﻿ <configs>
  <append xpath="/items">
    <item name="BanditFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="BanditFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ChangeFactionSDX, SCore" value="bandits" />
      </effect_group>
    </item>

    <item name="UndeadFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ChangeFactionSDX, SCore" value="undead" />
      </effect_group>
    </item>


    <item name="ResetFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="ResetFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ChangeFactionSDX, SCore" value="original" />
      </effect_group>
    </item>
    <item name="WhiteRiverFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="WhiteRiverFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ChangeFactionSDX, SCore" value="whiteriver" />
      </effect_group>
    </item>

    <item name="DukeRiverFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="DukeRiverFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ChangeFactionSDX, SCore" value="duke" />
      </effect_group>
    </item>

    <item name="UndeadPositiveFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadPositiveFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
          <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyFactionSDX, SCore" target="self" faction="undead" value="100" /> 
      </effect_group>
    </item>

    <item name="UndeadNegativeFactionSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadNegativeFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyFactionSDX, SCore" target="self" faction="undead" value="-100" />
      </effect_group>
    </item>

    <item name="UndeadPositiveRelatedFactionsSchematic">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadPositiveFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyRelatedFactionsSDX, SCore" target="self" faction="undead" value="100" related="bandits,whiteriver,duke" scale="0.5" />
      </effect_group>
    </item>

	  <item name="sphereTorch">
		  <property name="Extends" value="meleeToolTorch" />
		  <effect_group name="Allow target block to catch on fire." tiered="false">
			  <triggered_effect trigger="onSelfDamagedBlock" action="AddFireDamage, SCore" />
		  </effect_group>
      </item>

	  <item name="sphereExtinguish">
		  <property name="Extends" value="meleeToolShovelT0StoneShovel" />
		  <effect_group name="Allow target block extinguish" tiered="false">
			  <triggered_effect trigger="onSelfDamagedBlock" action="RemoveFire, SCore" target="positionAOE" range="2"/> <!-- range is int, 2 blocks in all direction will have fire removed. -->
		  </effect_group>
	  </item>


    <item name="spherePickUpNPC">
      <property name="HoldType" value="7"/>
      <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="HoldingItemHidden" value="true"/>
      <property name="Weight" value="0"/>
      <property name="Stacknumber" value="1"/>
      <property name="EconomicValue" value="6000"/>
      <property name="CustomIcon" value="schematicMaster" />
      <property name="IsQuestItem" value="true" />
      
      <!-- Probably not a good precedent to be sellable.-->
      <property name="SellableToTrader" value="false"/>
      <property class="Action1">
        <property name="Class" value="DeployNPCSDX, SCore"/>
      </property>

  </item>

    <item name="spherePickUpNPC2">
      <property name="Extends" value="spherePickUpNPC" />
      <property name="EntityClass" value="npcBakerClub" />
      <property name="AutoHire" value="true" />
      <property name="EntityName" value="John Wayne" />
    </item>
	  <!-- Example of an item that can spoil, when the foot spoilage is turned on 
		  <item name="foodSpoilageTest">
			  <property name="Extends" value="foodShamSandwich"/>
			  <property name="DisplayType" value="melee"/>
			  <property name="Tags" value="perkMasterChef"/> 	 

			  <property name="Spoilable" value="true" />
			  <property name="SpoiledItem" value="foodRottingFlesh" />   
			  <property name="TickPerLoss" value="500" /> 	 

			  <property name="ShowQuality" value="false"/>
			  <property name="SpoilageMax" value="1000" />
			  <property name="SpoilagePerTick" value="1" />
		  </item>
    -->


    <item name="scoreOpenNPCWindow">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <property name="Consume" value="false" />
      <property class="Action0">
        <property name="Class" value="Eat"/>
        <property name="Consume" value="false"/>
        <property name="Delay" value="1.0"/>
        <property name="UseAnimation" value="false"/>
        <property name="Sound_start" value="read_mod"/>
        <property name="Sound_in_head" value="true"/>
      </property>
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="OpenWindow, SCore" window="SCoreCompanionsGroup" />
      </effect_group>
    </item>

    <item name="scoreTeleportNow">
      <property name="Extends" value="schematicMaster" />
      <property name="DescriptionKey" value="UndeadFactionSchematicDesc" />
      <property name="CreativeMode" value="Player" />
      <property name="CustomIcon" value="schematicMaster" />
      <property name="Consume" value="false" />
      <property class="Action0">
        <property name="Class" value="Eat"/>
        <property name="Consume" value="false"/>
        <property name="Delay" value="1.0"/>
        <property name="UseAnimation" value="false"/>
        <property name="Sound_start" value="read_mod"/>
        <property name="Sound_in_head" value="true"/>
      </property>
      <effect_group tiered="false">
        <triggered_effect trigger="onSelfPrimaryActionEnd" action="TeamTeleportNow, SCore" />
      </effect_group>
    </item>
  </append>
</configs>