="100"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarBeerSchematic"/>
	<property name="DisplayType" value="waterBeer"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking,Medical"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="2"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<requirement name="NotHasBuff" buff="buffIsOnFire"/>
			<display_value name="dStaminaRegen" value=".5"/>
			<display_value name="dEntityDamageBrawling" value="3"/>
			<display_value name="dStunResist" value="1"/>
			<display_value name="dDuration" value="45"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffBeerDuration" operation="add" value="48"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffBeerDuration" operation="set" value="138">
				<requirement name="CVarCompare" cvar="$buffBeerDuration" operation="GT" value="138"/></triggered_effect>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffBeer"/>
	</effect_group>

	<effect_group tiered="false">
		<requirement name="HasBuff" buff="buffIsOnFire"/>
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffExtinguishFire"/>
	</effect_group>
</item>

<item name="drinkJarGrainAlcohol">
	<property name="HoldType" value="3"/>
	<!--<property name="DisplayType" value="water"/>-->
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="48"/>
		<!--
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		-->
		<!--
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrunk01">
			<requirement name="CVarCompare" cvar="beers" operation="LT" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrunk02">
			<requirement name="CVarCompare" cvar="beers" operation="GTE" value="3"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Health" operation="add" value="20"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="beers" operation="add" value="3"/>
	</effect_group>
		-->
	<property name="Group" value="Chemicals,CFChemicals"/>
</item>

<item name="drinkJarGrandpasMoonshine"> <!-- Master Chef Tier 4 foods -->
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarGrandpasMoonshineSchematic"/>
	<property name="DisplayType" value="waterGrandpasMoonshine"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dFortitude" value="2"/>
		<display_value name="dEntityDamage" value="4"/>
		<display_value name="dStunResist" value="1"/>
		<display_value name="dHealthLoss" value=".5"/>
		<display_value name="dHealthAmount" value="600"/>
		<display_value name="dStaminaRegen" value=".7"/>
		<display_value name="dDuration" value="45"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasMoonshineDuration" operation="add" value="48"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasMoonshineDuration" operation="set" value="138">
			<requirement name="CVarCompare" cvar="$buffGrandpasMoonshineDuration" operation="GT" value="138"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrunkGrandpasMoonshine"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasAwesomeSauce"> <!-- Master Chef Tier 4 foods -->
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="500"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarGrandpasAwesomeSauceSchematic"/>
	<property name="DisplayType" value="waterGrandpasAwesomeSauce"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dBartering" value=".2"/>
		<display_value name="dDuration" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasAwesomeSauceDuration" operation="add" value="183"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasAwesomeSauceDuration" operation="set" value="543">
			<requirement name="CVarCompare" cvar="$buffGrandpasAwesomeSauceDuration" operation="GT" value="543"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrunkGrandpasAwesomeSauce"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasLearningElixir"> <!-- Master Chef Tier 4 foods -->
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="250"/>
	<property name="UnlockedBy" value="perkMasterChef,drinkJarGrandpasLearningElixirSchematic"/>
	<property name="DisplayType" value="waterGrandpasLearningElixir"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<display_value name="dPlayerExpGain" value=".2"/>
		<display_value name="dDuration" value="243"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasLearningElixirDuration" operation="add" value="243"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasLearningElixirDuration" operation="set" value="723">
			<requirement name="CVarCompare" cvar="$buffGrandpasLearningElixirDuration" operation="GT" value="723"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffDrunkGrandpasLearningElixir"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasForgettingElixir"> <!-- respec potion, player version -->
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="20000"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
		<property name="Create_item" value="drinkJarEmpty"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ResetProgression" reset_books="false"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffPerkAbilityUpdate"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="player#death" play_in_head="true"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="player_death_stinger" play_in_head="true"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" message_key="drinkJarGrandpasForgettingElixirTooltip"/>
	</effect_group>
</item>

<item name="bucketEmpty">
	<property name="HoldType" value="34"/>
	<property name="Meshfile" value="#Other/Items?Crafting/Metal/IronBucket.fbx"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="1"/>
	<property name="EconomicValue" value="84"/>
	<property class="Action0">
		<property name="Class" value="BailLiquid"/>
		<property name="Delay" value=".35"/>
		<property name="Sound_start" value="bucketbail_water"/>
	</property>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="ExchangeItem"/>
		<property name="Delay" value=".35"/>
		<property name="Change_item_to" value="bucketRiverWater"/>
		<property name="Do_block_action" value="deplete3"/>
		<property name="Focused_blockname_1" value="water"/>
		<property name="Focused_blockname_2" value="waterMoving"/>
		<property name="Focused_blockname_3" value="waterStaticBucket"/>
		<property name="Focused_blockname_4" value="waterMovingBucket"/>
		<property name="Focused_blockname_5" value="terrWaterPOI"/>
		<property name="Sound_start" value="bucketfill_water"/>
	</property>
	<property name="Group" value="Tools/Traps"/>
</item>

<item name="bucketRiverWater">
	<property name="HoldType" value="34"/>
	<property name="Meshfile" value="#Other/Items?Crafting/Metal/IronBucketWaterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="1"/>
	<property name="EconomicValue" value="88"/>
	<property class="Action1"> <!-- UseAction -->
		<property name="Class" value="PlaceAsBlock"/>
		<property name="Delay" value=".5"/>
		<property name="Blockname" value="waterMovingBucket"/>
		<property name="Change_item_to" value="bucketEmpty"/>
		<property name="Sound_start" value="bucketplace_water"/>
	</property>
	<property name="Group" value="Tools/Traps"/>
</item>



<!-- * * * * * * * * * * recipe or perk unlocking books / magazines like for painting / short term buffs * * * * * * * * * * -->

<item name="schematicMaster">
	<property name="DescriptionKey" value="schematicGeneralGroupDesc"/>
	<property name="ItemTypeIcon" value="book"/>
	<property name="AltItemTypeIcon" value="book_read"/>
	<property name="CustomIcon" value="schematicMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="21"/>
	<property name="Meshfile" value="#Other/Items?Misc/bookPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="Weight" value="5"/>
	<property name="FuelValue" value="5"/>
	<property name="Stacknumber" value="5"/> <!-- STK book -->
	<property name="EconomicValue" value="800"/>
	<property name="Group" value="Books"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="UseAnimation" value="false"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="read_mod"/>
    <property name="Sound_in_head" value="true"/>
  </property>
</item>

<item name="invisibleRecipesForRepairCost"> <!-- Gating book for lootable things we dont want the player to repair -->
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="None"/>
</item>

<!-- <item name="paintMagazineDecorations"> unlocks a painting material group
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property class="Action0">
		<property name="Skills_to_gain" value="paintDecorations"/>
	</property>
	<property name="DescriptionKey" value="paintMagazineGroupDesc"/>
	<property name="PickupJournalEntry" value="paintingTip"/>
</item> -->

<item name="meleeClubIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeClubIron"/>
	<property name="Unlocks" value="meleeClubIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeClubIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!-- <item name="meleeClubBaseballBatSchematic"> = bookBatterUpBaseballBats -->

<item name="meleeToolSledgehammerIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolSledgehammerIron"/>
	<property name="Unlocks" value="meleeToolSledgehammerIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolSledgehammerIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolSledgehammerSteelSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolSledgehammerSteel"/>
	<property name="Unlocks" value="meleeToolSledgehammerSteel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolSledgehammerSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolKnifeIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolKnifeIron"/>
	<property name="Unlocks" value="meleeToolKnifeIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolKnifeIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolKnifeMacheteSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolKnifeMachete"/>
	<property name="Unlocks" value="meleeToolKnifeMachete"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolKnifeMachete" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeStunBatonSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeStunBaton"/>
	<property name="Unlocks" value="meleeStunBaton"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeStunBaton" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolIronSetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolClawHammer"/>
	<property name="Unlocks" value="meleeToolFireaxeIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolClawHammer" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolFireaxeIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolPickaxeIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolShovelIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolSteelSetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolPickaxeSteel"/>
	<property name="Unlocks" value="meleeToolFireaxeSteel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolFireaxeSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolPickaxeSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolShovelSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolWrenchSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolWrench"/>
	<property name="Unlocks" value="meleeToolWrench"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolWrench" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>
<!--todo remove this -->
<item name="meleeToolHoeIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="meleeToolHoeIron"/>
	<property name="Unlocks" value="meleeToolHoeIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolHoeIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolAugerSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolAuger"/>
	<property name="Unlocks" value="meleeToolAuger"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolAuger" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeToolChainsawSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeToolChainsaw"/>
	<property name="Unlocks" value="meleeToolChainsaw"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeToolChainsaw" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeThrownSpearIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeThrownSpearIron"/>
	<property name="Unlocks" value="meleeThrownSpearIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeThrownSpearIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeThrownSpearSteelSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeThrownSpearSteel"/>
	<property name="Unlocks" value="meleeThrownSpearSteel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeThrownSpearSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeKnucklesIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeKnucklesIron"/>
	<property name="Unlocks" value="meleeKnucklesIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeKnucklesIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="meleeKnucklesSteelSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="meleeKnucklesSteel"/>
	<property name="Unlocks" value="meleeKnucklesSteel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="meleeKnucklesSteel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunBowWoodenSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunBowWooden"/>
	<property name="Unlocks" value="gunBowWooden"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunBowWooden" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunBowCompoundSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunBowCompound"/>
	<property name="Unlocks" value="gunBowCompound"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunBowCompound" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunCrossbowIronSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunCrossbowIron"/>
	<property name="Unlocks" value="gunCrossbowIron"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunCrossbowIron" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunCrossbowCompoundSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunCrossbowCompound"/>
	<property name="Unlocks" value="gunCrossbowCompound"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunCrossbowCompound" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunPistolSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunPistol"/>
	<property name="Unlocks" value="gunPistol"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunPistol" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gun44MagnumSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gun44Magnum"/>
	<property name="Unlocks" value="gun44Magnum"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gun44Magnum" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunDoubleBarrelShotgunSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunDoubleBarrelShotgun"/>
	<property name="Unlocks" value="gunDoubleBarrelShotgun"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunDoubleBarrelShotgun" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunPumpShotgunSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunPumpShotgun"/>
	<property name="Unlocks" value="gunPumpShotgun"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunPumpShotgun" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunSMG5Schematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunSMG5"/>
	<property name="Unlocks" value="gunSMG5"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunSMG5" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunAK47Schematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunAK47"/>
	<property name="Unlocks" value="gunAK47"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunAK47" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunHuntingRifleSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunHuntingRifle"/>
	<property name="Unlocks" value="gunHuntingRifle"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunHuntingRifle" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunMR10Schematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunMR10"/>
	<property name="Unlocks" value="gunMR10"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunMR10" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunRocketLauncherSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunRocketLauncher"/>
	<property name="Unlocks" value="gunRocketLauncher"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunRocketLauncher" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ammoRocketHE" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ammoRocketFrag" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="resourceRocketTip" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="resourceRocketCasing" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="gunJunkTurretSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunJunkTurret"/>
	<property name="Unlocks" value="gunJunkTurret"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunJunkTurret" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="armorLeatherSetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="armorLeatherChest"/>
	<property name="Unlocks" value="armorLeatherChest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorLeatherHood" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorLeatherChest" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorLeatherGloves" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorLeatherPants" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorLeatherBoots" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="armorMilitarySetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="armorMilitaryVest"/>
	<property name="Unlocks" value="armorMilitaryVest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorMilitaryHelmet" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorMilitaryVest" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorMilitaryGloves" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorMilitaryLegs" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorMilitaryBoots" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="resourceMilitaryFiberSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="resourceMilitaryFiber"/>
	<property name="Unlocks" value="resourceMilitaryFiber"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="resourceMilitaryFiber" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="armorIronSetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="armorIronChest"/>
	<property name="Unlocks" value="armorIronChest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorIronHelmet" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorIronChest" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorIronGloves" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorIronLegs" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorIronBoots" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="armorSteelSetSchematic">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="armorSteelChest"/>
	<property name="Unlocks" value="armorSteelChest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorSteelHelmet" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorSteelChest" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorSteelGloves" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorSteelLegs" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="armorSteelBoots" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!-- * * * * * * * * * * Different description that does not refer to an item quality * * * * * * * * * * -->

<item name="schematicNoQualityMaster">
	<property name="Extends" value="schematicMaster"/>
	<property name="DescriptionKey" value="schematicNoQualityGroupDesc"/>
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="schematicMaster"/>
</item>

<item name="thrownAmmoPipeBombSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="thrownAmmoPipeBomb"/>
	<property name="Unlocks" value="thrownAmmoPipeBomb"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="thrownAmmoPipeBomb" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="thrownGrenadeContactSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="thrownGrenadeContact"/>
	<property name="Unlocks" value="thrownGrenadeContact"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="thrownGrenadeContact" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="thrownGrenadeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="thrownGrenade"/>
	<property name="Unlocks" value="thrownGrenade"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="thrownGrenade" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="thrownDynamiteSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="thrownDynamite"/>
	<property name="Unlocks" value="thrownDynamite"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="thrownDynamite" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!-- <item name="thrownTimedChargeSchematic"> = bookGreatHeistTimedCharge -->
<!-- <item name="ammoArrowFlamingSchematic"> = book -->
<!-- <item name="ammoCrossbowBoltExplodingSchematic"> = book -->

<item name="gunToolNailgunSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="gunToolNailgun"/>
	<property name="Unlocks" value="gunToolNailgun"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="gunToolNailgun" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="medicalFirstAidBandageSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="medicalFirstAidBandage"/>
	<property name="Unlocks" value="medicalFirstAidBandage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalFirstAidBandage" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="medicalFirstAidKitSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="medicalFirstAidKit"/>
	<property name="Unlocks" value="medicalFirstAidKit"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalFirstAidKit" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="medicalPlasterCastSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="medicalPlasterCast"/>
	<property name="Unlocks" value="medicalPlasterCast"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="medicalPlasterCast" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="medicalBloodDrawKitSchematic"><!-- deprecated -->
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="missingIcon"/>
	<property name="DescriptionKey" value="deprecatedBlockDesc"/>
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/emptyJarPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="5"/>
</item>

<item name="toolBellowsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="toolBellows"/>
	<property name="Unlocks" value="toolBellows"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="toolBellows" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="toolForgeCrucibleSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="toolForgeCrucible"/>
	<property name="Unlocks" value="toolForgeCrucible"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="toolForgeCrucible" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="toolAnvilSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="toolAnvil"/>
	<property name="Unlocks" value="toolAnvil"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="toolAnvil" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="cementMixerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="cementMixer"/>
	<property name="Unlocks" value="cementMixer"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="cementMixer" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="workbenchSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="workbench"/>
	<property name="Unlocks" value="workbench"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="workbench" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="forgeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="forge"/>
	<property name="Unlocks" value="forge"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="forge" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="tableSawSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="tableSaw"/>
	<property name="Unlocks" value="tableSaw"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="tableSaw" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="chemistryStationSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="chemistryStation"/>
	<property name="Unlocks" value="chemistryStation"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="chemistryStation" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!--  Vehicle parts schematics -->
<item name="vehicleAnySchematic"> <!-- dummy item so I can put the unlock info on the wheels item -->
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="vehicleWheels"/>
	<effect_group tiered="false">
	</effect_group>
</item>

<item name="vehicleBicycleChassisSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleBicycleChassis"/>
	<property name="Unlocks" value="vehicleBicycleChassis"/>
	<!-- "Unlocks" checks: Perks | cvars | recipes of the stated name that are unlocked by the passive "RecipeTagUnlocked".
		If true, then the recipe is already known and the little "schematic" overlay is darkened out. -->

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleBicycleChassis" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleBicycleHandlebarsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleBicycleHandlebars"/>
	<property name="Unlocks" value="vehicleBicycleHandlebars"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleBicycleHandlebars" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleMinibikeChassisSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleMinibikeChassis"/>
	<property name="Unlocks" value="vehicleMinibikeChassis"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleMinibikeChassis" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleMinibikeHandlebarsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleMinibikeHandlebars"/>
	<property name="Unlocks" value="vehicleMinibikeHandlebars"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleMinibikeHandlebars" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleMotorcycleChassisSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleMotorcycleChassis"/>
	<property name="Unlocks" value="vehicleMotorcycleChassis"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleMotorcycleChassis" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleMotorcycleHandlebarsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleMotorcycleHandlebars"/>
	<property name="Unlocks" value="vehicleMotorcycleHandlebars"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleMotorcycleHandlebars" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicle4x4TruckChassisSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicle4x4TruckChassis"/>
	<property name="Unlocks" value="vehicle4x4TruckChassis"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicle4x4TruckChassis" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicle4x4TruckAccessoriesSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicle4x4TruckAccessories"/>
	<property name="Unlocks" value="vehicle4x4TruckAccessories"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicle4x4TruckAccessories" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleGyroCopterChassisSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleGyroCopterChassis"/>
	<property name="Unlocks" value="vehicleGyroCopterChassis"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleGyroCopterChassis" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="vehicleGyroCopterAccessoriesSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="vehicleGyroCopterAccessories"/>
	<property name="Unlocks" value="vehicleGyroCopterAccessories"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleGyroCopterAccessories" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vehicleWheels" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>


<!--  Electrical schematics -->
<item name="generatorbankSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="generatorbank"/>
	<property name="DescriptionKey" value="generatorbankSchematicDesc"/>
	<property name="Unlocks" value="generatorbank"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="generatorbank" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ceilingLight01_player" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="industrialLight01_player" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="industrialLight02_player" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ceilingLight07_player" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="electricwirerelay" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="pressureplateSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="pressureplate"/>
	<property name="DescriptionKey" value="pressureplateSchematicDesc"/>
	<property name="Unlocks" value="pressureplate"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="pressureplate" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="pressureplateLong" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="tripwirepost" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="poweredDoorsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="metalReinforcedWoodDrawBridge"/>
	<property name="DescriptionKey" value="poweredDoorsSchematicDesc"/>
	<property name="Unlocks" value="vaultDoor03_Powered"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="garageDoorMetal_v1Powered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vaultDoor03_Powered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="vaultHatch_v3_Powered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="garageDoorHousePlayer_Powered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="garageDoorIndustrial_Powered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="metalReinforcedWoodDrawBridgePowered" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="bladeTrapSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="bladeTrap"/>
	<property name="Unlocks" value="bladeTrap"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="bladeTrap" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="dartTrapSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="dartTrap"/>
	<property name="Unlocks" value="dartTrap"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="dartTrap" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="shotgunTurretSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="shotgunTurret"/>
	<property name="Unlocks" value="shotgunTurret"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="shotgunTurret" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="autoTurretSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="autoTurret"/>
	<property name="Unlocks" value="autoTurret"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="autoTurret" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="electricfencepostSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="electricfencepost"/>
	<property name="Unlocks" value="electricfencepost"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="electricfencepost" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="motionsensorSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="motionsensor"/>
	<property name="Unlocks" value="motionsensor"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="motionsensor" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="speakerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="speaker"/>
	<property name="Unlocks" value="speaker"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="speaker" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="spotlightPlayerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="spotlightNailedDownPOI"/>
	<property name="Unlocks" value="spotlightPlayer"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="spotlightPlayer" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="switchSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="switch"/>
	<property name="Unlocks" value="switch"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="switch" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="batterybankSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="batterybank"/>
	<property name="Unlocks" value="batterybank"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="batterybank" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="electrictimerrelaySchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="electrictimerrelay"/>
	<property name="Unlocks" value="electrictimerrelay"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="electrictimerrelay" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!-- Mod schematics -->

<item name="modGunBarrelExtenderSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunBarrelExtender"/>
	<property name="Unlocks" value="modGunBarrelExtender"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunBarrelExtender" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunMuzzleBrakeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunMuzzleBrake"/>
	<property name="Unlocks" value="modGunMuzzleBrake"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunMuzzleBrake" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunSoundSuppressorSilencerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunSoundSuppressorSilencer"/>
	<property name="Unlocks" value="modGunSoundSuppressorSilencer"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunSoundSuppressorSilencer" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunLaserSightSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunLaserSight"/>
	<property name="Unlocks" value="modGunLaserSight"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunLaserSight" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunFlashlightSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunFlashlight"/>
	<property name="Unlocks" value="modGunFlashlight"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunFlashlight" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunScopeSmallSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunScopeSmall"/>
	<property name="Unlocks" value="modGunScopeSmall"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunScopeSmall" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunScopeMediumSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunScopeMedium"/>
	<property name="Unlocks" value="modGunScopeMedium"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunScopeMedium" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunScopeLargeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunScopeLarge"/>
	<property name="Unlocks" value="modGunScopeLarge"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunScopeLarge" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunReflexSightSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunReflexSight"/>
	<property name="Unlocks" value="modGunReflexSight"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunReflexSight" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunTriggerGroupSemiSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunTriggerGroupSemi"/>
	<property name="Unlocks" value="modGunTriggerGroupSemi"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunTriggerGroupSemi" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunTriggerGroupBurst3Schematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunTriggerGroupBurst"/>
	<property name="Unlocks" value="modGunTriggerGroupBurst3"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunTriggerGroupBurst3" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunTriggerGroupAutomaticSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunTriggerGroupAutomatic"/>
	<property name="Unlocks" value="modGunTriggerGroupAutomatic"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunTriggerGroupAutomatic" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunRodAndSpringSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunRodAndSpring"/>
	<property name="Unlocks" value="modGunRodAndSpring"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunRodAndSpring" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunBipodSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunBipod"/>
	<property name="Unlocks" value="modGunBipod"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunBipod" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunForegripSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunForegrip"/>
	<property name="Unlocks" value="modGunForegrip"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunForegrip" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunRetractingStockSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunRetractingStock"/>
	<property name="Unlocks" value="modGunRetractingStock"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunRetractingStock" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunDuckbillSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunDuckbill"/>
	<property name="Unlocks" value="modGunDuckbill"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunDuckbill" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunChokeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunChoke"/>
	<property name="Unlocks" value="modGunChoke"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunChoke" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunMagazineExtenderSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunMagazineExtender"/>
	<property name="Unlocks" value="modGunMagazineExtender"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunMagazineExtender" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modShotgunSawedOffBarrelSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modShotgunSawedOffBarrel"/>
	<property name="Unlocks" value="modShotgunSawedOffBarrel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modShotgunSawedOffBarrel" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunCrippleEmSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunCrippleEm"/>
	<property name="Unlocks" value="modGunCrippleEm"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunCrippleEm" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunBowPolymerStringSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunBowPolymerString"/>
	<property name="Unlocks" value="modGunBowPolymerString"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunBowPolymerString" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunBowArrowRestSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunBowArrowRest"/>
	<property name="Unlocks" value="modGunBowArrowRest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunBowArrowRest" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunMeleeTheHunterSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunMeleeTheHunter"/>
	<property name="Unlocks" value="modGunMeleeTheHunter"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunMeleeTheHunter" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunMeleeRadRemoverSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunMeleeRadRemover"/>
	<property name="Unlocks" value="modGunMeleeRadRemover"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunMeleeRadRemover" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modGunMeleeBlessedMetalSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modGunMeleeBlessedMetal"/>
	<property name="Unlocks" value="modGunMeleeBlessedMetal"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modGunMeleeBlessedMetal" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeTemperedBladeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeTemperedBlade"/>
	<property name="Unlocks" value="modMeleeTemperedBlade"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeTemperedBlade" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeSerratedBladeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeSerratedBlade"/>
	<property name="Unlocks" value="modMeleeSerratedBlade"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeSerratedBlade" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeWeightedHeadSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeWeightedHead"/>
	<property name="Unlocks" value="modMeleeWeightedHead"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeWeightedHead" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeStructuralBraceSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeStructuralBrace"/>
	<property name="Unlocks" value="modMeleeStructuralBrace"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeStructuralBrace" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeErgonomicGripSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeErgonomicGrip"/>
	<property name="Unlocks" value="modMeleeErgonomicGrip"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeErgonomicGrip" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeFortifyingGripSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeFortifyingGrip"/>
	<property name="Unlocks" value="modMeleeFortifyingGrip"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeFortifyingGrip" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeClubBarbedWireSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeClubBarbedWire"/>
	<property name="Unlocks" value="modMeleeClubBarbedWire"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeClubBarbedWire" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeClubMetalSpikesSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeClubMetalSpikes"/>
	<property name="Unlocks" value="modMeleeClubMetalSpikes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeClubMetalSpikes" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>
<!-- unlocked by batter up now
<item name="modMeleeClubMetalChainSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeClubMetalChain"/>
	<property name="Unlocks" value="modMeleeClubMetalChain"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeClubMetalChain" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>-->

<item name="modMeleeGraveDiggerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeGraveDigger"/>
	<property name="Unlocks" value="modMeleeGraveDigger"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeGraveDigger" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeBunkerBusterSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeBunkerBuster"/>
	<property name="Unlocks" value="modMeleeBunkerBuster"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeBunkerBuster" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeIronBreakerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeIronBreaker"/>
	<property name="Unlocks" value="modMeleeIronBreaker"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeIronBreaker" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeWoodSplitterSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeWoodSplitter"/>
	<property name="Unlocks" value="modMeleeWoodSplitter"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeWoodSplitter" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modMeleeClubBurningShaftSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modMeleeClubBurningShaft"/>
	<property name="Unlocks" value="modMeleeClubBurningShaft"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modMeleeClubBurningShaft" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorInsulatedLinerSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorInsulatedLiner"/>
	<property name="Unlocks" value="modArmorInsulatedLiner"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorInsulatedLiner" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorCoolingMeshSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorCoolingMesh"/>
	<property name="Unlocks" value="modArmorCoolingMesh"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorCoolingMesh" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorImprovedFittingsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorImprovedFittings"/>
	<property name="Unlocks" value="modArmorImprovedFittings"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorImprovedFittings" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorCustomizedFittingsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorCustomizedFittings"/>
	<property name="Unlocks" value="modArmorCustomizedFittings"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorCustomizedFittings" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorPlatingBasicSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorPlatingBasic"/>
	<property name="Unlocks" value="modArmorPlatingBasic"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorPlatingBasic" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorPlatingReinforcedSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorPlatingReinforced"/>
	<property name="Unlocks" value="modArmorPlatingReinforced"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorPlatingReinforced" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorStoragePocketSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorStoragePocket"/>
	<property name="Unlocks" value="modArmorStoragePocket"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorStoragePocket" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorDoubleStoragePocketSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorDoubleStoragePocket"/>
	<property name="Unlocks" value="modArmorDoubleStoragePocket"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorDoubleStoragePocket" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorTripleStoragePocketSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorTripleStoragePocket"/>
	<property name="Unlocks" value="modArmorTripleStoragePocket"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorTripleStoragePocket" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorMuffledConnectorsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorMuffledConnectors"/>
	<property name="Unlocks" value="modArmorMuffledConnectors"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorMuffledConnectors" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorAdvancedMuffledConnectorsSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorAdvancedMuffledConnectors"/>
	<property name="Unlocks" value="modArmorAdvancedMuffledConnectors"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorAdvancedMuffledConnectors" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorImpactBracingSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorImpactBracing"/>
	<property name="Unlocks" value="modArmorImpactBracing"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorImpactBracing" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorBandolierSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorBandolier"/>
	<property name="Unlocks" value="modArmorBandolier"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorBandolier" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorWaterPurifierSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorWaterPurifier"/>
	<property name="Unlocks" value="modArmorWaterPurifier"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorWaterPurifier" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modArmorHelmetLightSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modArmorHelmetLight"/>
	<property name="Unlocks" value="modArmorHelmetLight"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modArmorHelmetLight" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modFuelTankSmallSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modFuelTankSmall"/>
	<property name="Unlocks" value="modFuelTankSmall"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modFuelTankSmall" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="modFuelTankLargeSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="modFuelTankLarge"/>
	<property name="Unlocks" value="modFuelTankLarge"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="modFuelTankLarge" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<!--
	add these schematics when these are functional
<item name="modYoureFiredSchematic">
	<property name="Extends" value="schematicNoQualityMaster"/>
</item>
<item name="modRadiationReady">
	<property name="Extends" value="schematicNoQualityMaster"/>
</item>
<item name="modGunMeleeNiCdBattery">
	<property name="Extends" value="schematicNoQualityMaster"/>
</item>
<item name="modGunMeleeFlammableOil">
	<property name="Extends" value="schematicNoQualityMaster"/>
</item>
<item name="modGunMeleeLiquidNitrogen">
	<property name="Extends" value="schematicNoQualityMaster"/>
</item>
-->

<!-- * * * * * * * * * * Different description that refers to a "recipe" instead of "schematic" * * * * * * * * * * -->

<item name="schematicNoQualityRecipeMaster">
	<property name="Extends" value="schematicMaster"/>
	<property name="DescriptionKey" value="schematicNoQualityRecipeGroupDesc"/>
	<property name="CreativeMode" value="None"/>
	<property name="CustomIcon" value="schematicMaster"/>
	<property class="Action0">
		<property name="Sound_start" value="read_recipe"/>
	</property>
</item>

<item name="ammoGasCanSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="ammoGasCan"/>
	<property name="Unlocks" value="ammoGasCan"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ammoGasCan" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="resourceOilSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="resourceOil"/>
	<property name="Unlocks" value="resourceOil"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="resourceOil" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drugAntibioticsSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drugAntibiotics"/>
	<property name="Unlocks" value="drugAntibiotics"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drugAntibiotics" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drugHerbalAntibioticsSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drugPainkillers"/> <property name="CustomIconTint" value="b0ffb0"/>
	<property name="Unlocks" value="drugHerbalAntibiotics"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drugHerbalAntibiotics" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodCanShamSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodCanSham"/>
	<property name="Unlocks" value="foodCanSham"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodCanSham" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarBeerSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarBeer"/>
	<property name="Unlocks" value="drinkJarBeer"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarBeer" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarCoffeeSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarCoffee"/>
	<property name="Unlocks" value="drinkJarCoffee"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarCoffee" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarGoldenRodTeaSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarGoldenRodTea"/>
	<property name="Unlocks" value="drinkJarGoldenRodTea"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarGoldenRodTea" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasAwesomeSauceSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="1000"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarGrandpasAwesomeSauce"/>
	<property name="Unlocks" value="drinkJarGrandpasAwesomeSauce"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarGrandpasAwesomeSauce" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasLearningElixirSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="1000"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarGrandpasLearningElixir"/>
	<property name="Unlocks" value="drinkJarGrandpasLearningElixir"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarGrandpasLearningElixir" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarGrandpasMoonshineSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="1000"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarGrandpasMoonshine"/>
	<property name="Unlocks" value="drinkJarGrandpasMoonshine"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarGrandpasMoonshine" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkJarRedTeaSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkJarRedTea"/>
	<property name="Unlocks" value="drinkJarRedTea"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkJarRedTea" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="drinkYuccaJuiceSmoothieSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="drinkYuccaJuiceSmoothie"/>
	<property name="Unlocks" value="drinkYuccaJuiceSmoothie"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="drinkYuccaJuiceSmoothie" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodBaconAndEggsSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodBaconAndEggs"/>
	<property name="Unlocks" value="foodBaconAndEggs"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodBaconAndEggs" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodBakedPotatoSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodBakedPotato"/>
	<property name="Unlocks" value="foodBakedPotato"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodBakedPotato" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodBlueberryPieSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodBlueberryPie"/>
	<property name="Unlocks" value="foodBlueberryPie"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodBlueberryPie" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodPumpkinPieSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodPumpkinPie"/>
	<property name="Unlocks" value="foodPumpkinPie"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPumpkinPie" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodPumpkinCheesecakeSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodPumpkinCheesecake"/>
	<property name="Unlocks" value="foodPumpkinCheesecake"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPumpkinCheesecake" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodPumpkinBreadSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodPumpkinBread"/>
	<property name="Unlocks" value="foodPumpkinBread"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodPumpkinBread" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodBoiledMeatSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodBoiledMeat"/>
	<property name="Unlocks" value="foodBoiledMeat"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodBoiledMeat" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodChiliDogSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodChiliDog"/>
	<property name="Unlocks" value="foodChiliDog"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodChiliDog" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodCornBreadSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodCornBread"/>
	<property name="Unlocks" value="foodCornBread"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodCornBread" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodCornOnTheCobSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodCornOnTheCob"/>
	<property name="Unlocks" value="foodCornOnTheCob"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodCornOnTheCob" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodFishTacosSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="600"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodFishTacos"/>
	<property name="Unlocks" value="foodFishTacos"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodFishTacos" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodGrilledMeatSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="200"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodGrilledMeat"/>
	<property name="Unlocks" value="foodGrilledMeat"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodGrilledMeat" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodHoboStewSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="600"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodHoboStew"/>
	<property name="Unlocks" value="foodHoboStew"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHoboStew" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodMeatStewSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="400"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodMeatStew"/>
	<property name="Unlocks" value="foodMeatStew"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodMeatStew" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodShamChowderSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="600"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodShamChowder"/>
	<property name="Unlocks" value="foodShamChowder"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodShamChowder" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodSteakAndPotatoSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="400"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodSteakAndPotato"/>
	<property name="Unlocks" value="foodSteakAndPotato"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodSteakAndPotato" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="foodVegetableStewSchematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="400"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="foodVegetableStew"/>
	<property name="Unlocks" value="foodVegetableStew"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodVegetableStew" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedAloe1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedAloe1"/>
	<property name="Unlocks" value="plantedAloe1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedAloe1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedBlueberry1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="EconomicValue" value="400"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedBlueberry1"/>
	<property name="Unlocks" value="plantedBlueberry1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedBlueberry1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedChrysanthemum1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedChrysanthemum1"/>
	<property name="Unlocks" value="plantedChrysanthemum1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedChrysanthemum1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedCoffee1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedCoffee1"/>
	<property name="Unlocks" value="plantedCoffee1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedCoffee1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedCorn1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedCorn1"/>
	<property name="Unlocks" value="plantedCorn1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedCorn1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedCotton1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedCotton1"/>
	<property name="Unlocks" value="plantedCotton1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedCotton1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedGoldenrod1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedGoldenrod1"/>
	<property name="Unlocks" value="plantedGoldenrod1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedGoldenrod1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedGraceCorn1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedCorn1"/> <property name="CustomIconTint" value="ff9f9f"/>
	<property name="Unlocks" value="plantedGraceCorn1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedGraceCorn1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedHop1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedHop1"/>
	<property name="Unlocks" value="plantedHop1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedHop1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedMushroom1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedMushroom1"/>
	<property name="Unlocks" value="plantedMushroom1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedMushroom1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedPotato1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedPotato1"/>
	<property name="Unlocks" value="plantedPotato1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedPotato1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedYucca1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedYucca1"/>
	<property name="Unlocks" value="plantedYucca1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedYucca1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>

<item name="plantedPumpkin1Schematic">
	<property name="Extends" value="schematicNoQualityRecipeMaster"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="plantedPumpkin1"/>
	<property name="Unlocks" value="plantedPumpkin1"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="plantedPumpkin1" operation="set" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
	</effect_group>
</item>


<!-- * * * * * * * * * * skill books to gain crafting skill XP * * * * * * * * * * -->

<item name="skillBookMaster">
	<property name="Extends" value="schematicMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="EconomicValue" value="500"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Consume" value="true"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="ActionExpBonusMultiplier" value="0"/> <!-- When first learned the multiplier is applied. After that only the action exp is applied but it's applied for EACH item in the book. -->
		<property name="Sound_start" value="recipe_unlocked"/>
	</property>
</item>

<!--
<item name="skillBookAmmoNation">
	<property name="Extends" value="skillBookMaster"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfSecondaryActionEnd" action="GiveSkillExp" skill="attIntellect" experience="145"/>
			 onPrimaryFinish / onSecondaryFinish // attributes are target, skill, experience|level_percentage

		<triggered_effect trigger="onSelfSecondaryActionEnd" action="ShowToolbeltMessage" message="Thou art greater!"/>
			message_key="localizationKey"
	</effect_group>
</item> -->

<!-- * * * * * * * * * * quests * * * * * * * * * * -->

<item name="blankNoteMaster">
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="21"/>
	<property name="Meshfile" value="#Other/Items?Misc/bookPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="CustomIcon" value="questMaster"/>
	<property name="Stacknumber" value="50"/> <!-- STK book -->
	<property name="EconomicValue" value="1600"/>
	<property name="SellableToTrader" value="false"/>
	<property name="FuelValue" value="2"/>
	<property name="Weight" value="2"/>
	<property name="Group" value="Special Items"/>
</item>

<item name="noteDuke01">
	<property name="Extends" value="blankNoteMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="DescriptionKey" value="noteDuke01Desc"/>
	<property name="CustomIcon" value="challengeQuestMaster"/>
</item>

<item name="questMaster">
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="21"/>
	<property name="Meshfile" value="#Other/Items?Misc/bookPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="CustomIcon" value="questMaster"/>
	<property name="Stacknumber" value="50"/> <!-- STK book -->
	<property name="EconomicValue" value="1600"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="Quest"/>
		<property name="QuestGiven" value="q_basicSurvival"/>
		<property name="Delay" value="0.5"/>
		<property name="UseAnimation" value="false"/>
		<property name="Use_time" value="..."/>
	</property>
	<property name="FuelValue" value="2"/>
	<property name="Weight" value="2"/>
	<property name="Group" value="Special Items"/>
</item>

<item name="challengeQuestMaster">
	<property name="Extends" value="questMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="DescriptionKey" value="qc_ZombieGroupDesc"/>
	<property name="CustomIcon" value="challengeQuestMaster"/>
	<property name="EconomicValue" value="400"/>
</item>

<item name="treasureQuestMaster">
	<property name="Extends" value="questMaster"/>
	<property name="CreativeMode" value="None"/>
	<property name="DescriptionKey" value="qt_desc"/>
	<property name="CustomIcon" value="treasureQuestMaster"/>
	<property name="PickupJournalEntry" value="treasureMapTip"/>
</item>

<item name="q_basicSurvival">
	<property name="Extends" value="questMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="quest_BasicSurvival1"/>
	</property>
</item>

<item name="qc_silenceofthelambs">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="UseAnimation" value="false"/>
		<property name="QuestGiven" value="challenge_silenceofthelambs"/>
	</property>
</item>

<item name="qc_drunkanddisorderly">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="UseAnimation" value="false"/>
		<property name="QuestGiven" value="challenge_drunkanddisorderly"/>
	</property>
</item>

<item name="qc_nurseyoubacktohealth">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_nurseyoubacktohealth"/>
	</property>
</item>

<item name="qc_starvingtourists">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_starvingtourists"/>
	</property>
</item>

<item name="qc_dogdaysareover">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_dogdaysareover"/>
	</property>
</item>

<item name="qc_itsbitsyspider">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_itsybitsyspider"/>
	</property>
</item>

<item name="qc_ladykiller">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_ladykiller"/>
	</property>
</item>

<item name="qc_maneater">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_maneater"/>
	</property>
</item>

<item name="qc_imalumberjackandimokay">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_imalumberjackandimokay"/>
	</property>
</item>

<item name="qc_yournothingspecial">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_yournothingspecial"/>
	</property>
</item>

<item name="qc_killthewabbit">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_killthewabbit"/>
	</property>
</item>

<item name="qc_nailsomechicks">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_nailsomechicks"/>
	</property>
</item>

<item name="qc_thatlldopig">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_thatlldopig"/>
	</property>
</item>

<item name="qc_stagparty">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_stagparty"/>
	</property>
</item>

<item name="qc_dontfeedthebears">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_dontfeedthebears"/>
	</property>
</item>

<item name="qc_buythefarm">
	<property name="Extends" value="challengeQuestMaster"/>
	<property name="DescriptionKey" value="qc_AnimalGroupDesc"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_buythefarm"/>
	</property>
</item>

<item name="qc_blitzdefense">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_blitzdefense"/>
	</property>
</item>

<item name="qc_givemeaz">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_givemeaz"/>
	</property>
</item>

<item name="qc_dishonorabledischarge">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_dishonorabledischarge"/>
	</property>
</item>

<item name="qc_cableguysnevermadeit">
	<property name="Extends" value="challengeQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="challenge_cableguysnevermadeit"/>
	</property>
</item>

<item name="qt_taylor">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_taylor"/>
	</property>
</item>

<item name="qt_nickole">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_nickole"/>
	</property>
</item>

<item name="qt_stephan">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_stephan"/>
	</property>
</item>

<item name="qt_jennifer">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_jennifer"/>
	</property>
</item>

<item name="qt_claude">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_claude"/>
	</property>
</item>

<item name="qt_sarah">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_sarah"/>
	</property>
</item>

<item name="qt_raphael">
	<property name="Extends" value="treasureQuestMaster"/>
	<property class="Action0">
		<property name="QuestGiven" value="treasure_raphael"/>
	</property>
</item>


<!-- * * * * * * * * * * other stuff * * * * * * * * * * -->

<item name="resourceRockSmall"> <!-- scrap material -->
	<property name="HoldType" value="40"/>
	<property name="Meshfile" value="#Other/Items?Crafting/rock_smallPrefab.prefab"/>
	<property name="DropScale" value="6"/>
	<property name="Material" value="MresourceRockSmall"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="RepairAmount" value="300"/>
	<property name="RepairTime" value=".5"/>
	<property name="Weight" value="5"/>
	<property name="MeltTimePerUnit" value=".5"/>
	<property name="EconomicValue" value="50"/>
	<property name="EconomicBundleSize" value="50"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="8"/>
		<property name="Throw_strength_max" value="60"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<property name="DistractionTags" value="zombie,requires_contact"/>
	<effect_group name="decoy" tiered="false">
		<passive_effect name="DistractionRadius" operation="base_set" value="25"/>
		<passive_effect name="DistractionLifetime" operation="base_set" value="1"/>
		<passive_effect name="DistractionStrength" operation="base_set" value="100"/>
	</effect_group>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientTime" value=".5"/>
</item>

<item name="resourceSnowBall">
	<property name="HoldType" value="40"/>
	<property name="Meshfile" value="#Other/Items?Misc/snowballPrefab.prefab"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/snowball_FP_Prefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/snowballPrefab.prefab"/>
	<!-- <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> -->
	<property name="DropScale" value="1.5"/>
	<property name="Material" value="MresourceSnowBall"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="150"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="ThrowAway"/>
		<property name="Delay" value="1.2"/> <!-- obsolete if rounds per minute exists -->
		<property name="Throw_strength_default" value="8"/>
		<property name="Throw_strength_max" value="60"/>
		<property name="Max_strain_time" value="1.25"/>
		<property name="Sound_start" value="swoosh"/>
	</property>
	<property name="ThrowableDecoy" value="true"/>
	<property name="DistractionTags" value="zombie,requires_contact"/>
	<effect_group name="decoy" tiered="false">
		<passive_effect name="DistractionRadius" operation="base_set" value="15"/>
		<passive_effect name="DistractionLifetime" operation="base_set" value="1"/>
		<passive_effect name="DistractionStrength" operation="base_set" value="80"/>
	</effect_group>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceAcid">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceAcid"/>
	<property name="Weight" value="0"/>
	<property name="Stacknumber" value="100"/> <!-- STK resource -->
	<property name="EconomicValue" value="140"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="Group" value="Resources"/>
</item>

<!-- <item name="scrapCopper" material="copper" mesh_file="Items/Crafting/scrap_copper" hold_type="7"><property name="Weight" value="15"/></item> -->

<item name="resourceYuccaFibers"> <!-- scrap material -->
	<property name="HoldType" value="16"/>
	<property name="Meshfile" value="#Other/Items?Crafting/plant_fibers.fbx"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Weight" value="1"/>
	<property name="Material" value="MresourceYuccaFibers"/>
	<property name="RepairTime" value="1"/>
	<property name="RepairAmount" value="30"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="FuelValue" value="1"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceWood"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceWood"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="FuelValue" value="50"/>
	<property name="EconomicValue" value="25"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="Group" value="Resources"/>
	<property name="RepairAmount" value="100"/>
	<property name="LootExpValue" value="1"/>
	<property name="CraftingIngredientTime" value=".25"/>
</item>

<item name="resourceCrushedSand">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrushedSand"/>
	<property name="Weight" value="4"/>
	<property name="NoScrapping" value="true"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="EconomicValue" value="50"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceBrokenGlass"> <!-- scrap material -->
	<property name="DisplayType" value="food"/>
	<property name="HoldType" value="23"/>
	<property name="Meshfile" value="#Other/Items?Misc/brokenGlassPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceBrokenGlass"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="Weight" value="4"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="50"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Gain_health" value="-50"/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<property name="Group" value="Resources"/>

	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="-1000"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInternalBleeding"/>
	</effect_group>
</item>

<item name="resourceIronFragment"><!-- deprecated -->
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapIron"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="1200"/>
	<property name="SellableToTrader" value="false"/>
	<property name="EconomicValue" value="25"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceScrapIron">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapIron"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
	<property name="RepairTime" value=".5"/>
	<property name="RepairAmount" value="20"/>
	<property name="CraftingIngredientTime" value=".2"/>
</item>

<item name="resourceForgedIron">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceForgedIron"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="CraftingIngredientExp" value="10"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property name="RepairTime" value=".5"/>
	<property name="RepairAmount" value="270"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceMetalPipe">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceMetalPipe"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="Group" value="Resources"/>
	<property name="RepairTime" value="1"/>
	<property name="RepairAmount" value="800"/>
</item>

<item name="resourceForgedSteel">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceForgedSteel"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="50"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="15"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property name="RepairTime" value="1"/>
	<property name="RepairAmount" value="400"/>
</item>

<item name="resourceScrapPolymers"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapPolymers"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="16"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="15"/>
	<property name="CraftingIngredientTime" value="2"/>
	<!-- <property name="RepairTime" value="2"/>
	<property name="RepairAmount" value="400"/> -->
</item>

<item name="resourceSewingKit"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mcloth"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="20"/> <!-- STK resource -->
	<property name="EconomicValue" value="16"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceOilShale">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceOilShale"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="FuelValue" value="5"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="2"/>
</item>

<item name="resourceBone">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<!--<property name="HoldType" value="2"/>
	<property name="Meshfile" value="#Other/Items?Crafting/femur.fbx"/>-->
	<property name="Material" value="MresourceBone"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="1200"/> <!-- STK resource -->
	<property name="RepairAmount" value="270"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceLeather"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceLeather"/>
	<property name="Weight" value="5"/>
	<property name="RepairAmount" value="150"/>
	<property name="Stacknumber" value="250"/> <!-- STK resource -->
	<property name="FuelValue" value="5"/>
	<property name="EconomicValue" value="22"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientTime" value="2"/>
</item>

<item name="resourceAnimalFat">
	<property name="HoldType" value="31"/>
	<property name="DisplayType" value="food"/>
	<property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceAnimalFat"/>
	<property name="FuelValue" value="20"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="20"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_eating"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="5"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="10"/><display_value name="dFoodPoisoningRisk" value=".10"/> <!-- raw3 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="resourceTestosteroneExtract">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceTestosteroneExtract"/>
	<property name="Stacknumber" value="10"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
	<property name="CraftingIngredientTime" value="2"/>
</item>

<item name="resourceCropHopsFlower">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="plantedHop3Harvest"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CraftingIngredientTime" value="20"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
</item>

<item name="resourceCropAloeLeaf">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property name="Group" value="Science"/>
</item>

<item name="resourceCropChrysanthemumPlant">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="plantedChrysanthemum3Harvest"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
</item>

<item name="resourceCropCottonPlant">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="plantedCotton3Harvest"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="2"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceCropGoldenrodPlant">
	<property name="DescriptionKey" value="resourceCropChrysanthemumPlantDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="plantedGoldenrod3Harvest"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
</item>

<item name="resourceCropCoffeeBeans">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCrop"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="5"/>
	<property name="Group" value="Food/Cooking,CFFood/Cooking"/>
</item>

<item name="resourceCropSnowberryPlant">
	<property name="Extends" value="foodCropBlueberries"/>
	<property name="DisplayType" value="food"/>
	<property name="CustomIcon" value="foodCropBlueberries"/> <property name="CustomIconTint" value="ffffaf"/>
	<property name="EconomicValue" value="2"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property class="Action0">
		<property name="Delay" value="1.5"/>
	</property>
	<property name="Group" value="Food/Cooking,CFFood/Cooking,Science"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="set" value="1"/><display_value name="dFoodPoisoningRisk" value=".01"/> <!-- raw1 -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".DiseaseRoll" operation="add" value="@$MetabolismResist"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffIllFoodPoisoning01">
			<requirement name="RandomRoll" seed_type="Random" min_max="1,100" operation="LTE" value="@.DiseaseRoll"/>
		</triggered_effect>
	</effect_group>
</item>

<item name="resourceScrapBrass"> <!-- scrap material -->
	<property name="Tags" value="brass"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassSmall"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="Weight" value="1"/>
	<property name="EconomicValue" value="20"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceScrapLead"> <!-- scrap material -->
	<property name="Tags" value="lead"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapLeadSmall"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="Weight" value="1"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceClayLump">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceClayLump"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="EconomicValue" value="6"/>
	<property name="EconomicBundleSize" value="150"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientTime" value=".5"/>
</item>

<!-- <item name="dirtFragment">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mdirt"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="6000"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="5000"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Resources"/>
</item> -->

<item name="resourceCobblestones">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCobblestones"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="100"/>
	<property name="Group" value="Resources,Basics"/>
	<property name="CraftingIngredientTime" value=".25"/>
</item>

<item name="resourceCement">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCement"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="25"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceConcreteMix">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceConcreteMix"/>
	<property name="Weight" value="20"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="125"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceCloth"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mcloth"/>
	<property name="Stacknumber" value="250"/> <!-- STK resource -->
	<property name="RepairAmount" value="50"/>
	<property name="FuelValue" value="1"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources,Clothing"/>
	<property name="UnlockedBy" value="perkWasteTreasuresCloth"/>
</item>

<item name="resourcePaper"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourcePaper"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="FuelValue" value="1"/>
	<property name="Weight" value="1"/>
	<property name="EconomicValue" value="15"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>

<item name="resourceFertilizer"> <!-- deprecated -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceFertilizer"/>
	<property name="Stacknumber" value="250"/> <!-- STK resource -->
	<property name="FuelValue" value="0"/>
	<property name="Weight" value="0"/>
	<property name="Group" value="Resources"/>
	<property name="EconomicValue" value="30"/>
</item>

<item name="resourceMilitaryFiber"> <!-- scrap material -->
	<property name="UnlockedBy" value="perkYeahScience,resourceMilitaryFiberSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MmilitaryFiber"/>
	<property name="Stacknumber" value="250"/> <!-- STK resource -->
	<property name="CraftingIngredientExp" value="10"/>
	<property name="CraftingIngredientTime" value="10"/>
	<property name="RepairTime" value=".6"/>
	<property name="RepairAmount" value="400"/>
	<property name="Weight" value="1"/>
	<property name="EconomicValue" value="50"/>
	<property name="Group" value="Resources,Clothing,Chemicals"/>
</item>

<item name="resourceElectricParts"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MelectricParts"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="32"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="15"/>
	<property name="CraftingIngredientTime" value="2"/>
	<!-- <property name="RepairTime" value="2"/>
	<property name="RepairAmount" value="400"/> -->
</item>

<item name="resourceElectronicParts"> <!-- scrap material -->
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MelectronicParts"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="50"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="15"/>
	<property name="CraftingIngredientTime" value="2"/>
	<!-- <property name="RepairTime" value="2"/>
	<property name="RepairAmount" value="400"/> -->
</item>

<item name="resourceMechanicalParts"> <!-- scrap material -->
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MmechanicalParts"/> <property name="Weight" value="5"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="32"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientExp" value="15"/>
	<property name="CraftingIngredientTime" value="2"/>
	<!-- <property name="RepairTime" value="2"/>
	<property name="RepairAmount" value="400"/> -->
</item>

<item name="resourceInsulator">
	<property name="DescriptionKey" value="deprecatedBlockDesc"/>
	<property name="CustomIcon" value="missingIcon"/>

	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceClayLump"/>
	<property name="Weight" value="15"/>
	<property name="EconomicValue" value="30"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceFeather">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceFeather"/>
	<property name="Stacknumber" value="250"/> <!-- STK resource -->
	<property name="FuelValue" value="1"/>
	<!-- <property name="CraftingIngredientExp" value="0"/> -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceArrowHeadIron">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceArrowHeadSteelAP">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="40"/>
	<property name="EconomicBundleSize" value="5"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceCoal">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCoal"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="FuelValue" value="20"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientTime" value="1"/>
</item>

<item name="resourcePotassiumNitratePowder">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceCoal"/>
	<property name="Stacknumber" value="6000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources"/>
	<property name="CraftingIngredientTime" value="2"/>
</item>

<item name="resourceGunPowder">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mdirt"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>

<item name="resourceBuckshot">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mlead_scrap"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceBulletCasing">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassSmall"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="1000"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceBulletTip">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapLeadSmall"/>
	<property name="Stacknumber" value="1000"/>
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceNail">
	<property name="Meshfile" value="#Other/Items?Tools/nailProjectilePrefab.prefab"/>
	<property name="HoldType" value="45"/>
	<property name="HandMeshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapIron"/>
	<property name="Stacknumber" value="1000"/> <!-- STK resource -->
	<property name="EconomicValue" value="10"/>
	<property name="EconomicBundleSize" value="10"/>
	<property name="Group" value="Resources,Ammo/Weapons"/>
	<property class="Action1">
		<property name="Class" value="Projectile"/>
		<property name="Explosion.ParticleIndex" value="0"/>
		<!-- no expl. -->
		<property name="FlyTime" value="1"/>
		<property name="LifeTime" value=".75"/>
	</property>
	<effect_group name="resourceNail" tiered="false"> <!-- nail -->
		<passive_effect name="EntityDamage" operation="base_set" value="5"/>
		<passive_effect name="BlockDamage" operation="base_set" value=".1"/>
		<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth,metal,cloth"/>
		<passive_effect name="DamageModifier" operation="perc_set" value=".1" tags="wood"/>
		<passive_effect name="ProjectileVelocity" operation="base_set" value="20"/>
		<passive_effect name="ProjectileStickChance" operation="perc_set" value="0"/>
	</effect_group>
</item>

<item name="resourceRocketTip">
	<property name="UnlockedBy" value="perkDemolitionsExpert,gunRocketLauncherSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mlead_scrap"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="50"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceRocketCasing">
	<property name="UnlockedBy" value="perkDemolitionsExpert,gunRocketLauncherSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="50"/> <!-- STK resource -->
	<property name="EconomicValue" value="77"/>
	<property name="Group" value="Ammo/Weapons"/>
</item>

<item name="resourceRepairKit">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Msteel"/>
	<property name="Stacknumber" value="25"/> <!-- STK resourceRepairKit -->
	<property name="EconomicValue" value="186"/>
	<property name="RepairTime" value="3"/>
	<property name="RepairAmount" value="32000"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceOil">
	<property name="UnlockedBy" value="perkYeahScience,resourceOilSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceOil"/>
	<property name="Stacknumber" value="50"/> <!-- STK resource -->
	<property name="EconomicValue" value="100"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>

<item name="resourcePaint">
	<property name="CreativeMode" value="Player"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mpaint"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="1000"/> <!-- STK ammo -->
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
	<property name="EconomicValue" value="12"/>
	<property name="EconomicBundleSize" value="50"/>
	<property name="PickupJournalEntry" value="paintingTip"/>
	<property name="CraftingIngredientTime" value=".2"/>
</item>

<!--<item name="resourceBioFuel">
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/honeyPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="FuelValue" value="20"/>
	<property name="Stacknumber" value="250"/>
	<property name="EconomicValue" value="30"/>
	<property name="Group" value="Chemicals,CFChemicals"/>
</item>-->

<item name="resourceHubcap">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Tags" value="junk"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceHubcap"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="10"/>
	<property class="Action1">
		<property name="Class" value="PlaceAsBlock"/>
		<property name="Delay" value=".5"/>
		<property name="Blockname" value="hubcapNoMine"/>
	</property>
	<property name="EconomicValue" value="10"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceAirFilter">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Tags" value="junk"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceHubcap"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="15"/>
	<property name="EconomicValue" value="15"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceCandyTin">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Tags" value="junk"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceHubcap"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="5"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceDoorKnob">
	<property name="DescriptionKey" value="resourceBrassObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassMedium"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="50"/>
	<property name="EconomicValue" value="40"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceCandleStick">
	<property name="DescriptionKey" value="resourceBrassObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassMedium"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="150"/>
	<property name="EconomicValue" value="120"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceRadiator">
	<property name="DescriptionKey" value="resourceBrassObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassLarge"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="5"/> <!-- STK loot -->
	<property name="Weight" value="250"/>
	<property name="EconomicValue" value="200"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceFishingWeight">
	<property name="DescriptionKey" value="resourceLeadObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapLeadSmall"/>
	<property name="Stacknumber" value="500"/> <!-- STK loot -->
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="25"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceTrophy1">
	<property name="DescriptionKey" value="resourceBrassObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassMedium"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="50"/>
	<property name="EconomicValue" value="40"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceTrophy2">
	<property name="DescriptionKey" value="resourceLeadObjectGroupDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapLeadMedium"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="48"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceTrophy3"> <!-- tungsten trophy, deprecated -->
	<property name="CreativeMode" value="Dev"/>
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceForgedIron"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="5"/>
	<property name="Group" value="Resources"/>
</item>

<item name="resourceSilverNugget">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="gems"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceSilverNugget"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="EconomicValue" value="250"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property name="Group" value="Resources"/>
	<property name="DescriptionKey" value="rareOresGroupDesc"/>
</item>

<item name="resourceGoldNugget">
	<property name="Extends" value="resourceSilverNugget"/>
	<property name="Tags" value="gems"/>
	<property name="EconomicValue" value="700"/>
	<property name="CraftingIngredientTime" value="15"/>
	<property name="DescriptionKey" value="rareOresGroupDesc"/>
</item>

<item name="resourceRawDiamond">
	<property name="Extends" value="resourceSilverNugget"/>
	<property name="Tags" value="gems"/>
	<property name="EconomicValue" value="1500"/>
	<property name="CraftingIngredientTime" value="60"/>
	<property name="DescriptionKey" value="rareOresGroupDesc"/>
</item>

<item name="candle">
	<property name="Class" value="ItemClassTorch"/>
	<property name="HoldType" value="12"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Tools/candlePrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="50"/> <!-- STK torch -->
	<property name="FuelValue" value="16"/>
	<property name="EconomicValue" value="24"/>
	<property class="Action1">
		<property name="Class" value="PlaceAsBlock"/>
		<property name="Delay" value=".5"/>
		<property name="Blockname" value="candleWallLightPlayer"/>
	</property>
	<effect_group name="light/douse torch always" tiered="false">
		<triggered_effect trigger="onSelfWaterSurface" action="AttachParticleEffectToEntity" particle="p_candleWall_flame" local_offset="0,.7,-.03" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfWaterSubmerge" action="RemoveParticleEffectFromEntity" particle="p_candleWall_flame" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemoveParticleEffectFromEntity" particle="p_candleWall_flame" parent_transform="Gunjoint"/>
		<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_candleWall_flame" parent_transform="Gunjoint"/>
	</effect_group>
	<effect_group name="light torch" tiered="false">
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value="1"/>
			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_candleWall_flame" local_offset="0,.7,-.03" parent_transform="Gunjoint"/>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="AttachParticleEffectToEntity" particle="p_candleWall_flame" local_offset="0,.7,-.03" parent_transform="Gunjoint"/>
			<triggered_effect trigger="onSelfSwimStop" action="AttachParticleEffectToEntity" particle="p_candleWall_flame" local_offset="0,.7,-.03" parent_transform="Gunjoint"/>
	</effect_group>
	<property name="Group" value="Building"/>
</item>

<item name="smallEngine">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MsmallEngine"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="Stacknumber" value="1"/>
	<property name="Material" value="MmechanicalParts"/> <property name="Weight" value="200"/>
	<property name="EconomicValue" value="1000"/>
	<property name="Group" value="Resources"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property class="Attributes">
		<property name="DegradationMax" value="1000,6000"/> <!-- needed for electrical calculations -->
		<property name="VehicleNoise" value="1,.1"/>
		<property name="VehicleMaxSpeed" value="5,18"/>
		<property name="VehicleAcceleration" value="7,14"/>
		<property name="VehicleMetersPerLiter" value="8,12"/>
		<property name="VehicleIdleSecondsPerLiter" value="6,12"/>
		<property name="VehicleStartDelayInSeconds" value="1,.1"/>
		<property name="VehicleStartChance" value=".5,.99"/>
		<property name="VehicleTankSize" value="1000, 2000"/>
		<property name="VehicleFuelItem" value="ammoGasCan"/>
	</property>
</item>

<item name="carBattery">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="UnlockedBy" value="perkYeahScience"/>
	<property name="Material" value="MresourceScrapLeadLarge"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="160"/>
	<property name="EconomicValue" value="500"/>
	<property name="Group" value="Resources,Chemicals"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="ShowQuality" value="true"/>
	<property class="Attributes">
		<property name="DegradationMax" value="1000,6000"/> <!-- needed for electrical calculations -->
		<property name="BatteryMaxLoadInVolts" value="24, 36"/>
		<property name="BatteryDischargeTimeInMinutes" value="30,90"/>
	</property>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="DegradationMax" operation="base_set" value="5000,10000" tier="1,6"/>
	</effect_group>
</item>

<item name="resourceHeadlight">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceForgedSteel"/>
	<property name="Stacknumber" value="50"/> <!-- STK loot -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="240"/>
	<property name="Group" value="Resources"/>
</item>

<item name="casinoCoin">
	<property name="Tags" value="dukes"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceScrapBrassSmall"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="20000"/> <!-- STK resource -->
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
</item>

<item name="oldCash">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="dukes"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MoldCash"/>
	<property name="FuelValue" value="1"/>
	<property name="Weight" value="1"/>
	<property name="Stacknumber" value="10000"/>
	<!--	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="50"/> -->
	<property name="EconomicValue" value="7"/>
	<property name="Group" value="Resources"/>
</item>

<item name="solarCell">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="4000"/>
	<property name="Group" value="Resources"/>
	<property name="SellableToTrader" value="false"/>
	<property name="ShowQuality" value="true"/>
	<property class="Attributes">
		<property name="DegradationMax" value="1000,6000"/>
	</property>
	<effect_group>
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="DegradationMax" operation="base_set" value="1000,6000" tier="1,6"/>
	</effect_group>
</item>

<item name="resourceGlue">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="EconomicValue" value="20"/>
	<property name="Group" value="Resources,Chemicals,CFChemicals"/>
</item>

<item name="resourceDuctTape">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mcloth"/>
	<property name="Weight" value="5"/>
	<property name="EconomicValue" value="25"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="Group" value="Resources"/>
</item>

<item name="resourceSpring">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MresourceForgedSteel"/>
	<property name="Stacknumber" value="500"/> <!-- STK resource -->
	<property name="Weight" value="10"/>
	<property name="EconomicValue" value="22"/>
	<property name="Group" value="Resources"/>
</item>

<item name="toolCookingGrill">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Miron"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="EconomicValue" value="26"/>
	<property name="Group" value="Tools/Traps,Food/Cooking"/>
</item>

<item name="toolCookingPot">
	<property name="CreativeMode" value="Player"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Miron"/>
	<property name="Stacknumber" value="250"/> <!-- STK loot -->
	<property name="EconomicValue" value="26"/>
	<property name="Group" value="Tools/Traps,Food/Cooking"/>
	<effect_group tiered="false">
		<passive_effect name="CraftingTime" operation="perc_add" value="-.75" tags="boiledWater"/>
	</effect_group>
</item>

<item name="toolBeaker">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MtoolBeaker"/>
	<property name="Stacknumber" value="10"/> <!-- STK loot -->
	<property name="Weight" value="15"/>
	<property name="EconomicValue" value="250"/>
	<property name="Group" value="Tools/Traps,Chemicals"/>
</item>

<item name="toolBellows">
	<property name="UnlockedBy" value="toolBellowsSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="MtoolBellows"/>
	<property name="Stacknumber" value="1"/> <!-- STK resource -->
	<property name="Weight" value="100"/>
	<property name="EconomicValue" value="500"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="DisplayType" value="toolBellows"/>
	<effect_group tiered="false">
		<passive_effect name="CraftingSmeltTime" operation="perc_add" value="-.333"/> <!-- this is essentially a multiplier -->
		<display_value name="dCraftingSmeltTime" value=".5"/>
	</effect_group>
</item>

<item name="toolAnvil">
	<property name="UnlockedBy" value="toolAnvilSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Msteel"/>
	<property name="Weight" value="200"/>
	<property name="Stacknumber" value="1"/> <!-- STK loot -->
	<property name="EconomicValue" value="240"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="DisplayType" value="toolAnvil"/>
	<effect_group tiered="false">
		<passive_effect name="CraftingTime" operation="perc_add" value="-.333"/>
		<display_value name="dCraftingTime" value=".5"/>
	</effect_group>
</item>

<item name="toolAndDieSet">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Msteel"/>
	<property name="Weight" value="30"/>
	<property name="Stacknumber" value="1"/> <!-- STK loot -->
	<property name="EconomicValue" value="2000"/>
	<property name="Group" value="Tools/Traps"/>
</item>

<item name="toolForgeCrucible">
	<property name="UnlockedBy" value="perkAdvancedEngineering,toolForgeCrucibleSchematic"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="1"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="EconomicValue" value="5000"/>
	<property name="SellableToTrader" value="false"/>
</item>

<!--<item name="toolCalipers">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Msteel"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="1"/>
	<property name="Group" value="Resources,Tools/Traps"/>
	<property name="EconomicValue" value="2000"/>
</item>-->

<item name="unit_iron">
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="CustomIcon" value="resourceScrapIron"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="30000"/>
	<property name="Weight" value="1"/>
	<property name="Group" value="Resources"/>
	<property name="ResourceUnit" value="true"/>
	<property name="MeltTimePerUnit" value=".25"/> <!-- forge smelting time -->
	<property name="UserHidden" value="true"/>
	<property name="CraftingIngredientTime" value=".5"/>
	<property name="CreativeMode" value="None"/>
</item>

<item name="unit_brass">
	<property name="Extends" value="unit_iron"/>
	<property name="CustomIcon" value="resourceScrapBrass"/>
	<property name="Material" value="Mbrass"/>
	<property name="MeltTimePerUnit" value=".4"/>
	<property name="CreativeMode" value="None"/>
</item>

<item name="unit_lead">
	<property name="Extends" value="unit_iron"/>
	<property name="CustomIcon" value="resourceScrapLead"/>
	<property name="Material" value="Mlead_scrap"/>
	<property name="CreativeMode" value="None"/>
</item>

<item name="unit_glass">
	<property name="Extends" value="unit_iron"/>
	<property name="CustomIcon" value="resourceCrushedSand"/>
	<property name="Material" value="Mglass"/>
	<property name="CreativeMode" value="None"/>
</item>

<item name="unit_stone">
	<property name="Extends" value="unit_iron"/>
	<property name="CustomIcon" value="resourceRockSmall"/>
	<property name="Material" value="Mstone"/>
	<property name="CreativeMode" value="None"/>
	<property name="CraftingIngredientTime" value=".25"/>
</item>

<item name="unit_clay">
	<property name="Extends" value="unit_iron"/>
	<property name="CustomIcon" value="resourceClayLump"/>
	<property name="Material" value="MresourceClayLump"/>
	<property name="CreativeMode" value="None"/>
</item>

<item name="questItem"> <!-- used by the quest system, name/icon provided by the item_modifier name="quest -->
	<property name="Class" value="ItemClassQuest"/>
	<property name="Meshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="0"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SellableToTrader" value="false"/>
	<property name="HoldType" value="45"/>
	<property name="CreativeMode" value="Test"/>
	<property name="Candrop" value="false"/>
	<property name="Stacknumber" value="1"/>
</item>

<item name="resourceLockPick">
	<property name="HoldType" value="45"/>
	<property name="Tags" value="junk"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="5"/>
	<property name="Stacknumber" value="50"/>
	<property name="SellableToTrader" value="true"/>
	<property name="EconomicValue" value="100"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="UnlockedBy" value="perkGreatHeistComplete,perkLockPicking"/>
	<property name="PickupJournalEntry" value="lockPickingTip"/>
</item>

<item name="resourceLockPickBundle">
	<property name="CustomIcon" value="resourceLockPick"/><property name="ItemTypeIcon" value="bundle"/>
	<property name="DescriptionKey" value="resourceLockPickBundleDesc"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="5"/> <!-- STK ammobundle -->
	<property name="Weight" value="0"/>
	<property name="EconomicValue" value="5000"/>
	<property name="Group" value="Ammo/Weapons"/>
	<property name="UnlockedBy" value="perkGreatHeistComplete"/>
	<property class="Action0">
		<property name="Class" value="OpenBundle"/>
		<property name="Delay" value="0"/>
		<property name="Use_time" value="0"/>
		<property name="Sound_start" value="close_garbage"/>
		<property name="Create_item" value="resourceLockPick"/>
		<property name="Create_item_count" value="50"/>
	</property>
</item>

<item name="meleeToolPaintToolAdmin">
	<property name="CreativeMode" value="Dev"/>
	<property name="Tags" value="admin"/>
	<property name="HoldType" value="51"/>
	<property name="Meshfile" value="#Other/Items?Tools/PaintbrushPrefab.prefab"/>
	<property name="CustomIcon" value="meleeToolPaintTool"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="TintColor" value="210,0,210"/>
	<!-- <property name="ItemTypeIcon" value="computer"/> -->
	<property name="Material" value="Mwood"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="Stacknumber" value="1"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="Group" value="Tools/Traps"/>
	<property name="PickupJournalEntry" value="paintingTip"/>
	<property class="Action0">
		<property name="Class" value="TextureBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="erase"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="resourcePaint"/>
		<property name="Range" value="50"/>
		<property name="Delay" value="0"/>
		<property name="RemoveTexture" value="true"/>
		<property name="DefaultTextureID" value="156"/>
	</property>
	<property class="Action1">
		<property name="Class" value="TextureBlock"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Sound_start" value="resourcePaint"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="resourcePaint"/>
		<property name="Range" value="50"/>
		<property name="Delay" value="0"/>
		<property name="Particles_muzzle_fire" value="paint_splash2"/>
	</property>
	<effect_group name="meleeToolPaintToolAdmin" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="0"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value="0"/>
		<passive_effect name="SpreadMultiplierHip" operation="base_set" value="0"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
	</effect_group>
</item>

<item name="meleeToolWrenchAdmin">
	<property name="Extends" value="meleeToolWrench"/>
	<property name="Tags" value="blunt,melee,grunting,light,tool,attPerception,perkSalvageOperations,canHaveCosmetic,admin"/>
	<property name="DisplayType" value="meleeRepairTool"/>
	<property name="CustomIcon" value="meleeToolWrench"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="CreativeMode" value="Dev"/>
	<Property name="TintColor" value="ff00ff"/>
	<property name="ShowQuality" value="false"/>
	<effect_group>
		<passive_effect name="EntityDamage" operation="base_set" value="10000"/>
		<passive_effect name="BlockDamage" operation="base_set" value="10000"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="salvageHarvest"/>
		<passive_effect name="MaxRange" operation="base_set" value="10"/>
		<passive_effect name="BlockRange" operation="base_set" value="10"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="8" tags="primary"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
	</effect_group>
</item>

<item name="gunToolDiggerAdmin">
	<property name="CreativeMode" value="Dev"/>
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,bottomAttachments,attAgility,perkGunslinger,9mmGun,canHaveCosmetic,admin"/>
	<property name="DisplayType" value="adminRanged"/>
	<property name="HoldType" value="6"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/MP5/MP5Prefab.prefab"/>
	<Property name="TintColor" value="ff00ff"/>
	<property name="CustomIcon" value="gunSMG5"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="1"/>
	<property name="DegradationBreaksAfter" value="true"/>
	<property name="Degradation" value="99999" param1="true"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairUpAfterShot" value="false"/>
	<property name="CrosshairOnAim" value="true"/>
	<property name="ShowQuality" value="false"/>
	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Hitmask_override" value="Melee"/>
		<property name="Delay" value=".150"/>
		<property name="Range" value="300"/>
		<property name="Single_magazine_usage" value="true"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Magazine_items" value="ammo9mmBulletBall"/>
		<property name="Reload_time" value="4.1"/>
		<property name="Sound_start" value=""/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="mp5_reload"/>
		<property name="Particles_muzzle_fire" value="nozzleflashuzi"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group tiered="false">
		<passive_effect name="RoundsPerMinute" operation="base_set" value="450"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="EntityDamage" operation="base_set" value="0"/>
		<passive_effect name="BlockDamage" operation="base_set" value="20000"/>
		<passive_effect name="MaxRange" operation="base_set" value="200"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="0"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value="0"/>
		<passive_effect name="SpreadMultiplierHip" operation="base_set" value="0"/>
		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="0"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="0"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="0"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="0"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
	</effect_group>
	</item>

<item name="gunPistolAdmin">
	<property name="CreativeMode" value="Dev"/>
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun,canHaveCosmetic,admin"/>
	<property name="DisplayType" value="adminRanged"/>
	<property name="HoldType" value="1"/>
	<property name="Meshfile" value="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab"/>
	<Property name="TintColor" value="ff00ff"/>
	<property name="CustomIcon" value="gunPistol"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Material" value="Morganic"/>
	<property name="Stacknumber" value="1"/>
	<property name="DegradationBreaksAfter" value="true"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairUpAfterShot" value="true"/>
	<property name="CrosshairOnAim" value="true"/>
	<property name="ShowQuality" value="false"/>
	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall"/>
		<property name="Sound_start" value="mp5_s_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="Particles_muzzle_fire" value="gunfire_pistol"/>
		<property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/>
		<property name="Single_magazine_usage" value="true"/>
		<property name="Infinite_ammo" value="true"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
	</property>
	<effect_group name="gunPistolAdmin" tiered="false">
		<passive_effect name="MaxRange" operation="base_set" value="200"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="200"/>
		<passive_effect name="RoundsPerMinute" operation="base_set" value="450"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="8"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000"/>
		<passive_effect name="EntityDamage" operation="base_set" value="5000"/>
		<passive_effect name="BlockDamage" operation="base_set" value="0"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="-.2"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".2"/>

		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.6"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.6"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".05"/>
		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.2"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
	</effect_group>
</item>

<item name="meleeToolHammerOfGodAdmin">
	<property name="CreativeMode" value="Dev"/>
	<property name="Tags" value="melee,light,tool,attStrength,perkMiner69r,perkMotherLode,canHaveCosmetic,admin"/>
	<property name="HoldType" value="32"/>
	<property name="Meshfile" value="#Other/Items?Tools/hammerPrefab.prefab"/>
	<property name="CustomIcon" value="meleeToolClawHammer"/> <property name="CustomIconTint" value="210,0,210"/>
	<Property name="TintColor" value="ff00ff"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Material" value="Mmetal"/>
	<property name="DegradationBreaksAfter" value="true"/>
	<property name="SoundJammed" value="ItemNeedsRepair"/>
	<property name="SoundDestroy" value="wooddestroy1"/>
	<property name="Stacknumber" value="1"/>
	<property name="ShowQuality" value="false"/>
	<property class="Action0">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.Butcher" value="0" param1="4"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="Delay" value=".8"/>
		<property name="Sound_start" value="swoosh"/>
	</property>
	<property class="Action1">
		<property name="Class" value="DynamicMelee"/>
		<property name="Sphere" value=".15"/>
		<property name="ToolCategory.Butcher" value="0" param1="4"/>
		<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
		<property name="Delay" value=".8"/>
		<property name="Sound_start" value="swoosh"/>
	</property>

	<effect_group tiered="false">
		<passive_effect name="MaxRange" operation="base_set" value="3.0"/>
		<passive_effect name="BlockRange" operation="base_set" value="8"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>

		<passive_effect name="EntityDamage" operation="base_set" value="5000"/>
		<passive_effect name="BlockDamage" operation="base_set" value="20000"/>
		<passive_effect name="HarvestCount" operation="base_set" value="1" tags="butcherHarvest"/>
		<passive_effect name="StaminaLoss" operation="base_set" value="8" tags="primary"/>
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
	</effect_group>

	<effect_group tiered="false">
		<passive_effect name="EntityDamage" operation="perc_add" value="5" tags="secondary"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="5" tags="secondary"/>
		<passive_effect name="StaminaLoss" operation="base_add" value="12" tags="secondary"/>
		<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="other" buff="knockdown"/>
	</effect_group>
</item>

<item name="foolsCapAdmin">
	<property name="Extends" value="medicalBandage"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="apparelSkullCap"/> <property name="CustomIconTint" value="210,0,210"/>
	<Property name="TintColor" value="ff00ff"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Stacknumber" value="1"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<property name="ShowQuality" value="false"/>

	<property class="Action0">
		<property name="Consume" value="false"/>
	</property>
	<property class="Action1">
		<property name="Consume" value="false"/>
	</property>

	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<triggered_effect trigger="onSelfPrimaryActionStart" action="AddBuff" target="other" buff="ragDollTest"/>
		<triggered_effect trigger="onSelfSecondaryActionStart" action="AddBuff" buff="ragDollTest"/>
	</effect_group>
</item>

<item name="rocketBootsAdmin">
	<property name="Extends" value="apparelGothBoots" param1="DescriptionKey"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="apparelGothBoots"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Stacknumber" value="1"/>
	<property name="Tags" value="lowerbody,feet,armor"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic,admin"/>
	<property name="ShowQuality" value="true"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="5"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>

		<passive_effect name="JumpStrength" operation="perc_add" value="4.2"/>
		<passive_effect name="StaminaLoss" operation="perc_add" value="-.75" tags="jumping"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffDontBreakMyLeg"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffDontBreakMyLeg"/>

		<triggered_effect trigger="onSelfJump" action="PlaySound" sound="m136_fire" play_in_head="false"/>
		<triggered_effect trigger="onSelfJump" action="AddBuff" buff="buffRocketBootsAirborne"/>
	</effect_group>
</item>

<item name="coolLootShadesAdmin">
	<property name="Extends" value="apparelShades"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="apparelShades"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="DisplayType" value="clothingAviatorGoggles"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Tags" value="head,clothing"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="LootGamestage" operation="base_add" value="1500"/>
		<passive_effect name="TreasureRadius" operation="base_add" value="-5"/>
		<display_value name="dTreasureRadius" value="-5"/>
	</effect_group>
</item>

<item name="pimpMiningHelmetAdmin">
	<property name="Extends" value="armorMiningHelmet"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="armorMiningHelmet"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Class" value="ItemClassToggle"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<property name="Stacknumber" value="1"/>
	<property name="Tags" value="head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,admin"/>
	<property name="ShowQuality" value="false"/>
	<effect_group name="pimpMiningHelmetAdmin" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="HypothermalResist" operation="base_add" value="100"/>
		<passive_effect name="HyperthermalResist" operation="base_add" value="100"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="18"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".18" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>

		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLight" prefab="Entities/Lighting/miningHelmetLightSource" parentTransform="Spotlight" localPos="0,0,0" localRot="90,0,0"/>
		<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightCam" prefab="Entities/Lighting/miningHelmetLightSource" parentTransform="CameraNode" localPos="0,0,0" localRot="-90,0,0"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLight"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightCam"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLight" active="@!.IsFPV"/>
		<triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightCam" active="@.IsFPV"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLight" active="false"/>
		<triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightCam" active="false"/>
	</effect_group>
</item>

<item name="ringOfFireAdmin">
	<property name="Extends" value="armorClothGloves" param1="DescriptionKey"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="modGunBowPolymerString"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Stacknumber" value="1"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<property name="Tags" value="upperbody,hands,armor,armorHands,lightArmor,padded,canHaveCosmetic,admin"/>
	<property name="ShowQuality" value="false"/>
	<effect_group tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4"/>
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="15"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffRingOfFire"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffRingOfFire"/>
	</effect_group>
</item>

<item name="armorPlotAdmin">
	<property name="Extends" value="armorSteelChest" param1="DescriptionKey"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="armorSteelChest"/><property name="ItemTypeIcon" value="computer"/>
	<property name="CustomIconTint" value="255,150,255"/>
	<property name="UMA.Overlay0Tint" value="255,0,255"/>
	<property name="Tags" value="upperbody,chest,armor,armorChest,heavyArmor,heavyArmorPenalty,canHaveCosmetic,admin"/>

	<property name="ShowQuality" value="false"/>
	<effect_group name="with x5 BuffResistance" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4" />
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="72"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".72" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/>
	</effect_group>
</item>
<!--
	<property name="ShowQuality" value="true"/>
	<effect_group name="test setup">
		<passive_effect name="ModSlots" operation="base_set" value="4" />
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="72"/>
		<passive_effect name="DegradationMax" operation="base_set" value="200,200" tier="1,6" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="10" tags="admin"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".72" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/>
	</effect_group>

	<property name="ShowQuality" value="false"/>
	<effect_group name="with x5 BuffResistance" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="4" />
		<passive_effect name="PhysicalDamageResist" operation="base_add" value="72"/>
		<passive_effect name="DegradationMax" operation="base_set" value="9999" tags="admin"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0" tags="admin"/>
		<passive_effect name="BuffResistance" operation="base_add" value=".72" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/>
	</effect_group>
-->

<item name="drinkJarFullRespecAdmin"> <!-- respec potion, admin version -->
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="drinkJarGrandpasForgettingElixir"/> <property name="CustomIconTint" value="210,0,210"/>
	<property name="TintColor" value="210,0,210"/>
	<property name="HoldType" value="3"/>
	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mglass"/>
	<property name="Weight" value="10"/>
	<property name="Stacknumber" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="Group" value="Food/Cooking,CFDrink/Cooking"/>
	<property name="ShowQuality" value="false"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Consume" value="false"/>
		<property name="Delay" value="1"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="player_drinking"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ResetProgression" reset_books="true"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="Health" operation="subtract" value="1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffPerkAbilityUpdate"/>

		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="player#death" play_in_head="true"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="player_death_stinger" play_in_head="true"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ShowToolbeltMessage" message_key="drinkJarGrandpasForgettingElixirTooltip"/>
	</effect_group>
</item>

<item name="noteTestersDelightAdmin">
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="resourcePaper"/><property name="ItemTypeIcon" value="computer"/>
	<property name="CustomIconTint" value="210,0,210"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Stacknumber" value="1"/>
	<property name="Weight" value="0"/>
	<property name="SellableToTrader" value="false"/>
	<property class="Action0">
		<property name="Class" value="OpenBundle"/>
		<property name="Delay" value="0"/>
		<property name="Use_time" value="0"/>
		<property name="Sound_start" value="zombiedogattack"/>
		<property name="Create_item" value="gunPistolAdmin,gunToolDiggerAdmin,drinkJarFullRespecAdmin,drugRedPill,meleeToolPaintToolAdmin,meleeToolWrenchAdmin,pimpMiningHelmetAdmin,ringOfFireAdmin,armorPlotAdmin,meleeToolHammerOfGodAdmin,coolLootShadesAdmin,rocketBootsAdmin,noteTestersElectricity,resourceYuccaFibers,resourceWood,resourceRockSmall,resourceFeather"/>
		<property name="Create_item_count" value="1,1,1,1,1,1,1,1,1,1,1,1,1,100,100,100,100"/>
	</property>
</item>

<item name="noteTestersElectricityAdmin">
	<property name="Extends" value="noteTestersDelightAdmin"/>
	<property name="CreativeMode" value="Dev"/>
	<property name="CustomIcon" value="meleeToolWireTool"/>
	<property class="Action0">
		<property name="Sound_start" value="zombiefemalescoutalert"/>
		<property name="Create_item" value="meleeToolWireTool,ammoGasCan,ammoDartIron,ammo9mmBulletBall,ammoShotgunShell,autoTurret,shotgunTurret,electricwirerelay,switch,pressureplate,pressureplateLong,tripwirepost,motionsensor,electrictimerrelay,speaker,electricfencepost,dartTrap,bladeTrap,solarbank,generatorbank,batterybank,batterybank,carBattery,carBattery,carBattery,carBattery,smallEngine,smallEngine,smallEngine,smallEngine,solarCell,solarCell,solarCell,solarCell"/>
		<property name="Create_item_count" value="1,6000,500,200,100,10,10,10,10,10,10,10,10,10,10,10,10,10"/>
	</property>
</item>

<item name="missingIcon">
	<property name="CustomIcon" value="missingIcon"/>
	<property name="CustomIcon" value="missingIcon"/><property name="CustomIconTint" value="90ff90"/>
	<property name="CreativeMode" value="None"/>
	<property name="Material" value="MresourceOil"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
</item>

<item name="terrainRemove">
	<property name="CreativeMode" value="Dev"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="0"/> <!-- 36 -->
	<property name="Material" value="Msteel"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="TerrainTool"/>
		<property name="Mode" value="Remove2D"/>
	</property>
</item>

<item name="terrainAdd">
	<property name="CreativeMode" value="Dev"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="0"/> <!-- 36 -->
	<property name="Material" value="Msteel"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="TerrainTool"/>
		<property name="Mode" value="Add2D"/>
	</property>
</item>

<item name="toolTerrainModelerAdmin">
	<property name="CreativeMode" value="Test"/>
	<property name="DisplayType" value="melee"/>
	<property name="HoldType" value="0"/> <!-- 36 -->
	<property name="CustomIcon" value="meleeToolShovelIron"/> <property name="CustomIconTint" value="200,0,255"/>
	<property name="ItemTypeIcon" value="computer"/>
	<property name="Material" value="Msteel"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action0">
		<property name="Class" value="TerrainTool"/>
		<property name="Mode" value="Add2D"/>
	</property>
	<property class="Action1">
		<property name="Class" value="TerrainTool"/>
		<property name="Mode" value="Remove2D"/>
	</property>
</item>

<item name="resourceSteelPolish"> <!-- deprecated -->
	<property name="CreativeMode" value="None"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/>
	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
	<property name="Material" value="Msteel"/>
	<property name="DescriptionKey" value="deprecatedBlockDesc"/>
</item>

<item name="bookFiremansAlmanacHeat"> <!-- first book -->
	<property name="Extends" value="schematicMaster"/>
	<property name="CustomIcon" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacHeatLongDesc"/>
	<property name="Stacknumber" value="20"/>
	<property name="EconomicValue" value="500"/>
	<property name="Unlocks" value="perkFiremansAlmanacHeat"/>
	<property class="Action0">
		<property name="Class" value="Eat"/>
		<property name="Delay" value="1.0"/>
		<property name="Use_time" value="..."/>
		<property name="Sound_start" value="read_skillbook"/>
	</property>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacHeat" level="-1"/> <!-- level="-1" sets a perk to max level -->
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookFiremansAlmanacAxes"> <!-- fireman axe mod -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacAxesLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacAxes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacAxes" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookFiremansAlmanacSpeed">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacSpeedLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacSpeed"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacSpeed" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookFiremansAlmanacMolotov">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacMolotovLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacMolotov"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacMolotov" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookFiremansAlmanacPrevention">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacPreventionLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacPrevention"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacPrevention" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookFiremansAlmanacHarvest">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacHarvestLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacHarvest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacHarvest" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookFiremansAlmanacEquipment">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkFiremansAlmanacEquipmentLongDesc"/>
	<property name="Unlocks" value="perkFiremansAlmanacEquipment"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacEquipment" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkFiremansAlmanacComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillFiremansAlmanac" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookNightStalkerStealthDamage"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerStealthDamageLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerStealthDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerStealthDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerSilentNight">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerSilentNightLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerSilentNight"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerSilentNight" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerBlades">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerBladesLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerBlades"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerBlades" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerThiefAdrenaline">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerThiefAdrenalineLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerThiefAdrenaline"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerThiefAdrenaline" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerArchery">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerArcheryLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerArchery"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerArchery" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerTwilightThief">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerTwilightThiefLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerTwilightThief"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerTwilightThief" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNightStalkerSlumberParty">
	<property name="Extends" value="bookNightStalkerStealthDamage"/>
	<property name="DescriptionKey" value="perkNightStalkerSlumberPartyLongDesc"/>
	<property name="Unlocks" value="perkNightStalkerSlumberParty"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerSlumberParty" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNightStalkerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNightStalker" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookLuckyLooterDukes"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterDukesLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterDukes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterDukes" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterAmmunition">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterAmmoLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterAmmunition"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterAmmunition" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterBrass">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterBrassLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterBrass"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterBrass" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterLead">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterLeadLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterLead"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterLead" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterBooks">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterBooksLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterBooks"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterBooks" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterFood">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterFoodLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterFood"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterFood" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookLuckyLooterMedical">
	<property name="Extends" value="bookLuckyLooterDukes"/>
	<property name="DescriptionKey" value="perkLuckyLooterMedicalLongDesc"/>
	<property name="Unlocks" value="perkLuckyLooterMedical"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterMedical" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkLuckyLooterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillLuckyLooter" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookEnforcerDamage"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerDamageLongDesc"/>
	<property name="Unlocks" value="perkEnforcerDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerApparel">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerApparelLongDesc"/>
	<property name="Unlocks" value="perkEnforcerApparel"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerApparel" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerPunks">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerPunksLongDesc"/>
	<property name="Unlocks" value="perkEnforcerPunks"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerPunks" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerIntimidation">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerIntimidationLongDesc"/>
	<property name="Unlocks" value="perkEnforcerIntimidation"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerIntimidation" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerAPAmmo">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerAPAmmoLongDesc"/>
	<property name="Unlocks" value="perkEnforcerAPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerAPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerHPAmmo">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerHPAmmoLongDesc"/>
	<property name="Unlocks" value="perkEnforcerHPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerHPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookEnforcerCriminalPursuit">
	<property name="Extends" value="bookEnforcerDamage"/>
	<property name="DescriptionKey" value="perkEnforcerCriminalPursuitLongDesc"/>
	<property name="Unlocks" value="perkEnforcerCriminalPursuit"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerCriminalPursuit" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkEnforcerComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillEnforcer" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookBatterUpBigHits"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkBatterUpBigHitsLongDesc"/>
	<property name="CustomIcon" value="bookBatterUpBigHits"/>
	<property name="Unlocks" value="perkBatterUpBigHits"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpBigHits" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookBatterUpConditioning">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpConditioningLongDesc"/>
	<property name="Unlocks" value="perkBatterUpConditioning"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpConditioning" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookBatterUpGear">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpGearLongDesc"/>
	<property name="Unlocks" value="perkBatterUpGear"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpGear" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBatterUpSlowPitch">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpSlowPitchLongDesc"/>
	<property name="Unlocks" value="perkBatterUpSlowPitch"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpSlowPitch" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBatterUpKnockdown">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpKnockdownLongDesc"/>
	<property name="Unlocks" value="perkBatterUpKnockdown"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpKnockdown" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBatterUpMaintenance">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpMaintenanceLongDesc"/>
	<property name="Unlocks" value="perkBatterUpMaintenance"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpMaintenance" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBatterUpBaseballBats">
	<property name="Extends" value="bookBatterUpBigHits"/>
	<property name="DescriptionKey" value="perkBatterUpBaseballBatsLongDesc"/>
	<property name="Unlocks" value="perkBatterUpBaseballBats"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpBaseballBats" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBatterUpComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillBatterUp" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookGreatHeistSafes"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookTheGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistSafesLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistSafes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistSafes" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistGems">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistGemsLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistGems"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistGems" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistTimedCharge">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistTimedChargeLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistTimedCharge"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistTimedCharge" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistClaimed">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistClaimedLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistClaimed"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistClaimed" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistAdrenalineFall">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistAdrenalineFallLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistAdrenalineFall"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistAdrenalineFall" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistSprintSneak">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistSprintSneakLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistSprintSneak"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistSprintSneak" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookGreatHeistMotionDetection">
	<property name="Extends" value="bookGreatHeistSafes"/>
	<property name="DescriptionKey" value="perkGreatHeistMotionDetectionLongDesc"/>
	<property name="Unlocks" value="perkGreatHeistMotionDetection"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistMotionDetection" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkGreatHeistComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillGreatHeist" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookWasteTreasuresHoney"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkWasteTreasuresHoneyLongDesc"/>
	<property name="CustomIcon" value="bookWasteTreasuresHoney"/>
	<property name="Unlocks" value="perkWasteTreasuresHoney"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresHoney" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresCoffins">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresCoffinsLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresCoffins"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresCoffins" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresAcid">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresAcidLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresAcid"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresAcid" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresWater">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresWaterLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresWater"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresWater" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresDoors">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresDoorsLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresDoors"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresDoors" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresCloth">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresClothLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresCloth"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresCloth" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookWasteTreasuresSinks">
	<property name="Extends" value="bookWasteTreasuresHoney"/>
	<property name="DescriptionKey" value="perkWasteTreasuresSinksLongDesc"/>
	<property name="Unlocks" value="perkWasteTreasuresSinks"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresSinks" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkWasteTreasuresComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillWasteTreasures" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookNeedleAndThreadWinterWear"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadWinterWearLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadWinterWear"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadWinterWear" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadLegwear">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadLegwearLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadLegwear"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadLegwear" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadFootwear">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadFootwearLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadFootwear"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadFootwear" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadDesertWear">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadDesertWearLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadDesertWear"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadDesertWear" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadDusters">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadDustersLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadDusters"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadDusters" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadPufferCoats">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadPufferCoatsLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadPufferCoats"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadPufferCoats" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookNeedleAndThreadPockets">
	<property name="Extends" value="bookNeedleAndThreadWinterWear"/>
	<property name="DescriptionKey" value="perkNeedleAndThreadPocketsLongDesc"/>
	<property name="Unlocks" value="perkNeedleAndThreadPockets"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadPockets" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkNeedleAndThreadComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillNeedleAndThread" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookHuntingJournalBears"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalBearsLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalBears"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalBears" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalWolves">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalWolvesLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalWolves"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalWolves" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalCoyotes">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalCoyotesLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalCoyotes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalCoyotes" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalMountainLions">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalMountainLionsLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalMountainLions"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalMountainLions" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalDeer">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalDeerLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalDeer"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalDeer" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalVultures">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalVulturesLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalVultures"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalVultures" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookHuntingJournalSelfDefense">
	<property name="Extends" value="bookHuntingJournalBears"/>
	<property name="DescriptionKey" value="perkHuntingJournalSelfDefenseLongDesc"/>
	<property name="Unlocks" value="perkHuntingJournalSelfDefense"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalSelfDefense" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkHuntingJournalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillHuntingJournal" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookArtOfMiningLuckyStrike"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningLuckyStrikeLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningLuckyStrike"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningLuckyStrike" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningDiamondTools">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningDiamondToolsLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningDiamondTools"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningDiamondTools" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningPallets">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningPalletsLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningPallets"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningPallets" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningCoffee">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningCoffeeLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningCoffee"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningCoffee" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningBlackStrap">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningBlackStrapLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningBlackStrap"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningBlackStrap" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningAvalanche">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningAvalancheLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningAvalanche"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningAvalanche" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArtOfMiningLantern">
	<property name="Extends" value="bookArtOfMiningLuckyStrike"/>
	<property name="DescriptionKey" value="perkArtOfMiningLanternLongDesc"/>
	<property name="Unlocks" value="perkArtOfMiningLantern"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningLantern" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArtOfMiningComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArtOfMining" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookRangersArrowRecovery"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersArrowRecoveryLongDesc"/>
	<property name="Unlocks" value="perkRangersArrowRecovery"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersArrowRecovery" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersExplodingBolts">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersExplodingBoltsLongDesc"/>
	<property name="Unlocks" value="perkRangersExplodingBolts"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersExplodingBolts" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersCripplingShot">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersCripplingShotLongDesc"/>
	<property name="Unlocks" value="perkRangersCripplingShot"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersCripplingShot" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersAPAmmo">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersAPAmmoLongDesc"/>
	<property name="Unlocks" value="perkRangersAPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersAPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersFlamingArrows">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersFlamingArrowsLongDesc"/>
	<property name="Unlocks" value="perkRangersFlamingArrows"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersFlamingArrows" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersForestGuide">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersForestGuideLongDesc"/>
	<property name="Unlocks" value="perkRangersForestGuide"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersForestGuide" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookRangersKnockdown">
	<property name="Extends" value="bookRangersArrowRecovery"/>
	<property name="DescriptionKey" value="perkRangersKnockdownLongDesc"/>
	<property name="Unlocks" value="perkRangersKnockdown"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersKnockdown" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkRangersComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillArchery" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookPistolPeteTakeAim"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteTakeAimLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteTakeAim"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteTakeAim" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteSwissKnees">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteSwissKneesLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteSwissKnees"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteSwissKnees" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteSteadyHand">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteSteadyHandLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteSteadyHand"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteSteadyHand" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteMaintenance">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteMaintenanceLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteMaintenance"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteMaintenance" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteHPAmmo">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteHPAmmoLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteHPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteHPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteAPAmmo">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteAPAmmoLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteAPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteAPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookPistolPeteDamage">
	<property name="Extends" value="bookPistolPeteTakeAim"/>
	<property name="DescriptionKey" value="perkPistolPeteDamageLongDesc"/>
	<property name="Unlocks" value="perkPistolPeteDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkPistolPeteComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillPistolPete" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookShotgunMessiahDamage"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahDamageLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookShotgunMessiahBreachingSlugs"> <!-- breaching vol 2 -->
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahBreachingSlugsLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahBreachingSlugs"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahBreachingSlugs" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookShotgunMessiahLimbShot">
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahLimbShotLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahLimbShot"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahLimbShot" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookShotgunMessiahSlugs">
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahSlugsLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahSlugs"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahSlugs" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookShotgunMessiahMaintenance"> <!-- vol 5 -->
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahMaintenanceLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahMaintenance"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahMaintenance" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookShotgunMessiahMagazine"> <!-- vol 6 -->
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahMagazineLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahMagazine"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahMagazine" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookShotgunMessiahPartyStarter">
	<property name="Extends" value="bookShotgunMessiahDamage"/>
	<property name="DescriptionKey" value="perkShotgunMessiahPartyStarterLongDesc"/>
	<property name="Unlocks" value="perkShotgunMessiahPartyStarter"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahPartyStarter" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkShotgunMessiahComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillShotguns" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookSniperDamage"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="DescriptionKey" value="perkSniperDamageLongDesc"/>
	<property name="CustomIcon" value="bookSniperDamage"/>
	<property name="Unlocks" value="perkSniperDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperCripplingShot">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperCripplingShotLongDesc"/>
	<property name="Unlocks" value="perkSniperCripplingShot"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperCripplingShot" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperHeadShot">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperHeadShotLongDesc"/>
	<property name="Unlocks" value="perkSniperHeadShot"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperHeadShot" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperGhost">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperGhostLongDesc"/>
	<property name="Unlocks" value="perkSniperGhost"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperGhost" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperControlledBreathing">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperControlledBreathingLongDesc"/>
	<property name="Unlocks" value="perkSniperControlledBreathing"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperControlledBreathing" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperAPAmmo">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperAPAmmoLongDesc"/>
	<property name="Unlocks" value="perkSniperAPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperAPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookSniperHPAmmo">
	<property name="Extends" value="bookSniperDamage"/>
	<property name="DescriptionKey" value="perkSniperHPAmmoLongDesc"/>
	<property name="Unlocks" value="perkSniperHPAmmo"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperHPAmmo" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkSniperComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillSniper" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookAutoWeaponsDamage"> <!-- first book vol 1 -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsDamageLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsUncontrolledBurst"> <!-- vol 2 -->
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsUncontrolledBurstLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsUncontrolledBurst"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsUncontrolledBurst" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsMaintenance">
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsMaintenanceLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsMaintenance"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsMaintenance" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsDrumMag">
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsDrumMagLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsDrumMag"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsDrumMag" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsRecoil">
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsRecoilLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsRecoil"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsRecoil" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsRagdoll"> <!-- vol 6 -->
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsRagdollLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsRagdoll"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsRagdoll" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookAutoWeaponsMachineGuns">
	<property name="Extends" value="bookAutoWeaponsDamage"/>
	<property name="DescriptionKey" value="perkAutoWeaponsMachineGunsLongDesc"/>
	<property name="Unlocks" value="perkAutoWeaponsMachineGuns"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsMachineGuns" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkAutoWeaponsComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillAutoWeapons" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookUrbanCombatLanding"> <!-- first book -->
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatLandingLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatLanding"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatLanding" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatControlledBreathing">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatControlledBreathingLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatControlledBreathing"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatControlledBreathing" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatSneaking">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatSneakingLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatSneaking"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatSneaking" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatJumping">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatJumpingLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatJumping"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatJumping" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatLandMines">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatLandMinesLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatLandMines"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatLandMines" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatAdrenalineRush">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatAdrenalineRushLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatAdrenalineRush"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatAdrenalineRush" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookUrbanCombatRoomClearing">
	<property name="Extends" value="bookUrbanCombatLanding"/>
	<property name="DescriptionKey" value="perkUrbanCombatRoomClearingLongDesc"/>
	<property name="Unlocks" value="perkUrbanCombatRoomClearing"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatRoomClearing" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkUrbanCombatComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="skillUrbanCombat" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<!--
<item name="bookArcticSurvivalCold">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="schematicMaster"/>
	<property name="DescriptionKey" value="perkArcticSurvivalColdLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalCold"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalCold" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArcticSurvivalStews">
	<property name="Extends" value="bookArcticSurvivalCold"/>
	<property name="DescriptionKey" value="perkArcticSurvivalStewsLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalStews"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalStews" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArcticSurvivalSnowShoes">
	<property name="Extends" value="bookArcticSurvivalCold"/>
	<property name="DescriptionKey" value="perkArcticSurvivalSnowShoesLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalSnowShoes"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalSnowShoes" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArcticSurvivalIce">
	<property name="Extends" value="bookArcticSurvivalCold"/>
	<property name="DescriptionKey" value="perkArcticSurvivalIceLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalIce"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalIce" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArcticSurvivalSnowZombies">
	<property name="Extends" value="bookArcticSurvivalCold"/>
	<property name="DescriptionKey" value="perkArcticSurvivalSnowZombiesLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalSnowZombies"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalSnowZombies" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookArcticSurvivalForage">
	<property name="Extends" value="bookArcticSurvivalCold"/>
	<property name="DescriptionKey" value="perkArcticSurvivalForageLongDesc"/>
	<property name="Unlocks" value="perkArcticSurvivalForage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalForage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkArcticSurvivalComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillArcticSurvival" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>

<item name="bookBearHunterDamage">
	<property name="Extends" value="bookFiremansAlmanacHeat"/>
	<property name="CustomIcon" value="schematicMaster"/>
	<property name="DescriptionKey" value="perkBearHunterDamageLongDesc"/>
	<property name="Unlocks" value="perkBearHunterDamage"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterDamage" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBearHunterHarvest">
	<property name="Extends" value="bookBearHunterDamage"/>
	<property name="DescriptionKey" value="perkBearHunterHarvestLongDesc"/>
	<property name="Unlocks" value="perkBearHunterHarvest"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterHarvest" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBearHunterDefense">
	<property name="Extends" value="bookBearHunterDamage"/>
	<property name="DescriptionKey" value="perkBearHunterDefenseLongDesc"/>
	<property name="Unlocks" value="perkBearHunterDefense"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterDefense" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBearHunterClaws">
	<property name="Extends" value="bookBearHunterDamage"/>
	<property name="DescriptionKey" value="perkBearHunterClawsLongDesc"/>
	<property name="Unlocks" value="perkBearHunterClaws"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterClaws" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBearHunterFurCoat">
	<property name="Extends" value="bookBearHunterDamage"/>
	<property name="DescriptionKey" value="perkBearHunterFurCoatLongDesc"/>
	<property name="Unlocks" value="perkBearHunterFurCoat"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterFurCoat" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
<item name="bookBearHunterBearoids">
	<property name="Extends" value="bookBearHunterDamage"/>
	<property name="DescriptionKey" value="perkBearHunterBearoidsLongDesc"/>
	<property name="Unlocks" value="perkBearHunterBearoids"/>
	<effect_group tiered="false">
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterBearoids" level="-1"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="SetProgressionLevel" progression_name="perkBearHunterComplete" level="-1">
			<requirement name="PerksUnlocked" skill_name="skillBearHunter" operation="GTE" value="6"/></triggered_effect>
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="PlaySound" sound="read_skillbook_final" play_in_head="true">
			<requirement name="PerksUnlocked" skill_name="XXXXXXXXXXXXXXXXXXXXXXXX" operation="GTE" value="7"/></triggered_effect>
	</effect_group>
</item>
-->

</items> <!-- Item limit: There can be 32k items in the game. IDs are generated internally on loading the game/items. -->
