Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Deadnoughthomingshell/Ragdolls/DeadnoughtHomingshellDefaultRagdoll.xml
T

15 lines
3.0 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="homingshell" Texture="%ModDir:2518816103%/Characters/Deadnoughthomingshell/homingshell_activated.png" Color="255,255,255,255" SpritesheetOrientation="0" LimbScale="0.5" JointScale="0.5" TextureScale="1" ColliderHeightFromFloor="45" ImpactTolerance="0.2" CanEnterSubmarine="False" CanWalk="False" Draggable="False" MainLimb="Torso">
<collider Name="Main Collider" Radius="30" Height="0" Width="0" />
<!-- head -->
<limb Name="Body" ID="0" Type="Head" Notes="" Scale="1" Flip="False" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="1" Radius="20" Height="160" Width="0" Density="30" IgnoreCollisions="False" AngularDamping="20" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05">
<sprite SourceRect="0,0,48,208" Origin="0.5,0.5" Depth="0.04" Texture="%ModDir:2518816103%/Characters/Deadnoughthomingshell/homingshell_activated.png" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack stickchance="0" StructureSoundType="StructureBlunt" Context="NotDefined" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThroughUntilCanAttack" AfterAttackDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="150" DamageRange="160" MinRange="0" Duration="0.2" CoolDown="0.1" SecondaryCoolDown="0" CoolDownRandomFactor="0.25" FullSpeedAfterAttack="False" StructureDamage="3" EmitStructureDamageParticles="True" ItemDamage="10" Penetration="0" LevelWallDamage="3" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" Stun="0.3" OnlyHumans="False" ApplyForceOnLimbs="0, 9" Force="5" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="50" ApplyForcesOnlyOnce="False" TargetImpulse="20" TargetImpulseWorld="0,-20" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0.5" Priority="0" Blink="False">
<Affliction Strength="1" Identifier="internaldamage" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<StatusEffect type="OnUse" target="This" targetlimb="Head" disabledeltatime="true">
<Affliction identifier="internaldamage" strength="1000" />
<Affliction identifier="burn" strength="1000" />
</StatusEffect>
</attack>
</limb>
</Ragdoll>