﻿<configs>
    <include filename="Blocks/PortalBlocks.xml" />
    <include filename="Blocks/DropBoxBlocks.xml" />
    <include filename="Blocks/CaveBlocks.xml" />
    <include filename="Blocks/PathingBlocks.xml" />
    <include filename="Blocks/SpawnCubeBlocks.xml" />

    <append xpath="/blocks">
        <block name="ConfigFeatureBlock">
            <property name="Extends" value="terrDesertGround"/>

            <property class="FoodSpoilage">
                <property name="Logging" value="false"/>
                <property name="FoodSpoilage" value="false"/>
                <property name="UseAlternateItemValue" value="false"/>

                <!-- Turns on Food spoilage-->
                <property name="Toolbelt" value="6"/>
                <!-- Penalty of 3 points per spoilage tick -->
                <property name="Backpack" value="5"/>
                <!-- Penalty of 5 points per spoilage tick -->
                <property name="Container" value="4"/>
                <!-- Penalty of 2 points per spoilage tick -->
                <property name="MinimumSpoilage" value="1"/>
                <!-- absolute minimum spoilage per tick -->
                <property name="TickPerLoss" value="10"/>
                <!-- Global Setting Example value=10   10 ticks per Spoilage increase. -->
                <property name="SpoiledItem" value="foodRottingFlesh"/>
                <!-- When spoiled, this item will turn into this item.-->

                <!-- Determines if the entire stack spoils at the same time -->
                <property name="FullStackSpoil" value="false"/>
            </property>

            <property class="AdvancedSoundFeatures">
                <property name="Logging" value="false"/>
            </property>

            <property class="AdvancedLogging">
                <property name="LowOutput" value="true"/>
                <!-- Removes the extra lines in the log out like AdvancedTroubleshootingFeatures :: UtilityAILogging -->
            </property>

            <property class="AdvancedRecipes">
                <property name="ReadFromContainers" value="false"/>
                <property name="BlockOnNearbyEnemies" value="false"/>

                <property name="LandClaimContainersOnly" value="false" />
                <property name="LandClaimPlayerOnly" value="false" />

                <!-- Enable Remote Crafting Feature Experimental -->
                <property name="Distance" value="10"/>
                <!-- reasonable block range seems to be around 10. -->
                <property name="Debug" value="false"/>
                <!-- shows name of opened container/workstation in log -->
                <property name="BroadcastManage" value="false"/>
                <!-- disable remote crafing on named workstations case sensitive-->
                <property name="disablereceiver" value="forge, tbd"/>
                <!-- disable remote crafing from named containers. case sensitive e.g storageCrate, birdNest -->
                <property name="disablesender" value=""/>
                <property name="Invertdisable" value="false"/>
                <!-- enables sending only from workstations in disablesender-->
                <!-- disable remote crafing on workstation from certain containers. e.g workbench:storageCrate, birdNest;campfire:birdNest,storageCrate -->
                <!-- sections are separated by ";" workstation and containers by ":" containers are separated by ",". workstations can be grouped by "," e.g workbench,campfire:birdNest,storageCrate -->
                <property name="nottoWorkstation" value=""/>
                <!-- enables remote crafing on workstations only from named containers. e.g workbench:storageCrate, birdNest;campfire:birdNest,storageCrate -->
                <!-- binds are separated by ";" workstation and containers by ":" containers are separated by ",". workstations can be grouped by "," e.g workbench,campfire:birdNest,storageCrate -->
                <property name="bindtoWorkstation" value=""/>
                <property name="enforcebindtoWorkstation" value="false"/>
                <!-- disables remote crafting if not bound -->
            </property>

            <property class="BlockUpgradeRepair">
                <!-- disables repair/upgrade when enemies nearby -->
                <property name="BlockOnNearbyEnemies" value="false"/>
                <property name="DistanceEnemy" value="30"/>
                <!-- remote repair/upgrade -->
                <property name="ReadFromContainers" value="false"/>
                <property name="Distance" value="40"/>
            </property>

            <property class="ItemDegradation">
                <property name="BrokenTint" value="210,0,0" />
                <property name="RepairModsWithItem" value="true" />
            </property>
            
            <property class="AdvancedLockpicking">
                <!-- This feature is only available when this modlet is loaded. -->
                <property name="RequiredModlet" value="Locks"/>

                <property name="Logging" value="false"/>
                <property name="AdvancedLocks" value="false"/>
                <property name="QuestFullReset" value="true"/>
                <property name="LockPrefab" value="#@modfolder(Locks):Resources/Locks.unity3d?Lockset01"/>

                <!-- 4 types of locks based on difficult. Easier to most difficult. -->
                <property name="MaxGiveAmount" value="10,8,6,4"/>
                <property name="BreakTime" value="1.2,1.0,.8,.6"/>
                <property name="Left" value="Keypad4"/>
                <property name="Right" value="Keypad6"/>
                <property name="Turn" value="Keypad8,Keypad5,Keypad2"/>
            </property>


            <property class="AdvancedQuests">
                <!-- Allows POIs to be re-used go GotoPOISDX -->
                <property name="ReusePOILocations" value="false"/>
            </property>
            <property class="AdvancedItemFeatures">
                <property name="Logging" value="false"/>
                <property name="AdvancedItemRepair" value="false"/>
                <!-- If AdvancedItemRepair is set to true, but RepairItems or ScrapItems is not defined, a reduced raw ingredients recipe
                    will be created. Turn this feature on to disable that, allowing only scraping or repairitems on items specifically listed 
                    -->
                <property name="DisableScrapFallback" value="false"/>

                
                <!-- Enables more repair options for more complicated repair and scrapping recipes. -->
                <property name="DurabilityAffectsDamage" value="false"/>
                <!-- For melee, a weapon is reduced as durability goes down. Fix your stuff! -->
                
                <property name="CustomQualityLevels" value="false" />
                <property name="QualityLevels" value="0,700" />
                <!-- To change the amount of decrease and increase for quality levels for crafting -->
                <!-- ie, if you press the arrow to decrease the quality level to craft, it'll go down 25 points, instead of every point -->
                <property name="QualityStages" value="25" />
            </property>

            <property class="AdvancedPlayerFeatures">
                <property name="Logging" value="false"/>

                <!-- Player cannot jump and place a block under neath them-->
                <property name="AntiNerdPole" value="false"/>

                <!-- Allow you to fit through one block spaces -->
                <property name="OneBlockCrouch" value="false"/>
                <property name="PhysicsCrouchHeightModifier" value="0.49"/>

                
                
                <!-- Damages the player if they hit something with their bare hands. -->
                <property name="SoftHands" value="false"/>
                <!-- Check for gloves if set to true. If it's false, it'll skip checking for hand armour to cushion the damage-->
                <property name="CheckHandArmor" value="true" />

                <property name="VehicleNoTake" value="false"/>

                <property name="ExtendedSigns" value="true"/>

                <!-- Enables item weight encumbrance on the Player bag -->
                <property name="Encumbrance" value="false"/>

                <!-- how much encumbrance before "max" threshold is set, and penalties are incurred. -->
                <!-- MaxEncumbrance value can be over-ridden by having a cvar of the same name on the player -->
                <!-- The CVar value will over-ride his value. -->
                <property name="MaxEncumbrance" value="10000"/>

                <!-- This cvar value will be placed on the player and will be a percentage of encumbrance. -->
                <!-- 1f = at max encumbrance. 1.5, 50% over encumbrance -->
                <property name="EncumbranceCVar" value="encumbranceCVar"/>

                <!-- Include Tool belt? -->
                <property name="Encumbrance_ToolBelt" value="false"/>

                <!-- Include equipment ? -->
                <property name="Encumbrance_Equipment" value="false"/>

                <!-- Each item that does not have a ItemWeight property will be weighed at this value. -->
                <property name="MinimumWeight" value="0.1"/>

                <property name="AutoRedeemChallenges" value="false"/>
                
                <!-- Allows all players within a party to share their reading of books -->
                <property name="SharedReading" value="false" />
            </property>

            <property class="AdvancedZombieFeatures">
                <property name="Logging" value="false"/>
                <property name="HeadshotOnly" value="false"/>
                <!-- Only way to kill them is through head shots -->
                <property name="RandomSize" value="false"/>
                <!-- Give them random sizes for more variety -->
                <property name="RandomWalk" value="false"/>

                <!-- Give them random walks. -->

                <property name="SmarterEntities" value="false"/>
                <!-- gives trap avoidance to entities. -->

                <property name="UMATweaks"
                          value="false"/>    <!-- Improvements on reducing load times of UMA Zombies -->
                <property name="LowerResolutionUMA" value="false"/>    <!-- Lower resolution on UMAs drastically -->

                <property name="EntityPooling" value="false"/>
                
                <!-- Vanilla is default to 30. -1 disables this patch. -->
                <property name="EnemyActiveMax" value="-1" />
                
                <!-- There is a limited in the CheckToSpawn that will only spawn a scout after a 20% random roll -->
                <!-- -1 disables this patch.  A value of 0.2 will be 20% chance to spawn.  A value of 1 will be 100% chance -->
                <property name="ScoutSpawnChance" value="-1" />
            </property>

            <property class="AdvancedProgression">
                <property name="Logging" value="false"/>
                <property name="ZeroXP" value="false"/>
                <!-- Disable gaining Experience from any source. -->
            </property>


            <property class="AdvancedPickUpAndPlace">
                <property name="Logging" value="false"/>
                <property name="Legacy" value="true"/>
                <property name="TakeWithTool" value="meleeToolRepairT1ClawHammer"/>
            </property>

            <property class="ErrorHandling">
                <property name="Logging" value="false"/>
                <!-- Disables the console drop down on red exception -->
                <property name="NoExceptionHijack" value="true"/>

                <!-- If set to true, quiets the "Block Entity at pos null transform -->
                <property name="EnablePoolBlockEntityTransformCheck" value="false"/>
                <!-- Turns on Advanced debugging -->
                <property name="LogPoolBlockEntityTransformCheck" value="false"/>

                <!-- Checks for null when a workstation / vending machine is reset during a POI reset -->
                <property name="TraderDataReadInventory" value="false"/>

                <!-- PRotects against a TileEntity.CopyFrom() error -->
                <property name="TileEntityCopyFrom" value="false"/>
                
                <!-- Protects against a block entity data that does not have a valid transform, causing a null ref -->
                <property name="BlockEntityDataGetRenderers" value="false"/>


            </property>

            <property class="AdvancedUI">
                <property name="Logging" value="false"/>
                <!-- Don't like the UI element for XP? Set to true to disable. -->
                <property name="DisableXPIconNotification" value="false"/>
                <property name="ShowTargetHealthBar" value="false"/>
            </property>

            <property class="AdvancedWorldGen">
                <property name="Logging" value="false"/>
                <!--property name="DisableSplatMap" value="false" /-->
                <!-- Disable the splat map: Also disables distant terrain -->
                <!-- Mod moved to SphereII Legacy Distant Terrain -->
            </property>

            <property class="AdvancedNPCFeatures">
                <property name="Logging" value="false"/>
                <property name="EnhancedFeatures" value="false"/>
                <!-- Allow NPCs to open doors, etc-->
                <property name="MakeTraderVulnerable" value="false"/>
                <!-- allow the Trader NPCs to die. -->
                <property name="NPCSpeedFix" value="false"/>
                <property name="HumanTags" value="human,bandit,survivor,npc,trader"/>
                <!-- Tags that translate that the entity is alive and has a brain -->
                <property name="UseFactionsTags" value="human,bandit,survivor,npc,trader"/>
                <!--
                    Tags that translate that the entity should use factions when determining
                    whether to target others. This does not necessarily mean the entity is human,
                    or even sentient, and it is independent of UAI or C# entity type.
                -->
                <property name="FactionRelationshipCVars" value="false"/>
                <!-- Enables the addition of faction relationship cvars (see FactionRelationshipCVars.cs)  -->
                <property name="AllEntitiesUseFactionTargeting" value="false"/>
                <!-- If true, all entities in the game use faction-based targeting -->

                <property name="AttackVolumeInstantAwake" value="true"/>
                <!--
                    If true, sleeper NPCs will instantly wake up in "attack" sleeper volumes, even
                    if "SleeperInstantAwake" is false. Sleepers in other types of sleeper volumes
                    ("passive" and "active"), and non-sleeper NPCs, will not be affected.
                -->

                <property name="DisplayCompanions" value="true"/>

                <property name="AdvancedEnemyNPCs" value="false"/>
                <!-- Set to true if some enemy NPCs are "advanced" NPCs that use EntityAliveSDX. -->

                <!-- minimum distance between NPC and Enemy before blocking the dialog option -->
                <!-- -1, or 0, to disable this check, allowing you to talk to all npcs regardless of enemies. -->
                <!-- Default is 10, meaning, if an enemy is within 10 blocks of the NPC, it will not talk to you -->
                <property name="EnemyDistanceToTalk" value="10"/>
                
                <property name="BlockTimeToJump" value="0.19"/>
                <property name="BlockedTime" value="0.2"/>
            </property>

            <!-- Allow themed settings to be applied: See Harmony/Atmosphere/-->
            <property class="Theme">
                <property name="Spook" value="false"/>
            </property>

            <property class="AdvancedWorkstationFeatures">
                <property name="Logging" value="false"/>
                <property name="EnablePoweredWorkstations" value="false"/>
            </property>

            <property class="AdvancedDialogDebugging">
                <property name="Logging" value="false"/>
            </property>

            <property class="AdvancedTroubleshootingFeatures">
                <property name="Logging" value="false"/>
                <property name="VerboseXMLParser" value="false"/>
                <property name="PhysicsBody" value="false"/>
                <property name="AnimatorMapper" value="false"/>

                <!-- Very spammy -->
                <property name="EntitySpeedCheck" value="false"/>

                <!-- On each entity spawn, when set to true, will print all the transforms and scripts on an entity -->
                <property name="ComponentMapper" value="false"/>
                <property name="UtilityAILogging" value="false"/>
                <!-- Only displays Start and Stop for AI tasks -->
                <property name="UtilityAILoggingMin" value="false"/>
                <property name="UtilityAILoggingTask" value="false"/>

                <!-- Turns on advanced troubleshooting for challenges -->
                <property name="Challenges" value="false"/>

            </property>

            <property class="AdvancedPrefabFeatures">
                <property name="Logging" value="false"/>
                <!-- Disables Trader Protection in their prefabs -->
                <property name="DisableTraderProtection" value="false"/>
                <!-- To enable this, you must also enable Disable Trader Protection -->
                <property name="AllowBuildingInTraderArea" value="false"/>

                <!-- Disables the invisible wall behind traders -->
                <property name="DisableWallVolume" value="false" />
                
                <property name="DisableFlickeringLights" value="false"/>
                
                <!-- Property to check if the prefab name has a no building flag on it. Goes by prefab name. -->
                <!-- Comma delimited -->
                <property name="PrefabName_NoBuilding" value="" />
                <!-- Property to check if a Prefab has this tag on its XML. Comma delimited. -->
                <property name="PrefabTag_NoBuilding" value="NoBuild" />
            </property>

            <property class="AdvancedTileEntities">
                <property name="Logging" value="false"/>
            </property>
            <property class="CaveConfiguration">
                <!-- 
          FastNoise Implementation : https://github.com/Auburns/FastNoise_CSharp 
      
          Dynamically generates a FastNosie-based tunnelling system.
          
          Download FastNoise Preview to get a feel for the map they are generating.
          https://github.com/Auburns/FastNoise/releases
      -->
                <property name="Logging" value="false"/>
                <property name="CaveEnabled" value="false"/>

                <property name="CavePath" value="@modfolder(0-SCore_sphereii):/Caves/StampsV2/Cave03.png"/>
                <property name="CavePrefab" value="Large"/>

                <!-- Legacy is the original style.  Sebastian is an alternative, FastNosieSIMD -->
                <property name="GenerationType" value="Legacy"/>
                <!-- Generate cave system only in mountains (above terrain height 100, or random through the map. All for every chunk has a cave system ) -->
                <!-- Deep Mountains will produce up to 100 levels, or until it reaches bedrock. This could cause lag during generation and an FPS drop. -->
                <property name="CaveType" value="Random"/>
                <!-- Mountains, Random, All, DeepMountains -->

                <!-- Default is up to 5 levels, depending on depth of terrain. Note: This value is ignored if DeepMountains is selected -->
                <property name="MaxCaveLevels" value="5"/>

                <!-- How many cave clusters to create on a map. This value only takes effect when CaveType is Random  -->
                <property name="CaveCluster" value="50"/>

                <!-- How many chunks to include per cluster. This value only takes effect when CaveType is Random -->
                <property name="CavesClusterSize" value="20"/>

                <!-- RigidMulti, Billow, or FBM-->
                <!-- Default is RigidMulti-->
                <property name="FractalType" value="FBM"/>

                <!-- Cellular, Cubic, CubicFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Value, ValueFractal, WhiteNoise -->
                <!-- Default is a SimplexFractal -->
                <property name="NoiseType" value="SimplexFractal"/>

                <!-- Determines what level of a noise threshold to drop a cave Block -->
                <!-- Higher numbers will result in more open caves horizontally -->
                <property name="CaveThresholdXZ" value="0.20"/>

                <!-- Determines what level of a noise threshold to drop down a level on the Y axis, making deeper caves. -->
                <!-- higher numbers will result in more vertical drops. A lower number, less so. -->
                <property name="CaveThresholdY" value="0.01"/>

                <!-- Determines when a 'deep' part of the cave threshold is -->
                <property name="DeepCaveThreshold" value="30"/>

                <!-- Determines how far below the surface to begin spawning caves. -->
                <property name="StartCaveThreshold" value="15"/>

                <!-- Determines minimum height of terrain before generating caves -->
                <!-- Ie, if the terrain at 8,8 ( center of chunk ) is greater than this value,	don't generate a cave -->
                <property name="MinStartCaveThreshold" value="-1"/>

                <!-- CavePOIs are placed where there is an isolated block (only one side of the block has air ), and a random roll between 0 to 100. Adjust this random roll here.-->
                <property name="POIRandomRoll" value="8"/>
                <!-- 10% chance -->

                <!--https://leatherbee.org/index.php/2018/10/24/perlin-and-simplex-noise/#:~:text=Lacunarity%20and%20gain%20measure%20how,amplitude%20of%20the%20previous%20octave. -->
                <!-- Small adjustments are recommended. Large adjustments are.... inconsistent. -->
                <property name="Octaves" value="3"/>
                <property name="Lacunarity" value="1"/>
                <property name="Gain" value="0.5"/>
                <property name="Frequency" value="0.09"/>
                <property name="CavePOIs"
                          value="Chiko_SCcave_01,Chiko_SCcave_02,Chiko_SCcave_03,Chiko_SCcave_04,Chiko_SCcave_05,Chiko_SCcave_06,Chiko_SCcave_07"/>
                <property name="DeepCavePrefabs"
                          value="Chiko_SCcave_08,Chiko_SCcave_09,Chiko_SCcave_11,Chiko_SCcave_12,Chiko_SCcave_13,Chiko_SCcave_14"/>
                <!-- removed chiko 10 for investigation -->
                <property name="MaxPrefabPerChunk" value="1"/>
                <property name="PrefabSister"
                          value="garage_02,remnant_oldwest_06,cemetery_01,abandoned_house_01,house_burnt_06,vacant_lot_01,mp_waste_bldg_05_grey,oldwest_coal_factory,diner_03"/>

                <property name="AllowedBiomes" value="All"/>
            </property>

            <!-- Turns on support for the PlantGrowingSDX, SCore features for more advanced crop -->
            <property class="CropManagement">
                <property name="Logging" value="false"/>

                <!-- forces sprinklers and water sources to be connected to pipes to work -->
                <property name="RequirePipesForSprinklers" value="false"/>

                <property name="CropEnable" value="false"/>
                <property name="CheckInterval" value="600"/>
                <property name="MaxPipeLength" value="500"/>

                <!-- How much damage to do to the water source when it gets consumed -->
                <property name="WaterDamage" value="1"/>

                <!-- Default particle for when a crop is used.-->
                <!-- ie: #@modfolder:Resources/guppyFountainDisplay.unity3d?gupFountainDisplay from Bloom's -->
                <property name="WaterParticle" value="NoParticle"/>

            </property>

            <property class="FireManagement">
                <property name="Logging" value="false"/>
                <property name="FireEnable" value="false"/>                <!-- Enables the feature -->

                <!-- Enables or disables saving of fire state -->
                <!-- Set to true to allowing saving -->
                <property name="FirePersists" value="false"/> 
                
                <property name="CheckInterval"
                          value="20"/>                <!-- How many seconds before checking blocks,spreading fire, etc -->
                
                <property name="FireDamage"
                          value="50"/>                <!-- How much damage each time it checks will do the block. -->
                <property name="SmokeTime"
                          value="60"/>                    <!-- How long the smoke will stay on a block. -->
                <property name="FireSound"
                          value="SCoreMediumLoop"/>        <!-- Sound Data Node to use. Can be over-ridden by individual block -->
                <property name="BuffOnFire"
                          value="buffBurningMolotov"/> <!-- The buff that is applied to the entity alive when they step into the flames -->
                <property name="MaterialID"
                          value="Mplants, Mcorn, Mhay"/>    <!-- Checks the material's id to see if it should ignite  -->
                <property name="MaterialDamage"
                          value="wood, cloth, corn, grass, plastic, leaves, cactus, mushroom, hay, paper, trash, backpack, organic"/> <!-- Checks the material's damage category to see if it should ignite  -->
                <property name="MaterialSurface"
                          value="wood, cloth, corn, grass, plastic, leaves, cactus, mushroom, hay, paper, trash, backpack, organic"/> <!-- Checks the material's surface category to see if it should ignite -->
                <property name="SmokeParticle"
                          value="#@modfolder:Resources/PathSmoke.unity3d?P_PathSmoke_X"/>        <!-- Fire particle to use -->
                <property name="FireParticle"
                          value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis05-Heavy"/> <!-- Fire particle to use -->
                <property name="FireSpread" value="true"/> <!-- When enabled, fire can spread to neighborblocks.-->
                <property name="ChanceToExtinguish"
                          value="0.05"/> <!-- chance that each block has to self-extinguish. This is re-tested for each CheckInterval -->

                <property name="RandomFireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis06-HeavyLight,#@modfolder:Resources/guppySmokeParticles.unity3d?gupSmoke1,#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis05-Heavy,#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis06-Heavy" />

                <!-- Alternative included particles -->
                <!--
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis02-CampFire" />
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis03-Cartoon" />
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis04-SlowFire" />
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis05-Heavy" />
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis06-HeavyLight" />
                -->
            </property>
            <!--
                        <property class="BlightManagement" >
                            <property name="Logging" value="false"/>
                            <property name="BlightEnable" value="false"/>
                            <property name="CheckInterval" value="20" />
                            <property name="BlightDamage" value="50" />
                            <property name="BlightSmokeTime" value="60" />
                            <property name="BlightSound" value="SCoreMediumLoop" />
                            <property name="BuffOnFire" value="buffBurningMolotov" />
                            <property name="BlightMaterialID" value="Mplants, Mcorn, Mhay" />
                            <property name="BlightMaterialDamage" value="wood, cloth, corn, grass, plastic, leaves, cactus, mushroom, hay, paper, trash, backpack, organic" />
                            <property name="BlightMaterialSurface" value="wood, cloth, corn, grass, plastic, leaves, cactus, mushroom, hay, paper, trash, backpack, organic" />
                            <property name="BlightSmokeParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis02-CampFire" />
                            <property name="BlightParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis02-CampFire" />
                            <property name="BlightSpread" value="true" />
                            <property name="ChanceToExtinguishBlight" value="0.05" />
                        </property>
                -->
            <property class="ExternalParticles">
                <!-- The name is not used by the system. You can use this value as a reference for your notes.
                     The index value will be displayed in the log during a game boot up. 
                
                    Review the log to find out your index. 
                    The Index is a GetHashCode() on the value. -
                
                Sample Values 
                <property name="SmokeParticle" value="#@modfolder:Resources/PathSmoke.unity3d?P_PathSmoke_X" />
                <property name="FireParticle" value="#@modfolder:Resources/gupFireParticles.unity3d?gupBeavis05-Heavy" />
                
                <property name="gupBlueEnergyTransfer" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupBlueEnergyTransfer"/>
                <property name="gupIceExplosion" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupIceExplosion"/>
                <property name="gupLightningSparks" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupLightningSparks"/>
                <property name="gupPurpleFireRing" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupPurpleFireRing"/>
                <property name="gupRedExplosion" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupRedExplosion"/>
                <property name="gupRockStorm" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupRockStorm"/>
                <property name="gupSkullBloodMist" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupSkullBloodMist"/>
                <property name="gupScriptsExplosion" value="#@modfolder:Resources/gupParticleIndexes.unity3d?gupScriptsExplosion"/>
                -->
            </property>
        </block>
    </append>


</configs>
