Files
7d2dXG/Mods/7D1.0_Izayo_WeaponpackRemastered_45ACP/Config/items.xml
Nathaniel Cosford 062dfab2cd Patched
2025-05-30 01:04:40 +09:30

1445 lines
97 KiB
XML

<configs>
<append xpath="/items">
<!-- IZY_AMMO45ACP -->
<item name="ammo45ACPBulletBall">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPBulletBallDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPBulletBall"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="10"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="52" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="8" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="12" tags="barrelExplosive"/>
<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="ammo45ACPHighpower">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPHighpowerDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPHipower"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="13"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="58" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="10" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="16" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="3" tags="wood"/>
</effect_group>
<!-- Breeding Effect -->
<effect_group name="Bleeding" tiered="false">
<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffInjuryBleedingBarbedWire"/>
</effect_group>
</item>
<item name="ammo45ACPArmorpiecing">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPArmorpiecingDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPAP"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="15"/>
<property name="TraderStageTemplate" value="ammoTier1"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="56" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="14" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="20" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="4" tags="wood"/>
</effect_group>
<effect_group name="perkPenetrator" tiered="false">
<passive_effect name="TargetArmor" operation="perc_add" value="-.4" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.6" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-.8" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="4"/></passive_effect>
</effect_group>
</item>
<item name="ammo45ACPEnhanced">
<property name="Tags" value="ammo,ammo9mm"/>
<property name="DescriptionKey" value="ammo45ACPEnhancedDesc"/>
<property name="DisplayType" value="ammoBullet"/>
<property name="HoldType" value="45"/>
<property name="CustomIcon" value="ammo45ACPENH"/>
<property name="Meshfile" value="@:Other/Items/Misc/sackPrefab.prefab"/>
<property name="DropMeshfile" value="@:Other/Items/Misc/sack_droppedPrefab.prefab"/>
<property name="Material" value="Mbrass"/>
<property name="MeltTimePerUnit" value=".4"/>
<property name="Stacknumber" value="300"/> <!-- STK ammo high -->
<property name="EconomicValue" value="60"/>
<property name="TraderStageTemplate" value="ammoTier3"/><!-- ammo9mmBulletBall -->
<property name="Group" value="Ammo/Weapons,Ammo,Ranged Weapons"/>
<property name="SoundPickup" value="bullets_grab"/>
<property name="SoundPlace" value="bullets_place"/>
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<effect_group name="ammo45acpBulletBall" tiered="false">
<passive_effect name="EntityDamage" operation="base_set" value="72" tags="perkGunslinger,9mmGun"/>
<passive_effect name="BlockDamage" operation="base_set" value="20" tags="perkGunslinger"/>
<passive_effect name="BlockDamage" operation="base_add" value="30" tags="barrelExplosive"/>
<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_add" value="7" tags="wood"/>
</effect_group>
<!-- AP effect -->
<effect_group name="perkPenetrator" tiered="false">
<passive_effect name="TargetArmor" operation="perc_add" value="-1" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="1"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1.3" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="2"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-1.6" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="3"/></passive_effect>
<passive_effect name="TargetArmor" operation="perc_add" value="-2.5" tags="perkGunslinger,9mmGun">
<requirement name="ProgressionLevel" progression_name="perkPenetrator" operation="Equals" value="4"/></passive_effect>
</effect_group>
<!-- Breeding Effect -->
<effect_group name="Bleeding" tiered="false">
<triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="other" buff="buffInjuryBleedingBarbedWire"/>
</effect_group>
</item>
<!-- *************************** -->
<!-- IZY_RM_45ACP Pistol -->
<!-- *************************** -->
<!-- PASSIVE - NO RELOAD PENTALTY BY DEFAULT -->
<item name="IZYgunT1Pistol45M1917">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,smallTopAttachments,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="44"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1917.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_M1917.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT1Pistol45M1917"/>
<property name="DescriptionKey" value="IZYgunT1Pistol45M1917Desc"/>
<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,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="500"/>
<property name="TraderStageTemplate" value="baseTier1"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="SW1917_fire"/>
<property name="Sound_loop" value="SW1917_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<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 name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value="-.002,.0375,0"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="25" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="130" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="6" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".55" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="150" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="-7" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.5" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".7" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="350,450" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".1"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT2Pistol45M1911A1">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_M1911A1.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_M1911A1.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT2Pistol45M1911A1"/>
<property name="DescriptionKey" value="IZYgunT2Pistol45M1911A1Desc"/>
<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,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="2000"/>
<property name="TraderStageTemplate" value="baseTier2"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1911A1_fire"/>
<property name="Sound_loop" value="M1911A1_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<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 name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value="-.00218,.0025,.01"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="65" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="35" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="210" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="7" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".1" tags="EntityDamage,BlockDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="250" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="10" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".25" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.7" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="500,600" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".1"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT3Pistol45USP45">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_USP45.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_USP45.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT3Pistol45USP45"/>
<property name="DescriptionKey" value="IZYgunT3Pistol45USP45Desc"/>
<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,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="5000"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="USP45b_fire"/>
<property name="Sound_loop" value="USP45b_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<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 name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value="-.00218,-.0082,.012"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="60" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="280" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="12" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" 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="base_add" value="16" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".4" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.6" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".7" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.8" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="600,800" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".1"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".08"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT4Pistol45STIEAGLE6">
<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="1"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_PISTOL_STIE6.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_PISTOL_STIE6.Prefab"/>
<property name="Material" value="MHandGunParts"/>
<property name="Weight" value="1"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="meleeToolFlashlight02"/>
<property name="CustomIcon" value="IZYgunT4Pistol45STIEAGLE6"/>
<property name="DescriptionKey" value="IZYgunT4Pistol45STIEAGLE6Desc"/>
<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,Ranged Weapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value=".45"/>
<property name="EconomicValue" value="1200"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="pistol_grab"/>
<property name="SoundPlace" value="pistol_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Magazine_items" value="ammo45ACPEnhanced"/>
<property name="Sound_start" value="STIE6_fire"/>
<property name="Sound_loop" value="STIE6_fire"/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="pistol_reload"/>
<property name="AutoReload" value="false"/>
<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 name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectShootDualsense" value="PistolShoot"/>
<property name="triggerEffectShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value="-.0016,-.0095,.02"/>
<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT1Pistol">
<passive_effect name="MaxRange" operation="base_set" value="80" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="55" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="320" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="15" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" 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="350" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="24" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.5" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1.5" tags="perkGunslinger"/> <!-- crosshair reset speed -->
<passive_effect name="DegradationMax" operation="base_set" value="800,1200" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- Mobility Bonus -->
<passive_effect name="RunSpeed" operation="perc_add" value=".15"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".12"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<!-- Refresh hands when no glove is on -->
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- ************************************************************************************************************ -->
<!-- 45ACP SMG -->
<!-- ************************************************************************************************************ -->
<item name="IZYgunT345SMGM1thompson">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="71"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_SMG_ThompsonM1.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_SMG_M1THOMPSON.Prefab"/>
<property name="CustomIcon" value="IZYgunT345SMGM1thompson"/>
<property name="Material" value="MMachineGunParts"/>
<property name="DescriptionKey" value="IZYgunT345SMGM1thompsonDesc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Weight" value="7"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="IZYadvancegunrepairkit"/>
<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="5100"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunMGT2TacticalAR -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="rifle_polymer_grab"/>
<property name="SoundPlace" value="rifle_polymer_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1928D_fire"/>
<property name="Sound_loop" value="M1928D_fire"/>
<property name="Sound_empty" value="dryfire"/>
<property name="AutoReload" value="false"/>
<property name="Sound_end" value=""/>
<property name="Particles_muzzle_fire" value="nailgunfire"/>
<property name="Particles_muzzle_fire_fpv" value="nailgunfire"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value="-.00055,.0268,.05"/>
<property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT3SMG5">
<passive_effect name="MaxRange" operation="base_set" value="55" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="30" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="460" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".7" tags="perkGunslinger"/> <!-- 4s -->
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" 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="base_add" value="22" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.3" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.4" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="DegradationMax" operation="base_set" value="1000,1600" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
<item name="IZYgunT445SMGM1928thompson">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="60"/>
<property name="Meshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?IZY_SMG_M1928Thompson.Prefab"/>
<property name="DropMeshfile" value="#@modfolder:Resources/IZY_45ACP_Pack_MainResource.unity3d?DROP_SMG_M1928T.Prefab"/>
<property name="CustomIcon" value="IZYgunT445SMGM1928thompson"/>
<property name="Material" value="MMachineGunParts"/>
<property name="DescriptionKey" value="IZYgunT445SMGM1928thompsonDesc"/>
<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property name="Weight" value="12"/>
<property name="ScrapTimeOverride" value="10.0"/>
<property name="RepairTools" value="IZYadvancegunrepairkit"/>
<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="11000"/>
<property name="TraderStageTemplate" value="baseTier3"/><!-- gunMGT2TacticalAR -->
<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
<property name="ShowQuality" value="true"/>
<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
<property name="SoundUnholster" value="weapon_unholster"/>
<property name="SoundHolster" value="weapon_holster"/>
<property name="SoundPickup" value="rifle_polymer_grab"/>
<property name="SoundPlace" value="rifle_polymer_place"/>
<property class="Action0">
<property name="Class" value="Ranged"/>
<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
<property name="Magazine_items" value="ammo45ACPBulletBall,ammo45ACPHighpower,ammo45ACPArmorpiecing"/>
<property name="Sound_start" value="M1928D_fire"/>
<property name="Sound_loop" value="M1928D_fire"/>
<property name="Sound_empty" value="dryfire"/>
<property name="AutoReload" value="false"/>
<property name="Sound_end" value=""/>
<property name="Particles_muzzle_fire" value="nailgunfire"/>
<property name="Particles_muzzle_fire_fpv" value="nailgunfire"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
</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="SightsCameraOffset" value=".0002,.0011,.15"/>
<property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
<property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
</property>
<effect_group name="gunHandgunT3SMG5">
<passive_effect name="MaxRange" operation="base_set" value="60" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="30" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
<passive_effect name="RoundsPerMinute" operation="base_set" value="490" tags="perkGunslinger"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
<passive_effect name="MagazineSize" operation="base_set" value="60" tags="perkGunslinger"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1.3" tags="perkGunslinger"/> <!-- 4s -->
<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" 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="350" tags="EconomicValue"/>
<passive_effect name="EntityDamage" operation="base_add" value="28" tags="perkGunslinger"/> <!-- damage offset -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.6" tags="perkGunslinger"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8" tags="perkGunslinger"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.2" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.4" tags="perkGunslinger,9mmGun"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/>
<passive_effect name="DegradationMax" operation="base_set" value="1200,1800" tier="1,6" tags="perkGunslinger,9mmGun"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
<!-- SHOW HIDE FPV TPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
<!-- Muzzle Tracer tail -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
<!-- Fancy effect like smoke barrel Eject -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
<!-- MuzzleFlash FPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
<!-- MuzzleLightFPV -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
</effect_group>
<!-- Hide Holdtype Hands -->
<effect_group>
<requirement name="IsFPV"/>
<!-- Raw hands -->
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
<!-- Armor part -->
</effect_group>
<effect_group>
<requirement name="IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="!IsMale"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
</effect_group>
<effect_group>
<requirement name="ItemHasTags" tags="IZY"/>
<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
</effect_group>
</item>
</append>
</configs>