Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Carrierflak/Carrierflakexploding/Carrierflakexploding.xml
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XML
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<?xml version="1.0" encoding="utf-8"?>
<Character SpeciesName="Carrierflakexploding" SpeciesTranslationOverride="" DisplayName="" Group="thalamus" Humanoid="False" HasInfo="False" CanInteract="True" Husk="False" UseHuskAppendage="False" NeedsAir="False" NeedsWater="False" UseHumanAI="False" IsMachine="True" CanSpeak="False" ShowHealthBar="False" UseBossHealthBar="True" Noise="100" Visibility="100" BloodDecal="blood" BleedParticleAir="blooddrop" BleedParticleWater="waterblood" BleedParticleMultiplier="1" CanEat="False" EatingSpeed="10" UsePathFinding="True" PathFinderPriority="0.8" HideInSonar="False" HideInThermalGoggles="True" SonarDisruption="0" DistantSonarRange="0" DisableDistance="25000" SoundInterval="10" DrawLast="False" AITurretPriority="1" AISlowTurretPriority="1" DespawnContainer="">
<ragdolls folder="default" />
<animations folder="default" />
<health Vitality="800" DoesBleed="False" CrushDepth="Infinity" UseHealthWindow="False" BleedingReduction="0" BurnReduction="0" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="0" StunImmunity="False" PoisonImmunity="True" PoisonVulnerability="1" EmpVulnerability="1" ApplyAfflictionColors="False" Immunities="" />
<StatusEffect type="Always" target="This" lifetime="35" targetlimb="Head">
<conditional healthpercentage="lt 20" />
<ParticleEmitter particle="blackwaterblood" particlespersecond="1" scalemin="1" scalemax="2" velocitymin="0" velocitymax="50" anglemin="0" anglemax="360" />
</StatusEffect>
<Inventory Slots="Any, Any, Any, Any" AccessibleWhenAlive="True" Commonness="10">
<Item forcetoslot="true" slot="Any" Identifier="flakcannonammoboxexplosive" />
<item Identifier="scrap" />
</Inventory>
<StatusEffect type="OnDeath" delay="5" target="This" targetlimb="Head">
<Explosion range="650" structuredamage="300" force="300" smoke="false" sparks="false" shockwave="true" underwaterbubble="true" severlimbsprobability="1.0" camerashake="100" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="burn" strength="70" />
<Affliction identifier="stun" strength="10" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
<ParticleEmitter particle="underwaterexplosion" drawontop="True" particleamount="1" scalemin="5" scalemax="5" velocitymin="0" velocitymax="20" anglemin="0" anglemax="360" />
</StatusEffect>
<ai CombatStrength="600" Sight="2.5" Hearing="2" MaxPerceptionDistance="-1" AggressionHurt="100" AggressionGreed="10" FleeHealthThreshold="0" AttackWhenProvoked="True" AvoidGunfire="False" DamageThreshold="0" AvoidTime="3" MinFleeTime="0" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="True" RandomAttack="False" CanOpenDoors="False" UsePathFindingToGetInside="False" KeepDoorsClosed="False" AvoidAbyss="False" StayInAbyss="False" PatrolFlooded="False" PatrolDry="False" StartAggression="50" MaxAggression="100" AggressionCumulation="0" WallTargetingMethod="Target">
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="nasonov" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="stronger" State="Aggressive" Priority="100" ReactDistance="2000" AttackDistance="1000" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="human" State="Attack" Priority="125" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="True" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="leucocyte" State="Idle" Priority="15" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="tool" State="Avoid" Priority="50" ReactDistance="1000" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="wall" State="Attack" Priority="110" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="10" SweepSpeed="2" CircleStartDistance="3000" IgnoreTargetSize="False" CircleRotationSpeed="2" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="door" State="Attack" Priority="10" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="10" SweepSpeed="2" CircleStartDistance="3000" IgnoreTargetSize="False" CircleRotationSpeed="2" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="weaker" State="Avoid" Priority="10" ReactDistance="1000" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="True" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target ignorewhileinside="False" ignorewhileoutside="False" damagethreshold="0" Tag="sonar" State="Attack" Priority="90" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="10" SweepSpeed="2" CircleStartDistance="3000" IgnoreTargetSize="False" CircleRotationSpeed="2" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
</ai>
<!--<StatusEffect type="OnActive" target="Character" comparison="and" delay="1.3" checkconditionalalways="true" stackable="false">
<Affliction identifier="thalamusarmed" amount="500" />
<SpawnItem identifier="shamblershotgun" spawnposition="ThisInventory" equip="true" />
<Conditional thalamusarmed="eq 0" />
<Requireditem item="shotgun" type="picked" allowvariants="true" />
</StatusEffect>-->
</Character>