<item id="134" name="paintTool">
<property name="Meshfile" value="Items/Weapons/Ranged/Pistol/PistolPrefab"/>
<property name="Material" value="wood"/>
<property name="RepairTools" value="wood"/>
<property name="HoldType" value="1"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="ItemNeedsRepair"/>
<property name="SoundDestroy" value="wooddestroy1"/>
<property name="EconomicValue" value="20"/>
<property name="SellableToTrader" value="false"/>
<property name="CrosshairUpAfterShot" value="false"/>
<property name="FuelValue" value="20"/>
<property class="Action0">
<property name="Class" value="TextureBlock"/>
<property name="Hitmask_override" value="Melee"/>
<property name="Sound_start" value="erase"/>
<property name="Infinite_ammo" value="true"/>
<property name="Magazine_items" value="paint"/>
<property name="Range" value="30"/>
<property name="Delay" value="0.3"/>
<property name="RemoveTexture" value="true"/>
<property name="DefaultTextureID" value="156"/>
</property>
<property class="Action1">
<property name="Class" value="TextureBlock"/>
<property name="Hitmask_override" value="Melee"/>
<property name="Sound_start" value="paint"/>
<property name="Magazine_items" value="paint"/>
<property name="Magazine_size" value="1"/>
<property name="Range" value="30"/>
<property name="Delay" value="0.3"/>
<property name="Particles_muzzle_fire" value="paint_splash2"/>
</property>
<property class="Attributes">
<property name="DegradationMax" value="500,500"/>
<property name="DegradationRate" value="5,1"/>
</property>
<property name="Group" value="Tools/Traps"/>
<property name="CraftingSkillGroup" value="craftSkillTools"/>
<property name="RepairExpMultiplier" value="2"/>
<property name="PickupJournalEntry" value="paintingTip"/>
</item>
No Problem and yeah there is no way to paint the entire block but this gun basically has double the range and has less of a delay so it can be used faster.Thanks! Yeah, I already set the paint costs... Now I wish there was a way to 'paint entire block' while in survival.
<item id="1684" name="paintGun">
<property name="Meshfile" value="Items/Weapons/Ranged/Pistol/PistolPrefab"/>
<property name="Material" value="wood"/>
<property name="RepairTools" value="wood"/>
<property name="HoldType" value="1"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="ItemNeedsRepair"/>
<property name="SoundDestroy" value="wooddestroy1"/>
<property name="EconomicValue" value="20"/>
<property name="SellableToTrader" value="false"/>
<property name="CrosshairUpAfterShot" value="false"/>
<property name="FuelValue" value="20"/>
<property class="Action0">
<property name="Class" value="TextureBlock"/>
<property name="Hitmask_override" value="Melee"/>
<property name="Sound_start" value="erase"/>
<property name="Infinite_ammo" value="true"/>
<property name="Magazine_items" value="paint"/>
<property name="Range" value="30"/>
<property name="Delay" value="0.3"/>
<property name="RemoveTexture" value="true"/>
<property name="DefaultTextureID" value="156"/>
</property>
<property class="Action1">
<property name="Class" value="TextureBlock"/>
<property name="Hitmask_override" value="Melee"/>
<property name="Sound_start" value="paint"/>
<property name="Magazine_items" value="paint"/>
<property name="Magazine_size" value="1"/>
<property name="Range" value="30"/>
<property name="Delay" value="0.3"/>
<property name="Particles_muzzle_fire" value="paint_splash2"/>
</property>
<property class="Attributes">
<property name="DegradationMax" value="500,500"/>
<property name="DegradationRate" value="5,1"/>
</property>
<property name="Group" value="Tools/Traps"/>
<property name="CraftingSkillGroup" value="craftSkillTools"/>
<property name="RepairExpMultiplier" value="2"/>
<property name="PickupJournalEntry" value="paintingTip"/>
</item>
Not too sure what you mean but I think what you wanting is this <property name="Class" value="TextureBlock"/>What's the link between the new 'paintGun' and the painting UI?