Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/AlphaEndworm/Ragdolls/AlphaEndwormDefaultRagdoll.xml
T

1311 lines
281 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="endworm" Texture="%ModDir:2518816103%/Characters/AlphaEndworm/Alphaendworm.png" Color="255,255,255,255" SpritesheetOrientation="0" LimbScale="1.0025" JointScale="1.0025" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="50" CanEnterSubmarine="Partial" CanWalk="False" Draggable="True" MainLimb="Head">
<collider Name="Main Collider" Radius="500" Height="0" Width="0" BodyType="Dynamic" />
<!-- Head -->
<limb Name="Head" ID="0" Type="Head" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="5" Radius="450" Height="0" Width="0" Density="50" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,1" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="100" 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">
<sprite SourceRect="1,2,1071,1117" Origin="0.5,0.5" Depth="0.2" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<!-- Tail -->
<limb Name="Tail1" ID="1" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="Character" disabledeltatime="true" targetlimbs="Head">
<Affliction identifier="internaldamage" strength="5000" probability="1" />
<Affliction identifier="bleedingnonstop" strength="10000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail2" ID="2" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="internaldamage" strength="2500" probability="1" />
<Affliction identifier="bleeding" strength="2800" probability="1" />
<Affliction identifier="bleedingnonstop" strength="5000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail3" ID="3" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="internaldamage" strength="1000" probability="1" />
<Affliction identifier="bleeding" strength="2500" probability="1" />
<Affliction identifier="bleedingnonstop" strength="4000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail4" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="internaldamage" strength="500" probability="1" />
<Affliction identifier="bleeding" strength="2200" probability="1" />
<Affliction identifier="bleedingnonstop" strength="3000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail5" ID="5" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="2000" probability="1" />
<Affliction identifier="bleedingnonstop" strength="2500" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail6" ID="6" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
</limb>
<limb Name="Tail7" ID="7" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="110000" probability="1" />
<Affliction identifier="bleedingnonstop" strength="1500" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail8" ID="8" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1500" probability="1" />
<Affliction identifier="bleedingnonstop" strength="1000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail9" ID="9" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1400" probability="1" />
<Affliction identifier="bleedingnonstop" strength="800" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail10" ID="10" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1300" probability="1" />
<Affliction identifier="bleedingnonstop" strength="10000" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" force="0" smoke="false" sparks="false" shockwave="true" underwaterbubble="true" empstrength="0.50" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail11" ID="11" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1200" probability="1" />
<Affliction identifier="bleedingnonstop" strength="500" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail12" ID="12" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1100" probability="1" />
<Affliction identifier="bleedingnonstop" strength="400" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail13" ID="13" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="1000" probability="1" />
<Affliction identifier="bleedingnonstop" strength="300" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail14" ID="14" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="900" probability="1" />
<Affliction identifier="bleedingnonstop" strength="200" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="Tail15" ID="15" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="250" Height="0" Width="300" 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="100" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="37,1118,999,569" Origin="0.5,0.55" Depth="0.1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="800" probability="1" />
<Affliction identifier="bleedingnonstop" strength="100" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.4" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<limb Name="TailEnd" ID="16" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="450" Height="0" Width="0" 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="10" CanBeSeveredAlive="True" SeveredFadeOutTime="1" 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="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1038,1122,1010,924" Origin="0.5,0.5003128" Depth="0.05" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This">
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
<particleemitter particle="brownchunks" drawontop="true" particleamount="100" velocitymin="300" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.5" scalemax="2" />
</StatusEffect>
<StatusEffect type="OnSevered" target="LastLimb" disabledeltatime="true" targetlimb="Tail">
<Affliction identifier="bleeding" strength="700" probability="1" />
<sound file="Content/Characters/Endworm/ENDWORM_tailCut.ogg" range="30000" volume="1" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnSevered" delay="0" target="This,Limb">
<Conditional isdead="false" />
<Explosion range="10000" structuredamage="0" itemdamage="0" force="0" smoke="false" sparks="false" shockwave="true" applyFireEffects="false" flames="false" underwaterbubble="true" empstrength="0.38" severlimbsprobability="0" camerashake="25" camerashakerange="2000" flashrange="10000" flashduration="1.0" screencolor="255,255,255,25" screencolorrange="5000" screencolorduration="1.0">
<Affliction identifier="electricshock" strength="3" />
<Affliction identifier="emp" strength="2" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="10000" volume="2" />
</StatusEffect>
</limb>
<!--Armor Head-->
<limb Name="ArmorHeadMiddleUpper" ID="17" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="ArmorHeadMiddleLower" ID="18" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="ArmorHeadLeftUpper" ID="19" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="ArmorHeadRightUpper" ID="20" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="ArmorHeadLeftLower" ID="21" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="ArmorheadRightLower" ID="22" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail1-->
<limb Name="Armor1MiddleUpper" ID="23" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.42401284" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor1MiddleLower" ID="24" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftUpper" ID="25" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightUpper" ID="26" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="300" velocitymax="800" anglemin="0" anglemax="360" scalemin="0.5" scalemax="1" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftLower" ID="27" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightLower" ID="28" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail2-->
<limb Name="Armor2MiddleUpper" ID="29" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor2MiddleLower" ID="30" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor2LeftUpper" ID="31" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor2RightUpper" ID="32" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor2LeftLower" ID="33" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor2RightLower" ID="34" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail3-->
<limb Name="Armor3MiddleUpper" ID="35" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor3MiddleLower" ID="36" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor3LeftUpper" ID="37" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor3RightUpper" ID="38" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor3LeftLower" ID="39" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor3RightLower" ID="40" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail4-->
<limb Name="Armor4MiddleUpper" ID="41" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor4MiddleLower" ID="42" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor4LeftUpper" ID="43" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor4RightUpper" ID="44" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor4LeftLower" ID="45" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor4RightLower" ID="46" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail5-->
<limb Name="Armor5MiddleUpper" ID="47" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor5MiddleLower" ID="48" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor5LeftUpper" ID="49" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor5RightUpper" ID="50" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor5LeftLower" ID="51" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightLower" ID="52" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail6-->
<limb Name="Armor6MiddleUpper" ID="53" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor6MiddleLower" ID="54" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftUpper" ID="55" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor6RightUpper" ID="56" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor6LeftLower" ID="57" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor6RightLower" ID="58" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail7-->
<limb Name="Armor7MiddleUpper" ID="59" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor1MiddleLower" ID="60" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor7LeftUpper" ID="61" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor7RightUpper" ID="62" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftLower" ID="63" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor7RightLower" ID="64" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail8-->
<limb Name="Armor8MiddleUpper" ID="65" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor8MiddleLower" ID="66" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor8LeftUpper" ID="67" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor8RightUpper" ID="68" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor8LeftLower" ID="69" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor8RightLower" ID="70" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail9-->
<limb Name="Armor9MiddleUpper" ID="71" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor9MiddleLower" ID="72" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor9LeftUpper" ID="73" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightUpper" ID="74" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor9LeftLower" ID="75" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor9RightLower" ID="76" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail10-->
<limb Name="Armor10MiddleUpper" ID="77" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor10MiddleLower" ID="78" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor10LeftUpper" ID="79" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor10RightUpper" ID="80" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftLower" ID="81" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor10RightLower" ID="82" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail11-->
<limb Name="Armor11MiddleUpper" ID="83" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor11MiddleLower" ID="84" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor11LeftUpper" ID="85" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor11RightUpper" ID="86" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor11LeftLower" ID="87" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor11RightLower" ID="88" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail12-->
<limb Name="Armor12MiddleUpper" ID="89" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor12MiddleLower" ID="90" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1LeftUpper" ID="91" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor12RightUpper" ID="92" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor12LeftLower" ID="93" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor12RightLower" ID="94" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail13-->
<limb Name="Armor13MiddleUpper" ID="95" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor13MiddleLower" ID="96" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor13LeftUpper" ID="97" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor13RightUpper" ID="98" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor13LeftLower" ID="99" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightLower" ID="100" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail14-->
<limb Name="Armor14MiddleUpper" ID="101" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1MiddleLower" ID="102" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor14LeftUpper" ID="103" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor1RightUpper" ID="104" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor14LeftLower" ID="105" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor14RightLower" ID="106" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Armor Tail15-->
<limb Name="Armor15MiddleUpper" ID="107" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor15MiddleLower" ID="108" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="155" Height="0" Width="0" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="575,1684,464,362" Origin="0.5,0.5" Depth="0.02" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
<StatusEffect type="OnActive" target="This">
<Conditional isdead="false" />
<ParticleEmitter particle="ElectricShock" distancemin="100" distancemax="120" particlespersecond="5.0" particleamount="5" emitinterval="2.1" anglemin="0" anglemax="360" scalemin="1.0" scalemax="1.2" />
</StatusEffect>
</limb>
<limb Name="Armor15LeftUpper" ID="109" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor15RightUpper" ID="110" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor15LeftLower" ID="111" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1216,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<limb Name="Armor15RightLower" ID="112" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="250.19998" Width="304.19998" Density="0.01" 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="0.5" CanBeSeveredAlive="True" SeveredFadeOutTime="0" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1553,58,338,278" Origin="0.5,0.5" Depth="0.04" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnSevered" target="This" disabledeltatime="true">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="500" velocitymax="1000" anglemin="0" anglemax="360" scalemin="0.25" scalemax="1.0" />
</StatusEffect>
</limb>
<!--Teeth-->
<limb Name="Left Tooth" ID="113" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="200" Height="400" Width="0" Density="2" 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="0.5" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0.2" BlinkDurationIn="0.1" BlinkDurationOut="0.01" BlinkHoldTime="2" BlinkRotationIn="30" BlinkRotationOut="0" BlinkForce="300" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="EaseOut" BlinkTransitionOut="Exponential" HealthIndex="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1069,335,489,787" Origin="0.49967024,0.5019142" Depth="0.06" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<limb Name="Right Tooth" ID="114" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="200" Height="400" Width="0" Density="2" 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="0.5" CanBeSeveredAlive="False" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0.2" BlinkDurationIn="0.1" BlinkDurationOut="0.01" BlinkHoldTime="2" BlinkRotationIn="-30" BlinkRotationOut="0" BlinkForce="300" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="EaseOut" BlinkTransitionOut="Exponential" HealthIndex="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="1555,335,489,787" Origin="0.5,0.5" Depth="0.06" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<!--Mouth-->
<limb Name="Mouth1" ID="115" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="2" Width="2" Density="0.01" 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="0.5" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="459,8,164,139" Origin="0.5,0.5" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack stickchance="0" targetdistance="0" StructureSoundType="StructureBlunt" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="500" DamageRange="700" MinRange="0" Duration="0.5" CoolDown="7" SecondaryCoolDown="0" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="1000" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="113, 114" Force="0" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="1000" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="10" Priority="0" Blink="True">
<Affliction Strength="100" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="100" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="8" Identifier="stun" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<StatusEffect type="OnUse" target="This">
<sound file="Content/Characters/Endworm/ENDWORM_attack2.ogg" range="30000" volume="1" dontmuffle="True" selectionmode="random" />
<sound file="Content/Characters/Endworm/ENDWORM_attack3.ogg" range="30000" volume="1" dontmuffle="True" />
</StatusEffect>
</attack>
</limb>
<limb Name="Mouth2" ID="116" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="2" Width="2" Density="0.01" 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="0.5" 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="2" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<sprite SourceRect="459,8,164,139" Origin="0.5,0.5" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack stickchance="0" targetdistance="0" StructureSoundType="StructureBlunt" Context="Any" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="1000" DamageRange="1000" MinRange="0" Duration="0.5" CoolDown="7" SecondaryCoolDown="0" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="True" StructureDamage="300" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="200" Penetration="0" LevelWallDamage="1000" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="113, 114" 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="5" SeverLimbsProbability="0" Priority="0" Blink="True">
<StatusEffect type="OnUse" target="This">
<Explosion ignorecover="true" onlyinside="true" range="900" force="1" flames="false" shockwave="true" sparks="false" flash="false" underwaterbubble="true" camerashake="300" playtinnitus="false" structuredamage="300" empstrength="15" itemdamage="0" applyFireEffects="false">
<Affliction identifier="stun" strength="6" probability="1" />
</Explosion>
<sound file="Content/Characters/Endworm/ENDWORM_attack2.ogg" range="30000" volume="1" dontmuffle="True" selectionmode="random" />
<sound file="Content/Characters/Endworm/ENDWORM_attack3.ogg" range="30000" volume="1" dontmuffle="True" />
</StatusEffect>
</attack>
</limb>
<!--Tail-->
<joint Name="Joint 0 - 1" Limb1="0" Limb2="1" Limb1Anchor="0,-380.89972" Limb2Anchor="0,279.50577" CanBeSevered="True" SeveranceProbabilityModifier="0.05" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 2" Limb1="1" Limb2="2" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.125" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 2 - 3" Limb1="2" Limb2="3" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.15" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 3 - 4" Limb1="3" Limb2="4" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.2" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 4 - 5" Limb1="4" Limb2="5" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.25" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 5 - 6" Limb1="5" Limb2="6" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.3" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 6 - 7" Limb1="6" Limb2="7" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.35" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 7 - 8" Limb1="7" Limb2="8" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.4" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 8 - 9" Limb1="8" Limb2="9" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.45" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 9 - 10" Limb1="9" Limb2="10" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.5" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 10 - 11" Limb1="10" Limb2="11" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.55" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 11 - 12" Limb1="11" Limb2="12" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.6" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 12 - 13" Limb1="12" Limb2="13" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.7" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 13 - 14" Limb1="13" Limb2="14" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.8" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 14 - 15" Limb1="14" Limb2="15" Limb1Anchor="0,-66" Limb2Anchor="0,292.45953" CanBeSevered="True" SeveranceProbabilityModifier="0.9" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 15 - 16" Limb1="15" Limb2="16" Limb1Anchor="0,-135.03262" Limb2Anchor="0,352.67" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<!--Armor Head-->
<joint Name="Joint 0 - 18" Limb1="0" Limb2="17" Limb1Anchor="0,-194.97296" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 17" Limb1="0" Limb2="18" Limb1Anchor="0,-369.79453" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 19" Limb1="0" Limb2="19" Limb1Anchor="-291.8012,-252.56577" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 20" Limb1="0" Limb2="20" Limb1Anchor="294.518,-251.7986" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 21" Limb1="0" Limb2="21" Limb1Anchor="-291.2596,-436.29465" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 22" Limb1="0" Limb2="22" Limb1Anchor="291.03848,-438.97046" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail1-->
<joint Name="Joint 1 - 24" Limb1="1" Limb2="23" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 1 - 23" Limb1="1" Limb2="24" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 1 - 25" Limb1="1" Limb2="25" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 1 - 26" Limb1="1" Limb2="26" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 1 - 27" Limb1="1" Limb2="27" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 1 - 28" Limb1="1" Limb2="28" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail2-->
<joint Name="Joint 2 - 29" Limb1="2" Limb2="29" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 2 - 30" Limb1="2" Limb2="30" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 2 - 31" Limb1="2" Limb2="31" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 2 - 32" Limb1="2" Limb2="32" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 2 - 33" Limb1="2" Limb2="33" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 2 - 34" Limb1="2" Limb2="34" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail3-->
<joint Name="Joint 3 - 35" Limb1="3" Limb2="35" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 3 - 36" Limb1="3" Limb2="36" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 3 - 37" Limb1="3" Limb2="37" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 3 - 38" Limb1="3" Limb2="38" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 3 - 39" Limb1="3" Limb2="39" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 3 - 40" Limb1="3" Limb2="40" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail4-->
<joint Name="Joint 4 - 41" Limb1="4" Limb2="41" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 4 - 42" Limb1="4" Limb2="42" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 4 - 43" Limb1="4" Limb2="43" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 4 - 44" Limb1="4" Limb2="44" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 4 - 45" Limb1="4" Limb2="45" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 4 - 46" Limb1="4" Limb2="46" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail5-->
<joint Name="Joint 5 - 47" Limb1="5" Limb2="47" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 5 - 48" Limb1="5" Limb2="48" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 5 - 49" Limb1="5" Limb2="49" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 5 - 50" Limb1="5" Limb2="50" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 5 - 51" Limb1="5" Limb2="51" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 5 - 52" Limb1="5" Limb2="52" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail6-->
<joint Name="Joint 6 - 53" Limb1="6" Limb2="53" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 6 - 54" Limb1="6" Limb2="54" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 6 - 55" Limb1="6" Limb2="55" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 6 - 56" Limb1="6" Limb2="56" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 6 - 57" Limb1="6" Limb2="57" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 6 - 58" Limb1="6" Limb2="58" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail7-->
<joint Name="Joint 7 - 59" Limb1="7" Limb2="59" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 7 - 60" Limb1="7" Limb2="60" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 7 - 61" Limb1="7" Limb2="61" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 7 - 62" Limb1="7" Limb2="62" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 7 - 63" Limb1="7" Limb2="63" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 7 - 64" Limb1="7" Limb2="64" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail8-->
<joint Name="Joint 8 - 65" Limb1="8" Limb2="65" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 8 - 66" Limb1="8" Limb2="66" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 8 - 67" Limb1="8" Limb2="67" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 8 - 68" Limb1="8" Limb2="68" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 8 - 69" Limb1="8" Limb2="69" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 8 - 70" Limb1="8" Limb2="70" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail9-->
<joint Name="Joint 9 - 71" Limb1="9" Limb2="71" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 9 - 72" Limb1="9" Limb2="72" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 9 - 73" Limb1="9" Limb2="73" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 9 - 74" Limb1="9" Limb2="74" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 9 - 75" Limb1="9" Limb2="75" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 9 - 76" Limb1="9" Limb2="76" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail10-->
<joint Name="Joint 10 - 77" Limb1="10" Limb2="77" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 10 - 78" Limb1="10" Limb2="78" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 10 - 79" Limb1="10" Limb2="79" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 10 - 80" Limb1="10" Limb2="80" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 10 - 81" Limb1="10" Limb2="81" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 10 - 82" Limb1="10" Limb2="82" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail11-->
<joint Name="Joint 11 - 83" Limb1="11" Limb2="83" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 11 - 84" Limb1="11" Limb2="84" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 11 - 85" Limb1="11" Limb2="85" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 11 - 86" Limb1="11" Limb2="86" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 11 - 87" Limb1="11" Limb2="87" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 11 - 88" Limb1="11" Limb2="88" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail12-->
<joint Name="Joint 12 - 89" Limb1="12" Limb2="89" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 12 - 90" Limb1="12" Limb2="90" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 12 - 91" Limb1="12" Limb2="91" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 12 - 92" Limb1="12" Limb2="92" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 12 - 93" Limb1="12" Limb2="93" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 12 - 94" Limb1="12" Limb2="94" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail13-->
<joint Name="Joint 13 - 95" Limb1="13" Limb2="95" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 13 - 96" Limb1="13" Limb2="96" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 13 - 97" Limb1="13" Limb2="97" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 13 - 98" Limb1="13" Limb2="98" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 13 - 99" Limb1="13" Limb2="99" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 13 - 100" Limb1="13" Limb2="100" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail14-->
<joint Name="Joint 14 - 101" Limb1="14" Limb2="101" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 14 - 102" Limb1="14" Limb2="102" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 14 - 103" Limb1="14" Limb2="103" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 14 - 104" Limb1="14" Limb2="104" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 14 - 105" Limb1="14" Limb2="105" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 14 - 106" Limb1="14" Limb2="106" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Armor Tail15-->
<joint Name="Joint 15 - 107" Limb1="15" Limb2="107" Limb1Anchor="0,159.53722" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 15 - 108" Limb1="15" Limb2="108" Limb1Anchor="0,-35.52314" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 15 - 109" Limb1="15" Limb2="109" Limb1Anchor="-285.5553,58.72761" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 15 - 110" Limb1="15" Limb2="110" Limb1Anchor="285.8914,61.483585" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 15 - 111" Limb1="15" Limb2="111" Limb1Anchor="-284.95465,-134.52132" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 15 - 112" Limb1="15" Limb2="112" Limb1Anchor="283.57355,-121.712326" Limb2Anchor="0,0" CanBeSevered="True" SeveranceProbabilityModifier="0.49" BreakSound="armorbreak" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<!--Teeth-->
<joint Name="Joint 0 - 113" Limb1="0" Limb2="113" Limb1Anchor="-268.47803,79.035324" Limb2Anchor="-20.224583,-214.487" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="45" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 114" Limb1="0" Limb2="114" Limb1Anchor="275.044,86.491714" Limb2Anchor="22.40761,-214.51993" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="-45" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<!--Mouth-->
<joint Name="Joint 0 - 115" Limb1="0" Limb2="115" Limb1Anchor="0,400" Limb2Anchor="-0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
<joint Name="Joint 0 - 116" Limb1="0" Limb2="116" Limb1Anchor="0,200" Limb2Anchor="-0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
</Ragdoll>