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 tag sewn into the inside of the back 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>3000</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]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[heavy Enforcer's plate carrier]]></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[heavy Enforcer's plate carriers]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A standard plate carrier Vest fitted with additional deltoid, groin, neck, and throat protection. It is intended for use in pitched battles rather than quick raids.]]></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>40</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>TORSO_OVER</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>hpltcarrier.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> <!-- Use the tag 'bodyPart' for values inserted here. -->
					<bodyPart>BREASTS</bodyPart>
					<bodyPart>NIPPLES</bodyPart>
					<bodyPart>STOMACH</bodyPart>
					<bodyPart>BACK</bodyPart>
				</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> <!-- Use the tag 'clothingAccess' for values inserted here. -->
					<clothingAccess>ARMS_UP_TO_SHOULDER</clothingAccess>
					<clothingAccess>CHEST</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 values="CONCEALED_PARTIAL_TORSO"/> <!-- Use the tag 'slot' for values inserted here. -->

			</blockedParts>

			<blockedParts>
				<displacementType>PULLS_UP</displacementType>
				<clothingAccessRequired/>
				<blockedBodyParts>
					<bodyPart>VAGINA</bodyPart>
					<bodyPart>TESTICLES</bodyPart>
					<bodyPart>PENIS</bodyPart>
					<bodyPart>MOUND</bodyPart>
				</blockedBodyParts>
				<clothingAccessBlocked/>
				<!-- You can substitute the <concealedSlots> list for the value below: -->
				<!-- CS Example: <concealedSlots values="CONCEALED_PARTIAL_TORSO"/> -->
				<concealedSlots>
					<slot>GROIN</slot>
					<slot>VAGINA</slot>
					<slot>PENIS</slot>
					<slot>PIERCING_PENIS</slot>
					<slot>PIERCING_VAGINA</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_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_BLACK"/>
		<tertiaryColoursDye 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>

			<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 cummerbund on either side of your plate carrier, withdraw your [pc.arms] from the deltoid protectors, and slide your head through the neck hole.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You undo the cummerbund on either side of [npc.name]'s plate carrier, guide [npc.her] [npc.arms] from the deltoid protectors, and slide [npc.her] head through the neck hole.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You rip open the cummerbund on either side of [npc.name]'s plate carrier, push [npc.her] [npc.arms] from the deltoid protectors, and yank the rest over [npc.her] head .
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] undoes the cummerbund on either side of [npc.her] plate carrier, withdraws [npc.her] [npc.arms] from the deltoid protectors, and slides [npc.her] head through the neck hole.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] undoes the cummerbund on either side of your plate carrier, guides your [pc.arms] from the deltoid protectors, and slides head through the neck hole.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] rips open the cummerbund on either side of your plate carrier, forces your [pc.arms] from the deltoid protectors, and yanks the rest over your head.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] undoes the cummerbund on either side of [npc2.name]'s plate carrier, guides [npc2.her] [npc2.arms] from the deltoid protectors, and slides [npc2.her] head through the neck hole.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] rips open the cummerbund on either side of [npc2.name]'s plate carrier, forces [npc.her] [npc.arms] from the deltoid protectors, and yanks the rest over [npc2.her] head.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You slide the plate carrier over your head and tighten the cummerbund on either side of your torso before sticking your [pc.arms] through the deltoid protectors.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You slide the plate carrier over [npc.name]'s head and tighten the cummerbund on either side of [npc.her] torso before guiding [npc.her] [npc.arms] through the deltoid protectors.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You shove the plate carrier over [npc.name]'s head and tighten the cummerbund on either side of [npc.her] torso as much as possible before pulling [npc.her] [npc.arms] through the deltoid protectors.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] slides the plate carrier over [npc.her] head and tightens the cummerbund on either side of [npc.her] torso before sticking [npc.her] [npc.arms] through the deltoid protectors.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] slides the plate carrier over your head and tightens the cummerbund on either side of your torso before guiding your [pc.arms] through the deltoid protectors.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] shoves the plate carrier over your head and tightens the cummerbund on either side of your torso as much as possible before pulling your [pc.arms] through the deltoid protectors.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] slides the plate carrier over [npc2.Name]'s head and tightens the cummerbund on either side of [npc2.her] torso before guiding [npc2.her] [npc2.arms] through the deltoid protectors.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] shoves the plate carrier over [npc2.Name]'s head and tightens the cummerbund on either side of [npc2.her] torso as much as possible before pulling [npc2.her] [npc2.arms] through the deltoid protectors.
		]]></NPCOtherNPCRough>
	</replacementText>

	<displacementText type="PULLS_UP">
		<playerSelf><![CDATA[
			You pull the groin protector on your plate carrier up.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You pull the groin protector on [npc.name]'s plate carrier up.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You flip the groin protector on [npc.name]'s plate carrier up.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] pulls the groin protector on [npc.her] plate carrier up.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] pulls the groin protector on your plate carrier up.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] flips the groin protector on your plate carrier up.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] pulls the groin protector on [npc2.name]'s plate carrier up.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] flips the groin protector on [npc2.name]'s plate carrier up.
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="PULLS_DOWN">
		<playerSelf><![CDATA[
			You lower the groin protector on your plate carrier back down.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You lower the groin protector on [npc.name]'s plate carrier back down.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You flip the groin protector on [npc.name]'s plate carrier back down, ignoring the wince on [npc.her] [npc.face].
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] lowers the groin protector on [npc.her] plate carrier back down.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] lowers the groin protector on your plate carrier back down.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] flips the groin protector on your plate carrier back down, ignoring the wince on your [pc.face].
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] lowers the groin protector on [npc2.name] plate carrier back down.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] flips the groin protector on [npc2.name] plate carrier back down, ignoring the wince on [npc2.name] [npc2.face].
		]]></NPCOtherNPCRough>
	</replacementText>
</clothing>


code:
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 256 256">
    <defs>
        <linearGradient id="innoGrad3">
            <stop offset="0" stop-color="#ffd42a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ffd42a"/>
        </linearGradient>
        <linearGradient id="linearGradient3555">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity=".502"/>
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            <stop offset=".631" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity=".502"/>
        </linearGradient>
        <linearGradient id="innoGrad10">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset=".263" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset=".534" stop-color="#ff7f2a" stop-opacity=".502"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity=".502"/>
        </linearGradient>
        <linearGradient id="innoGrad9">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset=".529" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset=".663" stop-color="#ff7f2a" stop-opacity=".502"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity=".502"/>
        </linearGradient>
        <linearGradient id="innoGrad8">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity=".502"/>
            <stop offset=".374" stop-color="#ff7f2a" stop-opacity="0"/>
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        </linearGradient>
        <linearGradient id="innoGrad62">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity=".502"/>
        </linearGradient>
        <linearGradient id="innoGrad7">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity=".502"/>
            <stop offset=".5" stop-color="#ff7f2a" stop-opacity="0"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity=".502"/>
        </linearGradient>
        <linearGradient id="innoGrad6">
            <stop offset="0" stop-color="#ff7f2a" stop-opacity=".502"/>
            <stop offset="1" stop-color="#ff7f2a" stop-opacity="0"/>
        </linearGradient>
        <linearGradient id="innoGrad5">
            <stop offset="0" stop-color="#ff2a2a" stop-opacity=".502"/>
            <stop offset=".5" stop-color="#ff2a2a" stop-opacity="0"/>
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        <linearGradient id="innoGrad4">
            <stop offset="0" stop-color="#ff2a2a" stop-opacity="0"/>
            <stop offset=".83" stop-color="#ff2a2a" stop-opacity=".502"/>
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        <linearGradient id="innoGrad2">
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repo_name: klorpa/Pedo

license: unknown


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 underside of each lens set, a faint engraving 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>1000</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 set of]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Enforcer's night vision goggles]]></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 night vision goggles]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[With its array of four sight enchantments, this set of panoramic night vision goggles offers twice the field of view compared to older systems. The included mount is very flexible and can be securely attached to compatible headgear.]]></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>1</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>EYES</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>nvgoggles.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>EYES</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>
					<clothingAccess>EYES</clothingAccess> <!-- Use the tag 'clothingAccess' for values inserted here. -->
				</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_GREY"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_STEEL"/>
		<secondaryColoursDye values="ALL_METAL"/>
		<tertiaryColours values="JUST_DARK_RED"/>
		<!-- 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-'-->
		<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 raise the goggles from your [pc.eyes] and unequip them.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You raise the goggles from [npc.name]'s [npc.eyes] and unequip them.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You yank the goggles from [npc.name]'s [npc.eyes].
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] raises the goggles from [npc.her] [npc.eyes] and unequips them.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] raises the goggles from your [pc.eyes] and unequips them.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] yanks the goggles from your [npc.eyes].
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] raises the goggles from [npc2.name]'s [npc2.eyes] and unequips them.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] yanks the goggles [npc2.name]'s [npc2.eyes].
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You equip the goggles and lower them over your [pc.eyes].
		]]></playerSelf>
		<playerNPC><![CDATA[
			You help [npc.name] equip the goggles before lowering them over [npc.her] [npc.eyes].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You force [npc.name] to equip the goggles and slap them down over [npc.her] [npc.eyes].
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] equips the goggles and lowers them over [npc.her] [npc.eyes].
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] helps you equip the goggles before lowering them over your [pc.eyes].
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] forces you to equip the goggles and slaps them down over your [pc.eyes].
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] helps [npc2.name]'s equip the goggles before lowering them over [npc2.her] [npc2.eyes].
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] forces [npc2.name] to equip the goggles before slapping them down over [npc2.her] [npc2.eyes].
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>