Track LocalMods as part of monolith
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<?xml version="1.0" encoding="utf-8"?>
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<Talents>
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<Override>
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<!-- Vanilla talents override -->
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<!-- Bloody Business -->
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<Talent identifier="bloodybusiness">
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<Icon texture="Content/UI/TalentsIcons3.png" sheetindex="1,4" sheetelementsize="128,128" />
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<Description tag="talentdescription.itemgiveslessaffliction">
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<Replace tag="[amount]" value="50" color="gui.green" />
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</Description>
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<Description tag="talentdescription.bloodybusiness">
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<Replace tag="[item]" value="entityname.alienblood" color="gui.orange" />
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</Description>
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<AbilityGroupEffect abilityeffecttype="OnApplyTreatment">
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<Conditions>
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<AbilityConditionItem identifiers="alienblood" />
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</Conditions>
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<Abilities>
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<CharacterAbilityApplyStatusEffects>
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<StatusEffects>
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<!-- counter half of the psychosis applied by alien blood -->
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<!-- also counter most of the hemo shock -->
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<!-- this still causes approximately 5% bloodloss and 2.5% organ damage -->
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<StatusEffect tags="medical" type="OnAbility" target="UseTarget" multiplyafflictionsbymaxvitality="true" disabledeltatime="true">
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<ReduceAffliction identifier="psychosis" amount="15" />
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<ReduceAffliction identifier="hemotransfusionshock" amount="90" />
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</StatusEffect>
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</StatusEffects>
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</CharacterAbilityApplyStatusEffects>
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</Abilities>
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</AbilityGroupEffect>
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<AbilityGroupEffect abilityeffecttype="OnLootCharacter">
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<Conditions>
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<AbilityConditionCharacter targettype="Monster">
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<Conditional IsMachine="false" />
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<Conditional IsHusk="false" />
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<Conditional maxhealth="gt 300" />
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</AbilityConditionCharacter>
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<AbilityConditionCharacterNotLooted identifier="bloodybusiness" />
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</Conditions>
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<Abilities>
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<CharacterAbilityApplyStatusEffects>
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<StatusEffects>
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<StatusEffect type="OnAbility" target="UseTarget" spawnitemrandomly="true">
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<SpawnItem identifiers="alienblood" spawnposition="ThisInventory" />
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</StatusEffect>
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</StatusEffects>
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</CharacterAbilityApplyStatusEffects>
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<CharacterAbilityMarkAsLooted identifier="bloodybusiness" />
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</Abilities>
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</AbilityGroupEffect>
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</Talent>
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<Talent identifier="implacable">
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<Description tag="talentdescription.cannotfallunconsciousforseconds">
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<Replace tag="[powerincrease]" value="25" color="gui.green" />
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<Replace tag="[seconds]" value="15" color="gui.green" />
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</Description>
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<Description tag="talentdescription.maxtriggeruntildeath" />
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<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="2,3" sheetelementsize="128,128" />
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<AbilityGroupInterval maxtriggercount="1">
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<Conditions>
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<AbilityConditionHasAffliction afflictionidentifier="sym_unconsciousness" />
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</Conditions>
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<Abilities>
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<CharacterAbilityApplyStatusEffects>
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<StatusEffects>
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<StatusEffect type="OnAbility" target="Character" multiplyafflictionsbymaxvitality="true" disabledeltatime="true">
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<Affliction identifier="implacable" amount="15.0" />
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</StatusEffect>
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<StatusEffect type="OnAbility" target="Character" multiplyafflictionsbymaxvitality="true" disabledeltatime="true" delay="2.1">
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<ReduceAffliction identifier="stun" amount="5.0" />
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</StatusEffect>
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</StatusEffects>
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</CharacterAbilityApplyStatusEffects>
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</Abilities>
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</AbilityGroupInterval>
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</Talent>
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</Override>
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</Talents>
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