mirror of
https://github.com/FalloutCollaborationProject/FCP-Wastelanders.git
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835 lines
31 KiB
XML
835 lines
31 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<Defs>
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<!--__________ Wastelander Clothing __________-->
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<!--_____ Armor _____-->
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<!--___ Pre-War Armor ___-->
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<!--__ Combat Armor __-->
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<!-- Combat Armor Helmet Base -->
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<ThingDef Name="FCP_Apparel_Combat_Helmet_Base" ParentName="FCP_Armor_Helmet_Makeable_Base" Abstract="true">
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<smeltable>false</smeltable>
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<graphicData>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<recipeMaker>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>150</MarketValue>
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<ArmorRating_Sharp>0.20</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.10</ArmorRating_Blunt>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>UpperHead</li>
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</bodyPartGroups>
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<layers>
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<li>Overhead</li>
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</layers>
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</apparel>
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</ThingDef>
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<!-- Combat Armor Helmet -->
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<ThingDef ParentName="FCP_Apparel_Combat_Helmet_Base">
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<defName>FCP_Apparel_Combat_Helmet</defName>
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<label>Combat Helmet</label>
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<description>A matching helmet for the combat armor, it offers a bit of protection.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/CombatArmor/FCP_Combat_Armor_Helmet_south</texPath>
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</graphicData>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CombatArmorStandard</researchPrerequisite>
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</recipeMaker>
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<costList>
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<Steel>40</Steel>
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<ComponentIndustrial>2</ComponentIndustrial>
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</costList>
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<apparel>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/CombatArmor/FCP_Combat_Armor_Helmet</wornGraphicPath>
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<tags>
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<li>FCP_Combat_Armors</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Common</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Rivet City Security Helmet -->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Rivet_City_Security_Helmet</defName>
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<label>Rivet City Security Helmet</label>
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<description>A helmet worn by the security forces of Rivet City.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/RivetCitySecurity/Rivit_City_Security_Helmet/FCP_Rivit_City_Security_Helmet</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CombatArmorStandard</researchPrerequisite>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Steel>40</Steel>
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<ComponentIndustrial>2</ComponentIndustrial>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>150</MarketValue>
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<ArmorRating_Sharp>0.20</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.10</ArmorRating_Blunt>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>UpperHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/RivetCitySecurity/Rivit_City_Security_Helmet/FCP_Rivit_City_Security_Helmet</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Combat_Armors</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Common</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Combat Armor Helmet (Fallout 4) -->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Combat_Armor_Helmet</defName>
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<label>Modular Combat Armor Helmet</label>
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<description>The combat armor helmet is the corresponding armor piece to the combat armor set. This model displays what is possibly a headlamp, attached to the left side above the brow line.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/CombatArmorHelmet/FCP_Combat_Armor_Helmet_Modular</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CombatArmorStandard</researchPrerequisite>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Steel>35</Steel>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>120</MarketValue>
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<ArmorRating_Sharp>0.60</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.30</ArmorRating_Blunt>
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<ArmorRating_Heat>0.28</ArmorRating_Heat>
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<Insulation_Cold>2</Insulation_Cold>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>UpperHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/CombatArmorHelmet/FCP_Combat_Armor_Helmet_Modular</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Combat_Armor_Modular</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Common</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Reinforced Combat Armor Helmet -->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Reinforced_Combat_Armor_Helmet</defName>
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<label>Reinforced Combat Armor Helmet</label>
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<description>The helmet is a ballistic assembly, designed to protect the wearer from projectile, bladed weapons, and blunt trauma. An integrated polarized visor protects the user's eyes from the ordinary battlefield hazards of grit and dust.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/ReinforcedCombatArmor/FCP_Reinforced_Combat_Armor_Helmet</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CombatArmorStandard</researchPrerequisite>
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<skillRequirements>
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<Crafting>10</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Steel>50</Steel>
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<ComponentIndustrial>3</ComponentIndustrial>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>250</MarketValue>
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<ArmorRating_Sharp>0.85</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.45</ArmorRating_Blunt>
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<ArmorRating_Heat>0.45</ArmorRating_Heat>
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<Insulation_Cold>4</Insulation_Cold>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>FullHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/ReinforcedCombatArmor/FCP_Reinforced_Combat_Armor_Helmet</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Combat_Armor_Reinforced</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Rare</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Reinforced Combat Armor Helmet Mk II-->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Reinforced_Combat_Armor_Helmet_Mk_II</defName>
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<label>Reinforced Combat Armor Helmet</label>
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<description>The helmet is a ballistic assembly, designed to protect the wearer from projectile, bladed weapons, and blunt trauma. An integrated polarized visor protects the user's eyes from the ordinary battlefield hazards of grit and dust. It is similar in appearance to the helmet used with the reinforced suit but is a different color.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/ReinforcedCombatArmorII/FCP_Reinforced_Combat_Armor_Helmet_Mk_II</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CombatArmorStandard</researchPrerequisite>
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<skillRequirements>
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<Crafting>10</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Steel>50</Steel>
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<ComponentIndustrial>3</ComponentIndustrial>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>250</MarketValue>
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<ArmorRating_Sharp>0.90</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.50</ArmorRating_Blunt>
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<ArmorRating_Heat>0.50</ArmorRating_Heat>
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<Insulation_Cold>5</Insulation_Cold>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>FullHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/ReinforcedCombatArmorII/FCP_Reinforced_Combat_Armor_Helmet_Mk_II</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Combat_Armor_Reinforced_MK_II</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Rare</rarity>
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</li>
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</comps>
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</ThingDef>
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<!--_____ Apparel _____-->
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<!--___ Pre-War Apparel ___-->
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<!--Officers Cap Base -->
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<ThingDef ParentName="FCP_Hat_Makeable_Base" Name="FCP_Apparel_Officers_Cap_Base" Abstract="true">
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<recipeMaker>
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<skillRequirements>
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<Crafting>5</Crafting>
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</skillRequirements>
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</recipeMaker>
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<graphicData>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<WorkToMake>2500</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.2</Mass>
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<ArmorRating_Sharp>0</ArmorRating_Sharp>
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<ArmorRating_Blunt>0</ArmorRating_Blunt>
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<ArmorRating_Heat>0</ArmorRating_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<costList>
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<Cloth>25</Cloth>
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</costList>
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<apparel>
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<canBeDesiredForIdeo>true</canBeDesiredForIdeo>
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<bodyPartGroups>
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<li>UpperHead</li>
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</bodyPartGroups>
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<layers>
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<li>Overhead</li>
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</layers>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Rare</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Army Helmet -->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Army_Helmet</defName>
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<label>Army Helmet</label>
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<description>Part of the army uniform, this helmet offers a little protection.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/ArmyUniform/FCP_Army_Helmet_Clean</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_MilitaryUniforms</researchPrerequisite>
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<skillRequirements>
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<Crafting>6</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Steel>25</Steel>
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<Cloth>10</Cloth>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>100</MarketValue>
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<ArmorRating_Sharp>0.10</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.05</ArmorRating_Blunt>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<apparel>
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<bodyPartGroups>
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<li>UpperHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/ArmyUniform/FCP_Army_Helmet_Clean</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Combat_Armors</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Rare</rarity>
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</li>
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</comps>
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</ThingDef>
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<!-- Radiation Suit helmet-->
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<ThingDef ParentName="FCP_Armor_Helmet_Makeable_Base">
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<defName>FCP_Apparel_Radiations_Suit_Helmet</defName>
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<label>Radiation Suit Helmet</label>
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<description>A helmet designed to protect the wearer from radiation exposure. Part of the radiation suit set.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/RadiationSuit/FCP_Radiation_Suit_Helmet</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<smeltable>false</smeltable>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_MilitaryUniforms</researchPrerequisite>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Cloth>20</Cloth>
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<Plasteel>15</Plasteel>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<MarketValue>180</MarketValue>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<equippedStatOffsets>
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<ToxicResistance>0.15</ToxicResistance>
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</equippedStatOffsets>
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<apparel>
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<bodyPartGroups>
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<li>FullHead</li>
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</bodyPartGroups>
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<wornGraphicPath>Things/Apparel/Wasteland_Apparel/RadiationSuit/FCP_Radiation_Suit_Helmet</wornGraphicPath>
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<layers>
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<li>Overhead</li>
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</layers>
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<tags>
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<li>FCP_Radiation_Apparel</li>
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</tags>
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</apparel>
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<comps>
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<li Class="FCP.Core.CompProperties_LabelColored">
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<rarity>Rare</rarity>
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</li>
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</comps>
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</ThingDef>
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<!--___ Wastelander Apparel ___-->
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<!-- Sheriff Hat -->
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<ThingDef ParentName="FCP_Hat_Makeable_Base">
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<defName>FCP_Apparel_Sheriff_Hat</defName>
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<label>Sheriff Hat</label>
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<description>Part of the sheriff duster outfit. it gives a little buff to perception.</description>
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<graphicData>
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<texPath>Things/Apparel/Wasteland_Apparel/SheriffDuster/FCP_Sheriff_Hat</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<recipeMaker>
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<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
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<skillRequirements>
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<Crafting>4</Crafting>
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</skillRequirements>
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</recipeMaker>
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<costList>
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<Leather_Plain>15</Leather_Plain>
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</costList>
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<statBases>
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<WorkToMake>3000</WorkToMake>
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<MaxHitPoints>80</MaxHitPoints>
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<Mass>0.8</Mass>
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<Insulation_Heat>2</Insulation_Heat>
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<EquipDelay>1.5</EquipDelay>
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</statBases>
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<equippedStatOffsets>
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<ShootingAccuracyPawn>0.05</ShootingAccuracyPawn> <!-- PERCEPTION +1 -->
|
|
</equippedStatOffsets>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>UpperHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/SheriffDuster/FCP_Sheriff_Hat</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Wastelander_Sheriff</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Rare</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Ranger Gas Mask -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Gas_Ranger_Gas_Mask</defName>
|
|
<label>Ranger Gas Mask</label>
|
|
<description>A gas mask to go with the gas ranger outfit.</description>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/GasRanger/GasRangerWhite/FCP_Rickys_Rando_Rangers_Gas_Mask_White</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<recipeMaker>
|
|
<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
|
|
<skillRequirements>
|
|
<Crafting>6</Crafting>
|
|
</skillRequirements>
|
|
</recipeMaker>
|
|
<statBases>
|
|
<WorkToMake>3000</WorkToMake>
|
|
<MaxHitPoints>80</MaxHitPoints>
|
|
<Mass>0.8</Mass>
|
|
<MarketValue>160</MarketValue>
|
|
<ArmorRating_Sharp>0.10</ArmorRating_Sharp>
|
|
<ArmorRating_Blunt>0.05</ArmorRating_Blunt>
|
|
<ArmorRating_Heat>0.10</ArmorRating_Heat>
|
|
<Insulation_Heat>2</Insulation_Heat>
|
|
<EquipDelay>1.5</EquipDelay>
|
|
</statBases>
|
|
<costList>
|
|
<Leather_Plain>15</Leather_Plain>
|
|
</costList>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>FullHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/GasRanger/GasRangerWhite/FCP_Rickys_Rando_Rangers_Gas_Mask_White</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Wastelander_Rangers_Rick</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Rare</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Gas Mask (Goggles) -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Gasmask_Goggles</defName>
|
|
<description>A simple gas mask that covers the entire face, often seen worn by raiders. It is held on to the wearer by adjustable straps. It's not very protective against bullets and other physical attacks but provides medium protection against toxins and radiation.</description>
|
|
<label>Gas Mask with Goggles</label>
|
|
<smeltable>false</smeltable>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/Gas_Mask_With_Goggles/FCP_Gas_Mask_With_Goggles</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<recipeMaker>
|
|
<skillRequirements>
|
|
<Crafting>4</Crafting>
|
|
</skillRequirements>
|
|
<researchPrerequisite>FCP_Research_Apparel_Production</researchPrerequisite>
|
|
</recipeMaker>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
<Chemfuel>10</Chemfuel>
|
|
</costList>
|
|
<thingCategories>
|
|
<li>ApparelArmor</li>
|
|
</thingCategories>
|
|
<statBases>
|
|
<MaxHitPoints>200</MaxHitPoints>
|
|
<WorkToMake>4000</WorkToMake>
|
|
<Mass>1.0</Mass>
|
|
<MarketValue>200</MarketValue>
|
|
<ArmorRating_Sharp>0.5</ArmorRating_Sharp>
|
|
<ArmorRating_Blunt>0.3</ArmorRating_Blunt>
|
|
<ArmorRating_Heat>0.2</ArmorRating_Heat>
|
|
<EquipDelay>1.2</EquipDelay>
|
|
</statBases>
|
|
<equippedStatOffsets>
|
|
<ToxicEnvironmentResistance>0.80</ToxicEnvironmentResistance>
|
|
</equippedStatOffsets>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>FullHead</li>
|
|
<li>Eyes</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/Gas_Mask_With_Goggles/FCP_Gas_Mask_With_Goggles</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Raider_Armor</li>
|
|
<li>FCP_Wastelander_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Assault Gasmask -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Assault_Gas_Mask</defName>
|
|
<description>An armored gasmask worn underneath a cloth hood. It provides decent protection against bullets and hazardous gases and similar substances and is most often worn by raiders.</description>
|
|
<label>Assault Gasmask</label>
|
|
<smeltable>false</smeltable>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/Assault_Gas_Mask/FCP_Assault_Gas_Mask</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<recipeMaker>
|
|
<skillRequirements>
|
|
<Crafting>4</Crafting>
|
|
</skillRequirements>
|
|
<researchPrerequisite>FCP_Research_Apparel_Production</researchPrerequisite>
|
|
</recipeMaker>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
<Steel>10</Steel>
|
|
</costList>
|
|
<thingCategories>
|
|
<li>ApparelArmor</li>
|
|
</thingCategories>
|
|
<statBases>
|
|
<MaxHitPoints>200</MaxHitPoints>
|
|
<WorkToMake>4000</WorkToMake>
|
|
<Mass>1.0</Mass>
|
|
<MarketValue>200</MarketValue>
|
|
<ArmorRating_Sharp>0.10</ArmorRating_Sharp>
|
|
<ArmorRating_Blunt>0.6</ArmorRating_Blunt>
|
|
<ArmorRating_Heat>0.2</ArmorRating_Heat>
|
|
<EquipDelay>1.2</EquipDelay>
|
|
</statBases>
|
|
<equippedStatOffsets>
|
|
<ToxicEnvironmentResistance>0.80</ToxicEnvironmentResistance>
|
|
</equippedStatOffsets>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>FullHead</li>
|
|
<li>Eyes</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/Assault_Gas_Mask/FCP_Assault_Gas_Mask</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Raider_Armor</li>
|
|
<li>FCP_Wastelander_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
|
|
<!--___ Slave Apparel ___-->
|
|
|
|
<!-- Slave Bandana -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Slave_Bandana</defName>
|
|
<label>Slave Bandana</label>
|
|
<description>A bandana tipically worn by slaves.</description>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/SlaveBandana/FCP_Slave_Bandana</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<recipeMaker>
|
|
<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
|
|
<skillRequirements>
|
|
<Crafting>3</Crafting>
|
|
</skillRequirements>
|
|
</recipeMaker>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
</costList>
|
|
<statBases>
|
|
<WorkToMake>3000</WorkToMake>
|
|
<MaxHitPoints>80</MaxHitPoints>
|
|
<Mass>0.8</Mass>
|
|
<MarketValue>30</MarketValue>
|
|
<Insulation_Heat>2</Insulation_Heat>
|
|
<EquipDelay>1.5</EquipDelay>
|
|
</statBases>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>UpperHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/SlaveBandana/FCP_Slave_Bandana</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Slave_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Slave Rag Hood -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Slave_Rag_Hood</defName>
|
|
<label>Slave Rag Hood</label>
|
|
<description>A scarf used to create a hood, tipically worn by slaves.</description>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/SlaveRagHood/FCP_Slave_Rag_Hood</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<recipeMaker>
|
|
<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
|
|
<skillRequirements>
|
|
<Crafting>3</Crafting>
|
|
</skillRequirements>
|
|
</recipeMaker>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
</costList>
|
|
<statBases>
|
|
<WorkToMake>3000</WorkToMake>
|
|
<MaxHitPoints>80</MaxHitPoints>
|
|
<Mass>0.8</Mass>
|
|
<MarketValue>35</MarketValue>
|
|
<Insulation_Heat>2</Insulation_Heat>
|
|
<EquipDelay>1.5</EquipDelay>
|
|
</statBases>
|
|
<equippedStatOffsets>
|
|
<ShootingAccuracyPawn>0.05</ShootingAccuracyPawn> <!-- PERCEPTION +1 -->
|
|
</equippedStatOffsets>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>UpperHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/SlaveRagHood/FCP_Slave_Rag_Hood</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Slave_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Slave Scarf Hat -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Slave_Scarf_Hat</defName>
|
|
<label>Slave Scarf Hat</label>
|
|
<description>A scarf used to create a hat, tipically worn by slaves.</description>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/SlaveScarfHat/FCP_Slave_Scarf_Hat</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
</costList>
|
|
<recipeMaker>
|
|
<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
|
|
<skillRequirements>
|
|
<Crafting>3</Crafting>
|
|
</skillRequirements>
|
|
</recipeMaker>
|
|
<statBases>
|
|
<WorkToMake>3000</WorkToMake>
|
|
<MaxHitPoints>80</MaxHitPoints>
|
|
<Mass>0.8</Mass>
|
|
<MarketValue>35</MarketValue>
|
|
<Insulation_Heat>2</Insulation_Heat>
|
|
<EquipDelay>1.5</EquipDelay>
|
|
</statBases>
|
|
<equippedStatOffsets>
|
|
<ShootingAccuracyPawn>0.05</ShootingAccuracyPawn> <!-- PERCEPTION +1 -->
|
|
</equippedStatOffsets>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>UpperHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/SlaveScarfHat/FCP_Slave_Scarf_Hat</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Slave_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
<!-- Wrapped Cap -->
|
|
|
|
<ThingDef ParentName="FCP_Hat_Makeable_Base">
|
|
<defName>FCP_Apparel_Wrapped_Cap</defName>
|
|
<label>Wrapped Cap</label>
|
|
<description>A simple cap made of wrapped cloth, commonly worn by wastelanders for sun protection. Lightweight and provides basic protection from the elements.</description>
|
|
<graphicData>
|
|
<texPath>Things/Apparel/Wasteland_Apparel/Wrapped_Cap/FCP_Wrapped_Cap</texPath>
|
|
<graphicClass>Graphic_Single</graphicClass>
|
|
</graphicData>
|
|
<costList>
|
|
<Cloth>15</Cloth>
|
|
</costList>
|
|
<recipeMaker>
|
|
<researchPrerequisite>FCP_Research_CasualWear</researchPrerequisite>
|
|
<skillRequirements>
|
|
<Crafting>2</Crafting>
|
|
</skillRequirements>
|
|
</recipeMaker>
|
|
<statBases>
|
|
<WorkToMake>2500</WorkToMake>
|
|
<MaxHitPoints>80</MaxHitPoints>
|
|
<Mass>0.2</Mass>
|
|
<MarketValue>50</MarketValue>
|
|
<Insulation_Cold>1.5</Insulation_Cold>
|
|
<Insulation_Heat>2.0</Insulation_Heat>
|
|
<EquipDelay>1.0</EquipDelay>
|
|
</statBases>
|
|
<apparel>
|
|
<bodyPartGroups>
|
|
<li>UpperHead</li>
|
|
</bodyPartGroups>
|
|
<wornGraphicPath>Things/Apparel/Wasteland_Apparel/Wrapped_Cap/FCP_Wrapped_Cap</wornGraphicPath>
|
|
<layers>
|
|
<li>Overhead</li>
|
|
</layers>
|
|
<tags>
|
|
<li>FCP_Wastelander_Apparel</li>
|
|
</tags>
|
|
</apparel>
|
|
<comps>
|
|
<li Class="FCP.Core.CompProperties_LabelColored">
|
|
<rarity>Common</rarity>
|
|
</li>
|
|
</comps>
|
|
</ThingDef>
|
|
|
|
</Defs>
|
|
|