<?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 rng -->
		<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="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 rng -->
		<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 rng -->
		<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 rng -->
		<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" />

		<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 rng -->
		<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 rng -->
		<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="4" />

		<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="4" />

		<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 rng -->
		<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="4" />

		<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 rng -->
		<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="4" />

		<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 rng -->
		<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="4" />

		<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 rng -->
		<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" />

		<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 rng -->
		<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=".20" /> <!-- 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 rng -->
		<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=".20" /> <!-- 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 rng -->
		<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=".20" /> <!-- 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" />

		<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 rng -->
		<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=".20" /> <!-- 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 rng -->
		<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 rng -->
		<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 rng -->
		<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 rng -->
		<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="4" />

		<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="4" />

		<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 rng -->
		<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="4" />

		<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 rng -->
		<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 rng -->
		<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 rng -->
		<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="2.6" />

		<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="LeftKnucklesFPV" prefab="#Other/Items?Weapons/Melee/KnuckleWraps/knuckleWrapsLeft_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0" />
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnucklesFPV" />
	</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="2.6" />

		<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 rng -->
		<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="LeftKnucklesFPV" prefab="#Other/Items?Weapons/Melee/Knuckles/knuckles_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0" />
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnucklesFPV" />
	</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="2.6" />

		<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 rng -->
		<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="LeftKnucklesFPV" prefab="#Other/Items?Weapons/Melee/Knuckles/knucklesSpiked_Prefab.prefab" parentTransform="Propjoint" localPos="0,0,0" localRot="0,0,0" />
		<triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="LeftKnucklesFPV" />
	</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="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="10" />

		<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 rng -->
		<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="2.5" />
		<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_repeat" value="" />
		<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 rng -->
		<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 rng -->
		<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_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="EntityDamage" operation="base_add" value="-6" />
		<passive_effect name="BlockDamage" operation="perc_add" value="0" />

		<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 rng -->
		<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="rangedGun" />
	<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="4.1" />
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="4.1" />
		<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" />
	</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="rangedGun" />
	<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 rng -->
		<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" />
	</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="rangedGun" />
	<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 rng -->
		<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,.122" /> <!-- 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" />
	</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 rng -->
		<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 rng -->
		<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_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 rng -->
		<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 rng -->
		<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_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 rng -->
		<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 rng -->
		<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="-8" />
		<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 rng -->
		<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 rng -->
		<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 rng -->
		<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="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 rng -->
		<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="2.5" />

		<passive_effect name="EntityDamage" operation="base_set" value="11.8" />
		<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" /> <!-- random rng -->
		<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="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=".5" tags="perkGunslinger,9mmGun" />
		<display_value name="dDegradationPerUse" 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="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=".5" tags="perkGunslinger" />
		<display_value name="dDegradationPerUse" value=".5" />
	</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=".5" tags="perkDeadEye,perkMachineGunner" />
		<display_value name="dDegradationPerUse" 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="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="12" />
		<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="8" />
		<passive_effect name="TargetArmor" operation="perc_add" value=".4" /><display_value name="dTargetArmor" value=".4" />
		<passive_effect name="MaxRange" operation="base_set" value="18" />
		<passive_effect name="DamageFalloffRange" operation="base_set" value="3" />
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3.02" />
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3.02" />
		<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="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="Mbrass" />
	<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="80" />
		<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="25" />
		<passive_effect name="DamageFalloffRange" operation="base_set" value="3" />
		<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="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="Mbrass" />
	<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="80" />
		<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="1" />
		<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="11" />
		<passive_effect name="BlockDamage" operation="base_set" value="1.6" />
		<passive_effect name="RoundRayCount" operation="base_set" value="8" />
		<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="15" />
		<passive_effect name="DamageFalloffRange" operation="base_set" value="2" />
	</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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="1" />
		<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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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=".325" />
	<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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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=".325" />
	<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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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=".325" />
	<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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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="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="1" />
		<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="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryCrippled01">
			<requirement name="!EntityTagCompare" tags="player" />
			<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="onSelfAttackedOther" 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">
	<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="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>


<!-- * * * * * * * * * * 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" />
	<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="armorScrapIronGroupDesc" />
	<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="armorIronGroupDesc" />
	<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="armorIronGroupDesc" />
	<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="perkSniperGhost" />
	<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="perkSniperGhost" />
	<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="perkSniperGhost" />
	<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="10,20" />
		<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="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="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="apparelClothGroupDesc" />
	<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" />

		<!-- 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" />

		<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" />


		<!-- 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" />

		<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="5" /> <!-- STK resource -->
	<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="$waterAmountAdd" value="-30" />
		<display_value name="dDuration" value="30" />
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugRecogDuration" operation="add" value="32" />
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffDrugRecogDuration" operation="set" value="93">
			<requirement name="CVarCompare" cvar="$buffDrugRecogDuration" operation="GT" value="93" /></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" />

	<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="foodCanSham" />
	<property name="DisplayType" value="food" />
	<property name="Group" value="Food/Cooking,CFFood/Cooking" />
	<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="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="foodPumpkinCheesecake">
	<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,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="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="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="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="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="$foodAmountAdd" operation="add" value="1" />
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$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="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="Buff" value="buffYuccaJuiceCooling,buffExtinguishFireBuff" />
		<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"> <!-- 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="Buff" value="buffYuccaJuiceCooling,buffExtinguishFireBuff" />
		<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="30" />
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffBeerDuration" operation="add" value="33" />
			<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffBeerDuration" operation="set" value="93">
			<requirement name="CVarCompare" cvar="$buffBeerDuration" operation="GT" value="93" /></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="30" />
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasMoonshineDuration" operation="add" value="32" />
		<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffGrandpasMoonshineDuration" operation="set" value="93">
			<requirement name="CVarCompare" cvar="$buffGrandpasMoonshineDuration" operation="GT" value="93" /></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="48" />
	<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>
</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="Player" />
	<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="foodBlueberryPie" 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="foodBlueberryPie" 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="foodBlueberryPie" 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">
	<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="MresourceIronFragment" />
	<property name="Weight" value="5" />
	<property name="Stacknumber" value="1200" /> <!-- STK resource -->
	<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="5" />
	<property name="EconomicBundleSize" value="50" />
	<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="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="Resources" />
</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="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="20" />
	<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="250" /> <!-- 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>
<!-- todo remove this -->
<item name="resourceFertilizer">
	<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="book">
	<property name="HoldType" value="21"/>
	<property name="Meshfile" value="#Other/Items?Misc/bookPrefab.prefab"/>
	<property name="Material" value="Mpaper"/>
	<property name="Stacknumber" value="50"/>
	<property name="FuelValue" value="20"/>
	<property name="Weight" value="20"/>
	<property name="Group" value="Decor/Miscellaneous"/>
</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="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" />
	<property name="CraftingIngredientExp" value="15" />
	<property name="CraftingIngredientTime" value="2" />
	<!-- <property name="RepairTime" value="2"/>
	<property name="RepairAmount" value="400"/> -->
</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="250" /> <!-- 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="Stacknumber" value="500" /> <!-- STK resource -->
	<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="500" /> <!-- STK resource -->
	<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="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="Stacknumber" value="250" /> <!-- STK loot -->
	<property name="Weight" value="20" />
	<property name="EconomicValue" value="40" />
	<property name="Group" value="Resources" />
</item>

<item name="resourceCandleStick">
	<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="Stacknumber" value="250" /> <!-- STK loot -->
	<property name="Weight" value="60" />
	<property name="EconomicValue" value="120" />
	<property name="Group" value="Resources" />
</item>

<item name="resourceRadiator">
	<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="Stacknumber" value="5" /> <!-- STK loot -->
	<property name="Weight" value="100" />
	<property name="EconomicValue" value="200" />
	<property name="Group" value="Resources" />
</item>

<item name="resourceFishingWeight">
	<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="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="Stacknumber" value="250" /> <!-- STK loot -->
	<property name="Weight" value="20" />
	<property name="EconomicValue" value="40" />
	<property name="Group" value="Resources" />
</item>

<item name="resourceTrophy2">
	<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 -->
	<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="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="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">
	<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="None" />
	<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="10000" />
	<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="100" />
	</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="DescriptionKey" value="meleeToolPaintToolDesc" />
	<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="" />
		<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="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" />
	</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="Weight" value="0" />
	<property name="Stacknumber" value="250" />
	<property name="EconomicValue" value="35" />
	<property name="Group" value="Chemicals" />
	<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 name="Sound_in_head" value="true" />
	</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. -->
