code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<clothing>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!
	Your clothing's id (which is very important to the game), is calculated from your clothing's folder and .xml name using the following code:
		modAuthorDirectory.getName()+"_"+innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "innoxia_rentalMommy_rental_mommy".
	IMPORTANT: If you ever change the name of this .xml, or containing folder, any items of this clothing that exist in the game will be removed!-->

	<coreAtributes>

		<authorTag><![CDATA[On the inside of the shell, faint rubberised ink reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>1500</value>

		<!-- The determiner that's displayed before this item's name. While usually 'a' or 'an', for things like socks or gloves, you'll want to use 'a pair of'. I use the CDATA tag for all text values, as it allows html markup to be embedded without causing issues.-->
		<determiner><![CDATA[an]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Enforcer's riot helmet]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Enforcer's riot helmets]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A helmet comprised of a ballistic outer shell, a transparent polycarbonate visor on a hinge, a shock-absorbing foam liner, and a flame retardant neck protector. The attached chinstrap has plenty of adjustment to fit a variety of head shapes.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>5</physicalResistance>

		<!-- Use FEMININE for if this clothing is intended for feminine characters, MASCULINE for masculine, and ANDROGYNOUS if it's able to be worn by anyone without penalties. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>HEAD</slot>

		<!-- The rarity of this item. Anything less than EPIC may end up being modified in the code. Possible rarities are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>EPIC</rarity>

		<!-- The set that this clothing belongs to. I will add a way to define your own sets, but for now, existing sets can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- The file path for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images.
		 .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).-->
		<imageName>riothelmet.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<imageEquippedName/>

		<!-- How many enchantments can be fit into this item. It's typically best to let the game handle the default number of enchantments, which typically results in 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<enchantmentLimit/>

		<!-- The default effects that this clothing spawns in with. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- You can add as many blockedParts elements as you like, but they should each have a different 'displacementType', and THERE SHOULD BE AT LEAST ONE, OF TYPE 'REMOVE_OR_EQUIP'.-->
			<blockedParts>

				<!-- If this clothing is displaced in the following way (in this case, by being removed), then the 'blockedBodyParts', 'clothingAccessBlocked', and 'concealedSlots' will all be revealed. If multiple 'blockedParts' block or conceal the same slot, only one 'blockedParts' needs to be displaced to reveal it. (e.g. If a pair of trousers has 'UNZIPS' and 'PULLS_DOWN' displacementTypes, and both of these contain the 'concealedSlots' 'slot' 'PENIS', then the penis will be revealed if either UNZIPS or PULLS_DOWN is activated.)
				A full list of displacementTypes can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<!-- The access required to perform this displacementType. clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessRequired>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessRequired>

				<!-- The body parts that are blocked by this 'displacementType'. bodyPart values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/body/CoverableArea.java -->
				<blockedBodyParts>
					<bodyPart>HAIR</bodyPart>
				</blockedBodyParts>
				<!-- Use the tag 'bodyPart' for values inserted here. -->

				<!-- The access that this 'displacementType' blocks. Again, clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessBlocked>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessBlocked> <!-- Use the tag 'clothingAccess' for values inserted here. -->

				<!-- The slots that this 'displacementType' conceals. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
				<!-- You can also use a preset list by adding an attribute named "values" to this element (an example - "CS Example" - is in the blockedParts section below this one). The preset lists that you can use are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/PresetConcealmentLists.java -->
				<concealedSlots>
					<slot>HAIR</slot>
					<slot>PIERCING_EAR</slot>
				</concealedSlots> <!-- Use the tag 'slot' for values inserted here. -->
			</blockedParts>

			<!-- The second 'blockedParts' for this item of clothing. As well as being equipped/removed, this T-shirt can also be pulled up.-->
			<blockedParts>
				<displacementType>PULLS_UP</displacementType>
				<clothingAccessRequired/>
				<blockedBodyParts>
					<bodyPart>MOUTH</bodyPart>
				</blockedBodyParts>
				<clothingAccessBlocked>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessBlocked>
				<!-- You can substitute the <concealedSlots> list for the value below: -->
				<!-- CS Example: <concealedSlots values="CONCEALED_PARTIAL_TORSO"/> -->
				<concealedSlots>
					<slot>HAIR</slot>
					<slot>PIERCING_EAR</slot>
				</concealedSlots>
			</blockedParts>
		</blockedPartsList>

		<!-- Inventory slots that are incompatible with this clothing. The game's swimsuit makes use of this, and, while fitting into the 'CHEST' slot, also blocks 'GROIN' and 'STOMACH'. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<incompatibleSlots/>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours, secondaryColours, and tertiaryColours can all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_STEEL"/>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours values="JUST_SILVER"/>
		<secondaryColoursDye values="ALL_METAL"/>
		<tertiaryColours values="JUST_STEEL"/>
		<tertiaryColoursDye values="ALL_METAL"/>
		<!-- You can also make your own, custom list of colours to be used. The following colours in 'tertiaryColoursDye' are all found within the list preset 'ALL', but this is for a demonstration.
		 If you want to include custom colours, do not define a 'values' attribute, and instead, list each Colour.
		 Colour types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java
		 PLEASE USE THE 'Colour' VALUES THAT SATRT WITH 'CLOTHING-'-->

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>

			<tag>RIGID_MATERIAL</tag>
		</itemTags>
	</coreAtributes>

	<!-- The following sections are for defining the descriptions of displacing or replacing your clothing. The attribute 'type' defines which DisplacementType your descriptions are applied to. For standard equipping and unequipping, use REMOVE_OR_EQUIP. Types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You undo the chinstrap on your helmet it and ease it off.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You undo the chinstrap on [npc.name]'s helmet and ease it off.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You rip open the chinstrap on [npc.name]'s helmet and yank it off [npc.her] head.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] undoes the chinstrap on [npc.her] helmet and eases it off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] undoes the chinstrap on your helmet and eases it off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] rips open the chinstrap on your helmet and yanks it off your head.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] undoes the chinstrap on [npc2.name]'s helmet and eases it off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] rips open the chinstrap on [npc2.name]'s helmet and yanks it off [npc2.her] head.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You put on the helmet and securely fasten the chinstrap.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You put the helmet on [npc.name]'s head and help [npc.her] securely fasten the chinstrap.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You force the helmet down on [npc.name]'s head and practically gag [npc.her] with the chinstrap.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] puts on the helmet and securely fastens the chinstrap.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] puts the helmet on your head and helps you securely fasten the chinstrap.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] forces the helmet down on your head, before practically gagging you with the chinstrap.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] puts the helmet on [npc2.name]'s head and helps [npc2.her] securely fasten the chinstrap.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] forces the helmet down on [npc2.name]'s head and practically gags [npc2.her] with the chinstrap.
		]]></NPCOtherNPCRough>
	</replacementText>

	<displacementText type="PULLS_UP">
		<playerSelf><![CDATA[
			You raise the visor on your helmet from your [pc.faceD].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You raise the visor on [npc.name]'s helmet from [npc.her] [npc.faceD].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You pry the visor on [npc.name]'s helmet from [npc.her] [npc.faceD].
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] raises the visor on [npc.her] helmet from [npc.her] [npc.faceD].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] raises the visor on your helmet from your [pc.faceD].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] pries the visor on your helmet from your [pc.faceD].
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] raises the visor on [npc2.name]'s helmet from [npc2.her] [npc2.faceD].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] pries the visor on [npc2.name]'s helmet from [npc2.her] [npc2.faceD].
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="PULLS_DOWN">
		<playerSelf><![CDATA[
			You lower the visor on your helmet down over your [pc.faceD].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You lower the visor on [npc.name]'s helmet down over [npc.her] [npc.faceD].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You slam the visor on [npc.name]'s helmet down over [npc.her] [npc.faceD].
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] slams the visor on [npc.her] helmet down over [npc.her] [npc.faceD].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] slams the visor on your helmet down over your [pc.faceD].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] slams the visor on your helmet down over your [pc.faceD].
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] slams the visor on [npc2.name]'s helmet down over [npc2.her] [npc2.faceD].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] slams the visor on [npc2.name]'s helmet down over [npc2.her] [npc2.faceD].
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<clothing>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!
	Your clothing's id (which is very important to the game), is calculated from your clothing's folder and .xml name using the following code:
		innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "rentalMommy_rental_mommy".
	IMPORTANT: If you ever change the name of this .xml, or containing folder, any items of this clothing that exist in the game will be removed!-->

	<coreAtributes>
		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>500</value>

		<authorTag><![CDATA[On the inside of the collar, faint rubberised ink reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The determiner that's displayed before this item's name. While usually 'a' or 'an', for things like socks or gloves, you'll want to use 'a pair of'. I use the CDATA tag for all text values, as it allows html markup to be embedded without causing issues.-->
		<determiner><![CDATA[an]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Enforcer's riot neck protector]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Enforcer's riot neck protectors]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A collar made from shock-abosrbing foam and flame-retardant fabric. It is designed to protect the throat and neck from blows as well as keep flammable liquids from leaking down the wearer's front.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>3</physicalResistance>

		<!-- Use FEMININE for if this clothing is intended for feminine characters, MASCULINE for masculine, and ANDROGYNOUS if it's able to be worn by anyone without penalties. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>NECK</slot>

		<!-- The rarity of this item. Anything less than EPIC may end up being modified in the code. Possible rarities are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>EPIC</rarity>

		<!-- The set that this clothing belongs to. I will add a way to define your own sets, but for now, existing sets can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- The file path for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images.
		 .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).-->
		<imageName>riotneckprotector.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<imageEquippedName/>

		<!-- How many enchantments can be fit into this item. It's typically best to let the game handle the default number of enchantments, which typically results in 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<enchantmentLimit/>

		<!-- The default effects that this clothing spawns in with. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- You can add as many blockedParts elements as you like, but they should each have a different 'displacementType', and THERE SHOULD BE AT LEAST ONE, OF TYPE 'REMOVE_OR_EQUIP'.-->
			<blockedParts>

				<!-- If this clothing is displaced in the following way (in this case, by being removed), then the 'blockedBodyParts', 'clothingAccessBlocked', and 'concealedSlots' will all be revealed. If multiple 'blockedParts' block or conceal the same slot, only one 'blockedParts' needs to be displaced to reveal it. (e.g. If a pair of trousers has 'UNZIPS' and 'PULLS_DOWN' displacementTypes, and both of these contain the 'concealedSlots' 'slot' 'PENIS', then the penis will be revealed if either UNZIPS or PULLS_DOWN is activated.)
				A full list of displacementTypes can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<!-- The access required to perform this displacementType. clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessRequired/>

				<!-- The body parts that are blocked by this 'displacementType'. bodyPart values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/body/CoverableArea.java -->
				<blockedBodyParts/>

				<!-- The access that this 'displacementType' blocks. Again, clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessBlocked/>

				<!-- The slots that this 'displacementType' conceals. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
				<concealedSlots/>
			</blockedParts>
		</blockedPartsList>

		<!-- Inventory slots that are incompatible with this clothing. The game's swimsuit makes use of this, and, while fitting into the 'CHEST' slot, also blocks 'GROIN' and 'STOMACH'. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<incompatibleSlots/>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours, secondaryColours, and tertiaryColours can all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_BLACK"/>
		<tertiaryColoursDye values="ALL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>

			<tag>RIGID_MATERIAL</tag>
		</itemTags>
	</coreAtributes>

	<!-- The following sections are for defining the descriptions of displacing or replacing your clothing. The attribute 'type' defines which DisplacementType your descriptions are applied to. For standard equipping and unequipping, use REMOVE_OR_EQUIP. Types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take off your neck protector.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You pull off [npc.name]'s neck protector.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You pull off [npc.name]'s neck protector.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] neck protector off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] pulls your neck protector off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] pulls your neck protector off.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] pulls [npc2.name]'s neck protector off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] pulls [npc2.name]'s neck protector off.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You strap the neck protector around your neck.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You strap the neck protector around [npc.name]'s neck.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You strap the neck protector around [npc.name]'s neck.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] straps the neck protector around [npc.her] neck.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] straps the neck protector around your neck.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] straps the neck protector around your neck.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] straps the neck protector around [npc2.Name]'s neck.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] straps the neck protector around [npc2.Name]'s neck.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>

repo_name: klorpa/Pedo

license: unknown


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code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<clothing>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!
	Your clothing's id (which is very important to the game), is calculated from your clothing's folder and .xml name using the following code:
		modAuthorDirectory.getName()+"_"+innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "innoxia_rentalMommy_rental_mommy".
	IMPORTANT: If you ever change the name of this .xml, or containing folder, any items of this clothing that exist in the game will be removed!-->

	<coreAtributes>

		<authorTag><![CDATA[On the inside of each shin pad, faint rubberised ink reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>450</value>

		<!-- The determiner that's displayed before this item's name. While usually 'a' or 'an', for things like socks or gloves, you'll want to use 'a pair of'. I use the CDATA tag for all text values, as it allows html markup to be embedded without causing issues.-->
		<determiner><![CDATA[a pair of]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Enforcer's riot shin guards]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="true"><![CDATA[Enforcer's riot shin guards]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A set of metallic plates that protect the wearer's shins as well as the tops of their feet.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>4</physicalResistance>

		<!-- Use FEMININE for if this clothing is intended for feminine characters, MASCULINE for masculine, and ANDROGYNOUS if it's able to be worn by anyone without penalties. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>ANKLE</slot>

		<!-- The rarity of this item. Anything less than EPIC may end up being modified in the code. Possible rarities are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>EPIC</rarity>

		<!-- The set that this clothing belongs to. I will add a way to define your own sets, but for now, existing sets can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- The file path for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images.
		 .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).-->
		<imageName>riotshinguards.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<imageEquippedName/>

		<!-- How many enchantments can be fit into this item. It's typically best to let the game handle the default number of enchantments, which typically results in 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<enchantmentLimit/>

		<!-- The default effects that this clothing spawns in with. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- You can add as many blockedParts elements as you like, but they should each have a different 'displacementType', and THERE SHOULD BE AT LEAST ONE, OF TYPE 'REMOVE_OR_EQUIP'.-->
			<blockedParts>

				<!-- If this clothing is displaced in the following way (in this case, by being removed), then the 'blockedBodyParts', 'clothingAccessBlocked', and 'concealedSlots' will all be revealed. If multiple 'blockedParts' block or conceal the same slot, only one 'blockedParts' needs to be displaced to reveal it. (e.g. If a pair of trousers has 'UNZIPS' and 'PULLS_DOWN' displacementTypes, and both of these contain the 'concealedSlots' 'slot' 'PENIS', then the penis will be revealed if either UNZIPS or PULLS_DOWN is activated.)
				A full list of displacementTypes can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<!-- The access required to perform this displacementType. clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessRequired>
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessRequired>

				<!-- The body parts that are blocked by this 'displacementType'. bodyPart values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/body/CoverableArea.java -->
				<blockedBodyParts/> <!-- Use the tag 'bodyPart' for values inserted here. -->

				<!-- The access that this 'displacementType' blocks. Again, clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessBlocked> <!-- Use the tag 'clothingAccess' for values inserted here. -->
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessBlocked>

				<!-- The slots that this 'displacementType' conceals. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
				<!-- You can also use a preset list by adding an attribute named "values" to this element (an example - "CS Example" - is in the blockedParts section below this one). The preset lists that you can use are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/PresetConcealmentLists.java -->
				<concealedSlots/> <!-- Use the tag 'slot' for values inserted here. -->
			</blockedParts>
		</blockedPartsList>

		<!-- Inventory slots that are incompatible with this clothing. The game's swimsuit makes use of this, and, while fitting into the 'CHEST' slot, also blocks 'GROIN' and 'STOMACH'. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<incompatibleSlots/>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours, secondaryColours, and tertiaryColours can all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_STEEL"/>
		<primaryColoursDye values="ALL_METAL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_BLACK"/>
		<tertiaryColoursDye values="ALL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>

			<tag>RIGID_MATERIAL</tag>
		</itemTags>
	</coreAtributes>

	<!-- The following sections are for defining the descriptions of displacing or replacing your clothing. The attribute 'type' defines which DisplacementType your descriptions are applied to. For standard equipping and unequipping, use REMOVE_OR_EQUIP. Types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You loosen the straps on your shin guards and slide them off.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You loosen the straps on [npc.name]'s shin guards and slide them off.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You rip open the straps on [npc.name]'s shin guards and yank them off.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] loosens the straps on [npc.her] shin guards and slides them off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] loosens the straps on your shin guards and slides them off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] rips open the straps on your shin guards and yanks them off.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] loosens the straps on [npc2.name]'s shin guards and slides them off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] rips open the straps on [npc2.name]'s shin guards and yanks them off.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You slide the shin guards up your [pc.legs] and tighten the straps.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You guide [npc.name]'s [npc.legs] through the shin guards and tighten the straps.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You stuff [npc.name]'s [npc.legs] through the shin guards and tighten the straps as much as possible.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] slides the shin guards up [npc.her] [npc.legs] and tightens the straps.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] guides your [pc.legs] through the shin guards and tightens the straps.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] stuffs your [pc.legs] through the shin guards and tightens the straps as much as possible.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] guides [npc2.name]'s [npc2.legs] through the shin guards and tightens the straps.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] stuffs [npc2.name]'s [npc2.legs] through the shin guards and tightens the straps as much as possible.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<clothing>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!
	Your clothing's id (which is very important to the game), is calculated from your clothing's folder and .xml name using the following code:
		modAuthorDirectory.getName()+"_"+innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "innoxia_rentalMommy_rental_mommy".
	IMPORTANT: If you ever change the name of this .xml, or containing folder, any items of this clothing that exist in the game will be removed!-->

	<coreAtributes>

		<authorTag><![CDATA[A leather tag sewn into crown's lining reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>800</value>

		<!-- The determiner that's displayed before this item's name. While usually 'a' or 'an', for things like socks or gloves, you'll want to use 'a pair of'. I use the CDATA tag for all text values, as it allows html markup to be embedded without causing issues.-->
		<determiner><![CDATA[an]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Enforcer's beret]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Enforcer's berets]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A flat-crowned hat made from woolen felt attached to a rigid leather band that is sometimes worn by Enforcers.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>0</physicalResistance>

		<!-- Use FEMININE for if this clothing is intended for feminine characters, MASCULINE for masculine, and ANDROGYNOUS if it's able to be worn by anyone without penalties. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>HEAD</slot>

		<!-- The rarity of this item. Anything less than EPIC may end up being modified in the code. Possible rarities are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
		<rarity>EPIC</rarity>

		<!-- The set that this clothing belongs to. I will add a way to define your own sets, but for now, existing sets can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- The file path for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images.
		 .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).-->
		<imageName>enfberet.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<imageEquippedName/>

		<!-- How many enchantments can be fit into this item. It's typically best to let the game handle the default number of enchantments, which typically results in 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<enchantmentLimit/>

		<!-- The default effects that this clothing spawns in with. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- You can add as many blockedParts elements as you like, but they should each have a different 'displacementType', and THERE SHOULD BE AT LEAST ONE, OF TYPE 'REMOVE_OR_EQUIP'.-->
			<blockedParts>

				<!-- If this clothing is displaced in the following way (in this case, by being removed), then the 'blockedBodyParts', 'clothingAccessBlocked', and 'concealedSlots' will all be revealed. If multiple 'blockedParts' block or conceal the same slot, only one 'blockedParts' needs to be displaced to reveal it. (e.g. If a pair of trousers has 'UNZIPS' and 'PULLS_DOWN' displacementTypes, and both of these contain the 'concealedSlots' 'slot' 'PENIS', then the penis will be revealed if either UNZIPS or PULLS_DOWN is activated.)
				A full list of displacementTypes can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<!-- The access required to perform this displacementType. clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessRequired>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessRequired>

				<!-- The body parts that are blocked by this 'displacementType'. bodyPart values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/body/CoverableArea.java -->
				<blockedBodyParts>
					<bodyPart>HAIR</bodyPart>
				</blockedBodyParts>
				<!-- Use the tag 'bodyPart' for values inserted here. -->

				<!-- The access that this 'displacementType' blocks. Again, clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessBlocked/> <!-- Use the tag 'clothingAccess' for values inserted here. -->

				<!-- The slots that this 'displacementType' conceals. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
				<!-- You can also use a preset list by adding an attribute named "values" to this element (an example - "CS Example" - is in the blockedParts section below this one). The preset lists that you can use are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/PresetConcealmentLists.java -->
				<concealedSlots/> <!-- Use the tag 'slot' for values inserted here. -->
			</blockedParts>

		</blockedPartsList>

		<!-- Inventory slots that are incompatible with this clothing. The game's swimsuit makes use of this, and, while fitting into the 'CHEST' slot, also blocks 'GROIN' and 'STOMACH'. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<incompatibleSlots/>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours, secondaryColours, and tertiaryColours can all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours>
			<colour>CLOTHING_BLUE</colour>
			<colour>CLOTHING_PINK</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<!-- You can also make your own, custom list of colours to be used. The following colours in 'tertiaryColoursDye' are all found within the list preset 'ALL', but this is for a demonstration.
		 If you want to include custom colours, do not define a 'values' attribute, and instead, list each Colour.
		 Colour types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java
		 PLEASE USE THE 'Colour' VALUES THAT SATRT WITH 'CLOTHING-'-->

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>

		</itemTags>
	</coreAtributes>

	<!-- The following sections are for defining the descriptions of displacing or replacing your clothing. The attribute 'type' defines which DisplacementType your descriptions are applied to. For standard equipping and unequipping, use REMOVE_OR_EQUIP. Types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take the beret off.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You take [npc.name]'s beret off.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You slap [npc.name]'s beret off.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] beret off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] takes your beret off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] slaps your beret off.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] takes [npc2.name]'s beret off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] slaps [npc2.name]'s beret off.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You put the beret on and slide the cap over until the right side adheres to your head. You then rotate the beret until the flash is over your left [pc.eye].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You put the beret on [npc.name]'s head and slide the cap over until the right side adheres to [npc.her] head. You then rotate the flash until it's over [npc.her] left [npc.eye].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You force the beret down on [npc.name]'s head and don't bother adjusting it, leaving [npc.her] looking terribly unprofessional.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] puts the beret on [npc.her] head and slides the cap over until the right side adheres to [npc.her] head. [npc.She] then rotates the beret until the flash is over [npc.her] left [npc.eye].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] puts the beret on your head and slides the cap over until the right side adheres to your head. [npc.She] then rotates the beret until the flash is over your left [pc.eye].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] forces the beret down on your head and doesn't bother adjusting it, leaving you looking terribly unprofessional.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] puts the beret on [npc2.name]'s head and slides the cap over until the right side adheres to [npc2.her] head. [npc1.Name] then rotates the beret until the flash is over [npc2.her] left [npc2.eye].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] forces the beret down on [npc2.name]'s head and doesn't bother adjusting it, leaving [npc2.her] looking terribly unprofessional.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>

<clothing>

	<coreAtributes>

		<authorTag><![CDATA[A leather tag sewn into crown's lining reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<value>1200</value>

		<determiner><![CDATA[an]]></determiner>

		<name><![CDATA[ORICL beret]]></name>

		<namePlural pluralByDefault="false"><![CDATA[ORICL berets]]></namePlural>

		<description><![CDATA[A flat-crowned hat made from woolen felt attached to a rigid leather band that is sometimes worn by Enforcers. The beret flash is that of the Enforcers' elite all-demon secret police: the Office of Realm Intelligence, Counterespionage, and Logistics.
Peace through Prescience]]></description>

		<physicalResistance>1</physicalResistance>

		<femininity>ANDROGYNOUS</femininity>

		<slot>HEAD</slot>

		<rarity>EPIC</rarity>

		<clothingSet>ENFORCER</clothingSet>

		<imageName>enfberet_oricl.svg</imageName>

		<imageEquippedName/>

		<enchantmentLimit/>

		<effects/>

		<blockedPartsList>

			<blockedParts>

				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<clothingAccessRequired>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessRequired>

				<blockedBodyParts>
					<bodyPart>HAIR</bodyPart>
				</blockedBodyParts>

				<clothingAccessBlocked/>

				<concealedSlots/>
			</blockedParts>

		</blockedPartsList>

		<incompatibleSlots/>

		<primaryColours>
			<colour>CLOTHING_PURPLE_DARK</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>

		<itemTags>

		</itemTags>
	</coreAtributes>

	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take the beret off.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You take [npc.name]'s beret off.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You slap [npc.name]'s beret off.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] beret off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] takes your beret off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] slaps your beret off.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] takes [npc2.name]'s beret off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] slaps [npc2.name]'s beret off.
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You put the beret on and slide the cap over until the right side adheres to your head. You then rotate the beret until the flash is over your left [pc.eye].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You put the beret on [npc.name]'s head and slide the cap over until the right side adheres to [npc.her] head. You then rotate the flash until it's over [npc.her] left [npc.eye].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You force the beret down on [npc.name]'s head and don't bother adjusting it, leaving [npc.her] looking terribly unprofessional.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] puts the beret on [npc.her] head and slides the cap over until the right side adheres to [npc.her] head. [npc.She] then rotates the beret until the flash is over [npc.her] left [npc.eye].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] puts the beret on your head and slides the cap over until the right side adheres to your head. [npc.She] then rotates the beret until the flash is over your left [pc.eye].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] forces the beret down on your head and doesn't bother adjusting it, leaving you looking terribly unprofessional.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] puts the beret on [npc2.name]'s head and slides the cap over until the right side adheres to [npc2.her] head. [npc1.Name] then rotates the beret until the flash is over [npc2.her] left [npc2.eye].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] forces the beret down on [npc2.name]'s head and doesn't bother adjusting it, leaving [npc2.her] looking terribly unprofessional.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>

<clothing>

	<coreAtributes>

		<authorTag><![CDATA[A leather tag sewn into crown's lining reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<value>1000</value>

		<determiner><![CDATA[a]]></determiner>

		<name><![CDATA[SWORD beret]]></name>

		<namePlural pluralByDefault="false"><![CDATA[SWORD berets]]></namePlural>

		<description><![CDATA[A flat-crowned hat made from woolen felt attached to a rigid leather band. This one is adnorned with the insignia of the Enforcers' elite armed task force: the Special Weapons and Operations Response Group.
The Real is our Reach.]]></description>

		<physicalResistance>1</physicalResistance>

		<femininity>ANDROGYNOUS</femininity>

		<slot>HEAD</slot>

		<rarity>EPIC</rarity>

		<clothingSet>ENFORCER</clothingSet>

		<imageName>enfberet_sword.svg</imageName>

		<imageEquippedName/>

		<enchantmentLimit/>

		<effects/>

		<blockedPartsList>

			<blockedParts>

				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<clothingAccessRequired>
					<clothingAccess>HEAD</clothingAccess>
				</clothingAccessRequired>

				<blockedBodyParts>
					<bodyPart>HAIR</bodyPart>
				</blockedBodyParts>

				<clothingAccessBlocked/>

				<concealedSlots/>
			</blockedParts>

		</blockedPartsList>

		<incompatibleSlots/>

		<primaryColours values="JUST_GREY"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>

		<itemTags>

		</itemTags>
	</coreAtributes>

	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take the beret off.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You take [npc.name]'s beret off.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You slap [npc.name]'s beret off.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] beret off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] takes your beret off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] slaps your beret off.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] takes [npc2.name]'s beret off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] slaps [npc2.name]'s beret off.
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You put the beret on and slide the cap over until the right side adheres to your head. You then rotate the beret until the flash is over your left [pc.eye].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You put the beret on [npc.name]'s head and slide the cap over until the right side adheres to [npc.her] head. You then rotate the flash until it's over [npc.her] left [npc.eye].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You force the beret down on [npc.name]'s head and don't bother adjusting it, leaving [npc.her] looking terribly unprofessional.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] puts the beret on [npc.her] head and slides the cap over until the right side adheres to [npc.her] head. [npc.She] then rotates the beret until the flash is over [npc.her] left [npc.eye].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] puts the beret on your head and slides the cap over until the right side adheres to your head. [npc.She] then rotates the beret until the flash is over your left [pc.eye].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] forces the beret down on your head and doesn't bother adjusting it, leaving you looking terribly unprofessional.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] puts the beret on [npc2.name]'s head and slides the cap over until the right side adheres to [npc2.her] head. [npc1.Name] then rotates the beret until the flash is over [npc2.her] left [npc2.eye].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] forces the beret down on [npc2.name]'s head and doesn't bother adjusting it, leaving [npc2.her] looking terribly unprofessional.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>