<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!-- natural -->

	<ThingDef ParentName="BodyPartNaturalBase">
		<defName>CrystalHeart</defName>
		<label>crystal heart</label>
		<description>Supplies oxygenated blood to the body. Ready to find a new owner.
Alternatively, you can :
- use it to trigger crystal lockdown ability.
</description>

		<altitudeLayer>Item</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<fillPercent>0.3</fillPercent>
		<selectable>true</selectable>
		<pathCost>20</pathCost>
		<randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
		<designateHaulable>true</designateHaulable>
		
		<graphicData>
			<texPath>Humanoid/Heart/CrystalHeart</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
			<drawSize>(.85,.85)</drawSize>
			<flipExtraRotation>80</flipExtraRotation>
		</graphicData>

		<soundInteract>Stone_Drop</soundInteract>
		<soundDrop>Stone_Drop</soundDrop>
		
		<statBases>
			<MarketValue>750</MarketValue>
			<Mass>3</Mass>
			
			<Flammability>0.5</Flammability>
			<Beauty>1</Beauty>
			<Cleanliness>-2</Cleanliness>
		</statBases>

		
		<comps>

			<li>
				<compClass>CompColorable</compClass>
			</li>
			
			<!-- Associates object to effects -->
			<li Class="CompProperties_Usable">
				<useJob>UseItem</useJob>
				<useLabel>Use crystal heart</useLabel>
			</li>
			
			<!-- user effect -->
			<li Class="CompProperties_UseEffect">
				<compClass>LTF_Crystal_Lockdowner.CompUseItemAbility</compClass>
			</li>
			<!-- destroys after use -->
			<!-- in csharp or bug if block destroys heart
			<li Class="CompProperties_UseEffect">
				<compClass>CompUseEffect_DestroySelf</compClass>
			</li>
			-->
			
			<li Class="CompProperties_Glower">
				<glowRadius>1.5</glowRadius>
				<glowColor>(113,141,117,0)</glowColor>
			</li>
			
		</comps>
		
		<colorGenerator Class="ColorGenerator_Options">
			<options>
				<!-- red -->
				<li><weight>1</weight><only>RGBA(1,	.5,	.5,	1)</only></li>
				<!-- yellow -->
				<li><weight>2</weight><only>RGBA(1,	1, .4,	1)</only></li>
				<li><weight>2</weight><only>RGBA(1,	1, .3,	1)</only></li>
				
				<!-- green blue -->
				<li><weight>2</weight><only>RGBA(.4,1, .5,	1)</only></li>
				<li><weight>2</weight><only>RGBA(.5,1, 1,	1)</only></li>
				<li><weight>2</weight><only>RGBA(.3,.4,	1,	1)</only></li>
				<!-- blue -->
				<li><weight>20</weight><only>RGBA(.5, 1,	1,	1)</only></li>
				<li><weight>20</weight><only>RGBA(.4, .5,	1,	1)</only></li>
				<li><weight>5</weight><only>RGBA(.3, .4,	1,	1)</only></li>
				<li><weight>5</weight><only>RGBA(.3,.3,	1,	1)</only></li>
				<li><weight>5</weight><only>RGBA(.4,.4,1,	1)</only></li>
				
				<!-- pink -->
				<li><weight>3</weight><only>RGBA(.4,.3,	1,	1)</only></li>
				<li><weight>2</weight><only>RGBA(.8,	.4, 1,	1)</only></li>
				<li><weight>1</weight><only>RGBA(1,	.3, 38,	1)</only></li>
			</options>
		</colorGenerator>
		
		
		</ThingDef>

		<BodyPartDef>
			<defName>CrystalHeart</defName>
			<label>crystal heart</label>
			<hitPoints>20</hitPoints>
			<oldInjuryBaseChance>0.08</oldInjuryBaseChance>
			<bleedingRateMultiplier>5</bleedingRateMultiplier>
			<skinCovered>false</skinCovered>
			<tags>
				<li>BloodPumpingSource</li>
			</tags>
			<spawnThingOnRemoved>CrystalHeart</spawnThingOnRemoved>
			<dontSuggestAmputation>false</dontSuggestAmputation>
		</BodyPartDef>
		
</Defs>