117 lines
28 KiBLFS
XML
Executable File
117 lines
28 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Ragdoll type="Spineling" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" Color="255,255,255,255" SpritesheetOrientation="90" LimbScale="0.35" JointScale="0.35" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="20" CanEnterSubmarine="True" CanWalk="False" Draggable="True" MainLimb="Torso">
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<collider Name="Main Collider" Radius="35" Height="0" Width="50" BodyType="Dynamic" />
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<limb mass="0" Name="Head" ID="0" Type="Head" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="10" Radius="45" Height="0" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="2" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="1.2,-0.5" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="10" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="290,135,50,50" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1" />
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<Conditionalsprite exclusive="True">
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<Conditional isdead="true" />
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<Conditional internaldamage="gte 200" />
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<sprite SourceRect="0,0,1,1" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" />
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</Conditionalsprite>
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<!-- simple biting attack -->
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<attack stickchance="0" StructureSoundType="StructureSlash" Context="Water" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="30" DamageRange="40" MinRange="0" Duration="0.5" CoolDown="5" SecondaryCoolDown="0.5" CoolDownRandomFactor="0.33" FullSpeedAfterAttack="False" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="10" Penetration="0" LevelWallDamage="0" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="20" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="20" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0.1" Priority="0.5" Blink="True">
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<Affliction Strength="0.1" Identifier="stun" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="12" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<affliction Strength="2" Identifier="bleeding" Probability="0.5" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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</attack>
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<damagemodifier DamageSound="" DamageParticle="" DamageMultiplier="2" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage,bleeding,burn" />
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</limb>
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<limb Name="Torso" ID="1" Type="Torso" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="50" Radius="0" Height="65" Width="165" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="226,140,57,44" Origin="0.5,0.5" Depth="0.66" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,0" DeadColorTime="0.1" />
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</limb>
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<limb Name="BoneTail1" ID="2" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="72,21,133,60" Origin="0.5,0.5" Depth="0.64" Texture="" IgnoreTint="False" Color="255,255,255,180" DeadColor="150,150,150,200" DeadColorTime="1" />
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,107,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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</limb>
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<limb Name="BoneTail2" ID="3" Type="Tail" SecondaryType="None" Notes="" Scale="0.9" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="72,21,133,60" Origin="0.5,0.5" Depth="0.65" Texture="" IgnoreTint="False" Color="255,255,255,180" DeadColor="150,150,150,200" DeadColorTime="1" />
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="0.9" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="0.9,0.9" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,107,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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</limb>
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<limb Name="BoneTail3" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="0.8" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="72,21,133,60" Origin="0.5,0.5" Depth="0.66" Texture="" IgnoreTint="False" Color="255,255,255,180" DeadColor="150,150,150,200" DeadColorTime="1" />
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="0.8" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="0.8,0.8" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,107,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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</limb>
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<limb Name="TailEnd" ID="5" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="40" Width="115" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="12,149,77,25" Origin="0.5,0.5" Depth="0.7" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1" />
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<Conditionalsprite exclusive="True">
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<Conditional isdead="true" />
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<Conditional internaldamage="gte 200" />
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<sprite SourceRect="0,0,1,1" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" />
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</Conditionalsprite>
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</limb>
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<!-- bones -->
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<limb Name="Bonehead" ID="6" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="86" Width="137" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="209,0,135,82" Origin="0.5074075,0.5487773" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="200,200,200,255" DeadColorTime="1" />
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</limb>
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<limb Name="MandibleRight" ID="7" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="90" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="32" Width="90" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="2" BlinkDurationIn="1.2" BlinkDurationOut="0.5" BlinkHoldTime="1" BlinkRotationIn="-30" BlinkRotationOut="40" BlinkForce="40" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="250,98,84,27" Origin="0.49404743,0.537037" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
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</limb>
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<limb Name="MandibleLeft" ID="8" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="90" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="32" Width="90" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="2" BlinkDurationIn="1.2" BlinkDurationOut="0.5" BlinkHoldTime="1" BlinkRotationIn="30" BlinkRotationOut="-40" BlinkForce="40" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="156,98,85,27" Origin="0.5,0.537037" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
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</limb>
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<!-- invisible limbs for projectile attacks -->
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<limb mass="0" Name="ProjectileAttackRandom" ID="9" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="10" Height="0" Width="0" Density="1" IgnoreCollisions="True" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="0,0,10,10" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1" />
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<!-- shoots the snake against CHARACTERS. lower priority than bite -->
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<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="0.1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="400" DamageRange="700" MinRange="25" Duration="10" CoolDown="5" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="0" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="0.1" Blink="True">
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<conditional targetself="true" healthpercentage="lt 100" />
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<StatusEffect type="OnFailure" target="UseTarget">
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<SpawnItem identifier="seasnekprojectile" spawnposition="This" count="1" rotationtype="Limb" rotation="0" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/grossslimesquelch.ogg" type="OnUse" range="3000" selectionmode="Random" volume="1" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/yucky slime.ogg" type="OnUse" range="3000" volume="1" />
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</StatusEffect>
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<StatusEffect type="OnFailure" target="This" DeadColor="150,150,150,0" setvalue="true">
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<Affliction identifier="internaldamage" strength="300" />
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</StatusEffect>
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</attack>
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</limb>
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<limb mass="0" Name="ProjectileAttackLowHP" ID="10" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="10" Height="0" Width="0" Density="1" IgnoreCollisions="True" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="0,0,10,10" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1" />
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<!-- copy of the first attack but with higher priority when hp <30% -->
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<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="0.1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="400" DamageRange="700" MinRange="100" Duration="0.1" CoolDown="0.1" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="0" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="2" Blink="True">
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<conditional targetself="true" healthpercentage="lt 30" />
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<StatusEffect type="OnFailure" target="UseTarget">
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<SpawnItem identifier="seasnekprojectile" spawnposition="This" count="1" rotationtype="Limb" rotation="0" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/grossslimesquelch.ogg" type="OnUse" range="3000" selectionmode="Random" volume="1" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/yucky slime.ogg" type="OnUse" range="3000" volume="1" />
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</StatusEffect>
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<StatusEffect type="OnFailure" target="This" DeadColor="150,150,150,0" setvalue="true">
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<Affliction identifier="internaldamage" strength="300" />
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</StatusEffect>
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</attack>
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</limb>
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<limb mass="0" Name="ProjectileAttackStructure" ID="11" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="10" Height="0" Width="0" Density="1" IgnoreCollisions="True" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="0,0,10,10" Origin="0.5,0.5" Depth="0.01" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1" />
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<!-- shoots the snake against STRUCTURES with higher priority. slightly less range to allow the snake to get past the walls -->
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<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="0.1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="320" DamageRange="700" MinRange="50" Duration="0.1" CoolDown="0.1" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="0" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="1" Blink="True">
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<StatusEffect type="OnFailure" target="UseTarget">
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<SpawnItem identifier="seasnekprojectile" spawnposition="This" count="1" rotationtype="Limb" rotation="0" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/grossslimesquelch.ogg" type="OnUse" range="3000" selectionmode="Random" volume="1" />
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<Sound file="%ModDir:2518816103%/characters/Seasnek/yucky slime.ogg" type="OnUse" range="3000" volume="1" />
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</StatusEffect>
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<StatusEffect type="OnFailure" target="This" DeadColor="150,150,150,0" setvalue="true">
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<Affliction identifier="internaldamage" strength="300" />
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</StatusEffect>
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</attack>
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</limb>
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<joint Name="Joint 1 - 0" Limb1="1" Limb2="0" Limb1Anchor="16,5" Limb2Anchor="-13,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 1 - 2" Limb1="1" Limb2="2" Limb1Anchor="-21,0" Limb2Anchor="50,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 2 - 3" Limb1="2" Limb2="3" Limb1Anchor="-45,0" Limb2Anchor="50,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 3 - 4" Limb1="3" Limb2="4" Limb1Anchor="-36,0" Limb2Anchor="50,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 4 - 5" Limb1="4" Limb2="5" Limb1Anchor="-30,0" Limb2Anchor="50,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 6 - 1" Limb1="6" Limb2="1" Limb1Anchor="30,0" Limb2Anchor="18,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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<joint Name="Joint 6 - 7" Limb1="6" Limb2="7" Limb1Anchor="20,-28" Limb2Anchor="-21.7,9" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-30" Stiffness="0.8" Scale="1" WeldJoint="False" ClockWiseRotation="True" />
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<joint Name="Joint 6 - 8" Limb1="6" Limb2="8" Limb1Anchor="20.746628,35.71804" Limb2Anchor="-21.7,-9" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="30" LowerLimit="-15" Stiffness="0.8" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 1 - 9" Limb1="1" Limb2="9" Limb1Anchor="0,0" Limb2Anchor="0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="10" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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<joint Name="Joint 1 - 10" Limb1="1" Limb2="10" Limb1Anchor="0,0" Limb2Anchor="0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="10" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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<joint Name="Joint 1 - 11" Limb1="1" Limb2="11" Limb1Anchor="0,0" Limb2Anchor="0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="10" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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</Ragdoll> |