Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Endurance/Endurance.xml
T

72 lines
8.3 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Character speciesname="Endurance" humanoid="False" speciestranslationoverride="" group="ancientalien" hasinfo="False" husk="False" usehuskappendage="False" needsair="False" needswater="False" canspeak="False" IsMachine="True" usebosshealthbar="True" noise="100" visibility="100" blooddecal="blood" bleedparticleair="blooddrop" bleedparticlewater="waterblood" bleedparticlemultiplier="1" eatingspeed="10" pathfinderpriority="0.7" hideinsonar="False" sonardisruption="0" distantsonarrange="0" disabledistance="25000" caninteract="False" caneat="False" usepathfinding="True" hideinthermalgoggles="False" soundinterval="10">
<ragdolls folder="default" />
<animations folder="default" />
<health vitality="3350" doesbleed="False" crushdepth="Infinity" usehealthwindow="False" bleedingreduction="0" burnreduction="0" constanthealthregeneration="0" healthregenerationwheneating="0" EmpVulnerability="0.4" stunimmunity="True" applyafflictioncolors="False" />
<Limb>
<VitalityMultiplier type="burn" multiplier="0.40" />
<VitalityMultiplier identifier="bitewounds" multiplier="0.55" />
</Limb>
<ai combatstrength="550" sight="10" hearing="10" aggressionhurt="100" aggressiongreed="10" fleehealththreshold="0" attackwhenprovoked="True" aggressiveboarding="False" avoidgunfire="False" avoidtime="3" minfleetime="20" enforceaggressivebehaviorformissions="True" targetouterwalls="True" randomattack="False" canopendoors="False" avoidabyss="False" stayinabyss="False" startaggression="50" maxaggression="100" aggressioncumulation="0" walltargetingmethod="Heading" keepdoorsclosed="False" patrolflooded="False" patroldry="False">
<target tag="wall" state="Attack" priority="90" reactdistance="0" attackdistance="10" timer="0" ignorecontained="False" ignorewhileinside="False" ignorewhileoutside="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" sweepdistance="0" sweepstrength="10" sweepspeed="1" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
<target tag="Human" state="Attack" priority="120" reactdistance="0" attackdistance="10" timer="0" ignorecontained="False" ignorewhileinside="False" ignorewhileoutside="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" sweepdistance="0" sweepstrength="10" sweepspeed="1" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
</ai>
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_idle1.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_idle2.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_idle1.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_idle2.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_idle3.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_idle4.ogg" state="Idle" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_attack1.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_attack2.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_attack3.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_attack4.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_attack5.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_attack1.ogg" state="Attack" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_damage.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_damage2.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_damage3.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_damage4.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_damage5.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_damage1.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_damage2.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_damage3.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_damage4.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_damage5.ogg" state="Damage" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_death1.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_death2.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_death3.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN1_death4.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_death1.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_death2.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<sound file="Content/Characters/Fractalguardian/FRACTALGUARDIAN2_death3.ogg" state="Die" range="6000" volume="1.2" gender="None" />
<Inventory slots="Any, Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
<Item amount="2" identifier="alienpowercell" />
<Item amount="4" identifier="scrap" />
<Item identifier="alientrinket1" />
</Inventory>
<Inventory slots="Any, Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
<Item amount="2" identifier="alienpowercell" />
<Item amount="4" identifier="scrap" />
<Item identifier="alientrinket2" />
</Inventory>
<Inventory slots="Any, Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
<Item amount="2" identifier="alienpowercell" />
<Item amount="4" identifier="scrap" />
<Item identifier="alientrinket3" />
</Inventory>
<StatusEffect type="OnActive" target="this">
<Conditional HealthPercentage="lte 22" />
<Affliction identifier="internaldamage" strength="0.35" />
<Affliction identifier="strengthen" strength="30" />
<Sound file="Content/Characters/Fractalguardian/ALIEN_fractalGuardianPanicLoop.ogg" loop="true" range="6000" volume="1.2" />
</StatusEffect>
<StatusEffect type="OnActive" oneshot="true" target="this">
<Conditional HealthPercentage="lte 20" />
<SpawnCharacter speciesname="Fractalguardianrepairbot" count="2" spread="100" />
</StatusEffect>
<!-- <StatusEffect type="OnSpawn" target="This" timeframe="1" delay="0.5" checkconditionalalways="true" setvalue="true" oneshot="true" comparison="And">
<Conditional timeframe="eq 0" />
<SpawnItem identifier="batterycelldisposable" spawnposition="ThisInventory" spawnifinventoryfull="false" />
</StatusEffect> -->
</Character>