57 lines
7.7 KiBLFS
XML
Executable File
57 lines
7.7 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Character ShowHealthBar="True" SpeciesName="Defensebothostile" SpeciesTranslationOverride="" DisplayName="" Group="bot" Humanoid="False" HasInfo="False" CanInteract="False" Husk="False" UseHuskAppendage="False" NeedsAir="False" NeedsWater="False" CanSpeak="False" UseBossHealthBar="False" Noise="100" Visibility="100" BloodDecal="" BleedParticleAir="blooddrop" BleedParticleWater="waterblood" BleedParticleMultiplier="1" CanEat="False" EatingSpeed="10" UsePathFinding="False" PathFinderPriority="1" HideInSonar="False" HideInThermalGoggles="False" SonarDisruption="0" DistantSonarRange="0" DisableDistance="25000" SoundInterval="10" DrawLast="False" IsMachine="True">
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<ragdolls folder="default" />
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<animations folder="default" />
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<health Vitality="75" DoesBleed="False" crushdepth="Infinity" UseHealthWindow="False" BleedingReduction="0" BurnReduction="2" ConstantHealthRegeneration="1.5" HealthRegenerationWhenEating="0" StunImmunity="True" PoisonImmunity="True" ApplyAfflictionColors="False" empvulnerability="1">
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<Limb>
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<VitalityMultiplier Identifier="gunshotwound" multiplier="0.85" />
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<VitalityMultiplier Identifier="bitewounds" multiplier="0.5" />
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<VitalityMultiplier Identifier="lacerations" multiplier="0.7" />
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<VitalityMultiplier Identifier="explosiondamage" multiplier="0.5" />
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<VitalityMultiplier type="burn" multiplier="0.5" />
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</Limb>
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</health>
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<Inventory Slots="Any,Any,Any,Card" AccessibleWhenAlive="False">
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<Item Identifier="defensebotammobox" slot="Any" />
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<Item Identifier="fpgacircuit" />
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<Item Identifier="smgmagazine" conditionmin="0.1" conditionmax="0.5" />
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<Item Identifier="idcard" slot="Card" />
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</Inventory>
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<StatusEffect type="OnDeconstructed" target="Character">
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<SpawnItem identifiers="steel" spawnposition="ThisInventory" count="1" probability="1" />
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<SpawnItem identifiers="wire" spawnposition="ThisInventory" count="4" probability="1" />
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<SpawnItem identifiers="fpgacircuit" spawnposition="ThisInventory" count="1" probability="0.25" />
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</StatusEffect>
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<ai UsePathFindingToGetInside="True" CombatStrength="105" Sight="2" Hearing="0" AggressionHurt="0" AggressionGreed="0" FleeHealthThreshold="0" AttackWhenProvoked="True" AvoidGunfire="False" DamageThreshold="0" AvoidTime="3" MinFleeTime="20" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="False" TargetOuterWalls="False" RandomAttack="False" CanOpenDoors="True" KeepDoorsClosed="True" AvoidAbyss="False" StayInAbyss="False" PatrolFlooded="False" PatrolDry="True" StartAggression="0" MaxAggression="100" AggressionCumulation="0" WallTargetingMethod="Target">
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<target Tag="hostile" State="Aggressive" Priority="50" ReactDistance="1500" AttackDistance="1500" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
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<target Tag="human" State="Aggressive" Priority="50" ReactDistance="1500" AttackDistance="1500" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
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<target Tag="stronger" State="Aggressive" Priority="50" ReactDistance="1500" AttackDistance="1500" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
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<target Tag="weaker" State="Aggressive" Priority="50" ReactDistance="1500" AttackDistance="1500" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
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<target Tag="equal" State="Aggressive" Priority="50" ReactDistance="1500" AttackDistance="1500" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
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</ai>
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<StatusEffect type="OnDeath" comparison="and" checkconditionalalways="true" target="Character" onlyplayertriggered="true" targetlimb="Torso" delay="0.2">
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<Conditional isdead="true" />
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<Conditional explosiondamage="gte 5" />
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<ParticleEmitter particle="shrapnel" anglemin="0" anglemax="360" particleamount="100" velocitymin="100" velocitymax="1000" scalemin="0.3" scalemax="0.5" />
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<Explosion range="150" force="10" flash="true" shockwave="true" sparks="true" flames="true" smoke="true" underwaterbubble="true" structuredamage="36" itemdamage="80" decal="explosion" decalsize="0.3">
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<Affliction identifier="explosiondamage" strength="35" />
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<Affliction identifier="stun" strength="0.75" />
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</Explosion>
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<RemoveCharacter />
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<sound file="Content/Items/Weapons/ExplosionSmall1.ogg" range="3000.0" selectionmode="Random" />
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<sound file="Content/Items/Weapons/ExplosionSmall2.ogg" range="3000.0" selectionmode="Random" />
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<sound file="Content/Items/Weapons/ExplosionSmall3.ogg" range="3000.0" selectionmode="Random" />
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</StatusEffect>
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_idle1.ogg" State="Idle" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_idle1.ogg" State="Idle" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_idle1.ogg" State="Idle" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_idle1.ogg" State="Idle" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_damage1.ogg" State="Attack" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_damage2.ogg" State="Attack" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_damage3.ogg" State="Attack" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_damage4.ogg" State="Attack" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_interact1.ogg" State="Happy" Range="1000" Volume="1" Tags="" />
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<!--interact2.ogg intentionally omitted, because decided to use it to indicate the state change (see the ragdoll file)-->
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_interact3.ogg" State="Happy" Range="1000" Volume="1" Tags="" />
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<sound File="Content/Characters/Defensebot/DEFENCEBOT_interact4.ogg" State="Happy" Range="1000" Volume="1" Tags="" />
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</Character> |