Raincoat Orange
Clothing item repairable with configured kits
The uploaded DayZ configuration defines this classname as an item that weighs 1.70 kg.
Game configuration facts
These values and relationships are extracted from the supplied DayZ config definitions rather than guessed from the economy XML.
Weight
1.70 kg
Inventory size
3 × 3
Absorbency
0
Inventory slots
Body
Repair with
DuctTape, SewingKit
Repair methods
Where it spawns and where to look
The location guidance below combines your supplied types.xml tags with a small curated knowledge layer. The central-economy values remain the authoritative data for this website build.
Chernarus
EnabledCoastal loot areas and shore-adjacent locations. Town residential and general-purpose loot points. Village residential and general-purpose loot points.
Usage tags
Livonia
EnabledCoastal loot areas and shore-adjacent locations.
Usage tags
Sakhal
EnabledCoastal loot areas and shore-adjacent locations. The supplied economy limits this entry to Tier1, Tier2 loot value tags.
Usage tags
Loot tiers / values
Central economy comparison
| Map | Nominal | Min | Lifetime | Restock | Quant min | Quant max | Cost | Usage | Values |
|---|---|---|---|---|---|---|---|---|---|
| Chernarus | 30 | 25 | 14400 | 0 | -1 | -1 | 100 | Coast, Town, Village | — |
| Livonia | 14 | 10 | 14400 | 0 | -1 | -1 | 100 | Coast | — |
| Sakhal | 10 | 3 | 14400 | 0 | -1 | -1 | 100 | Coast | Tier1, Tier2 |
Map-specific types.xml entries
Chernarus XML
<type name="Raincoat_Orange">
<nominal>30</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>25</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Coast" />
<usage name="Town" />
<usage name="Village" />
</type>Livonia XML
<type name="Raincoat_Orange">
<nominal>14</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>10</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Coast" />
</type>Sakhal XML
<type name="Raincoat_Orange">
<nominal>10</nominal>
<lifetime>14400</lifetime>
<restock>0</restock>
<min>3</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0" />
<category name="clothes" />
<usage name="Coast" />
<value name="Tier1" />
<value name="Tier2" />
</type>Related DayZ items
DuctTapeSewing KitSewingKitRaincoat BlackRaincoat_BlackRaincoat BlueRaincoat_BlueRaincoat GreenRaincoat_GreenRaincoat PinkRaincoat_PinkRaincoat RedRaincoat_RedRaincoat YellowRaincoat_YellowHockey MaskHockeyMaskHoodie GreyHoodie_GreyHockey Helmet BlackHockeyHelmet_BlackHockey Helmet BlueHockeyHelmet_BlueHockey Helmet RedHockeyHelmet_RedHockey Helmet WhiteHockeyHelmet_WhiteNeed this configured across a full server?
Use the data as a reference, then let CustomDayZServices handle the complete economy, balancing and deployment workflow.
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