Semi-automatically generated modding documentation for Barotrauma

ElectricalDischarger

Attributes

Attribute Type Default value Description
Range float 500 How far the discharge can travel from the item.
RangeMultiplierInWalls float 25 How much further can the discharge be carried when moving across walls.
RaycastRange float 0  
Duration float 0.25 The duration of an individual discharge (in seconds).
Reload float 0.25  
OutdoorsOnly bool false If set to true, the discharge cannot travel inside the submarine nor shock anyone inside.
IgnoreUser bool false  

This component also supports the attributes defined in: Powered, ItemComponent

Example

<Item identifier="dischargecoil" tags="dischargecoil" category="Machine,Weapon" Scale="0.5">
  <ElectricalDischarger duration="0.25" outdoorsonly="true" powerconsumption="10000">
    <Attack targetimpulse="50">
      <Affliction identifier="stun" strength="8" />
      <Affliction identifier="burn" strength="10" />
    </Attack>
    <StatusEffect type="OnUse">
      <sound file="Content/Items/Weapons/WEAPONS_electricalDischarge1.ogg" range="20000" selectionmode="random" />
      <sound file="Content/Items/Weapons/WEAPONS_electricalDischarge2.ogg" range="20000" />
      <ParticleEmitter particle="risingbubbles" anglemin="0" anglemax="360" particleamount="50" velocitymin="50" velocitymax="100" scalemin="1" scalemax="2" />
      <Explosion range="5000.0" camerashake="5" stun="0" force="0.0" flames="false" shockwave="false" sparks="true" underwaterbubble="false" />
    </StatusEffect>
  </ElectricalDischarger>
  <ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
    <GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
    <RequiredItem items="screwdriver" type="Equipped" />
    <input name="power_in" displayname="connection.powerin" />
    <input name="trigger_in" displayname="connection.turrettriggerin" />
  </ConnectionPanel>
  [...]
</Item>