121 lines
31 KiBLFS
XML
Executable File
121 lines
31 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Ragdoll type="Charybdis" Texture="%ModDir:2518816103%/Characters/Endwhale/Endwhale.png" Color="190,190,190,255" SpritesheetOrientation="90" LimbScale="1" JointScale="1" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="50" CanEnterSubmarine="Partial" CanWalk="False" Draggable="True" MainLimb="Torso">
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<collider Name="Main Collider" Radius="450" Height="660" Width="0" BodyType="Dynamic" />
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<limb Name="Head" ID="0" Type="Head" SecondaryType="None" Notes="" Scale="2" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="20" Radius="88.649994" Height="0" Width="389.69998" Density="20" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0.25,-0.25" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<deformablesprite SourceRect="1418,119,630,197" Origin="0.41680112,0.44934818" Depth="0.4" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0"></deformablesprite>
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<damagemodifier DamageSound="LimbSlash" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="90,210" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage,bleeding" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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<attack stickchance="0" StructureSoundType="StructureSlash" Context="Any" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThroughWithoutObstacleAvoidance" AfterAttackDelay="0.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="900" DamageRange="450" MinRange="0" Duration="0.5" CoolDown="9" SecondaryCoolDown="0.2" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="False" StructureDamage="250" CreateWallDamageProjectiles="True" EmitStructureDamageParticles="True" ItemDamage="100" Penetration="0" LevelWallDamage="500" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="20" RotationLimbIndex="0" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="0, 1, 2" Force="25" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="25" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="1" Priority="1" Blink="True">
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<StatusEffect type="OnUse" target="This">
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<Explosion ignorecover="true" distancefalloff="true" onlyinside="true" force="0" range="500" flames="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" camerashake="100" playtinnitus="false" structuredamage="10" applyFireEffects="false">
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<Affliction identifier="stun" strength="3" probability="0.2" />
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</Explosion>
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</StatusEffect>
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</attack>
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</limb>
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<limb Name="Torso" ID="1" Type="Torso" SecondaryType="None" Notes="" Scale="1.05" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="90" InheritLimbDepth="None" SteerForce="50" Radius="414.89996" Height="0" Width="401.39993" Density="20" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="3,486,1368,922" Origin="0.4874177,0.5355467" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="inflate" typename="inflate" Frequency="2" Scale="0.15" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="Bleeding" />
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<attack stickchance="0" StructureSoundType="StructureSlash" Context="Any" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBack" AfterAttackDelay="0.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="950" DamageRange="575" MinRange="0" Duration="0.5" CoolDown="25" SecondaryCoolDown="0.1" CoolDownRandomFactor="0.2" FullSpeedAfterAttack="False" StructureDamage="50" CreateWallDamageProjectiles="True" EmitStructureDamageParticles="True" ItemDamage="25" Penetration="0" LevelWallDamage="50" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="0, 1, 2" Force="25" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="25" ApplyForcesOnlyOnce="False" TargetImpulse="600" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="1" Priority="1" Blink="True">
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<affliction Strength="9" Identifier="internaldamage" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<affliction Strength="20" Identifier="blunttrauma" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<affliction Strength="10" Identifier="stun" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<StatusEffect type="OnUse" target="This">
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<Explosion ignorecover="true" distancefalloff="true" onlyinside="true" range="1750" force="0" flames="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" camerashake="10" playtinnitus="false" structuredamage="17" applyFireEffects="false" />
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</StatusEffect>
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</attack>
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</limb>
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<limb Name="Jaw" ID="2" Type="Jaw" SecondaryType="None" Notes="" Scale="2" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="120" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="226.79999" Width="591.3" Density="5" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="20" AttackForceMultiplier="0" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="5" BlinkDurationIn="1.2" BlinkDurationOut="0.3" BlinkHoldTime="0.5" BlinkRotationIn="-20" BlinkRotationOut="30" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Smoother" BlinkTransitionOut="Exponential" HealthIndex="1" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<deformablesprite SourceRect="1394,537,657,252" Origin="0.5138731,0.2855429" Depth="0.39" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0"></deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="90,270" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="90,270" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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<attack stickchance="0" StructureSoundType="StructureSlash" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThroughWithoutObstacleAvoidance" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="650" DamageRange="650" MinRange="0" Duration="2" CoolDown="8" SecondaryCoolDown="0" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="False" StructureDamage="200" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="500" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="10" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="0, 1, 2" Force="200" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="100" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="10" Priority="1" Blink="True">
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<Affliction Strength="115" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="45" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="2" Identifier="stun" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<StatusEffect type="OnUse" target="This">
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<Explosion ignorecover="true" distancefalloff="true" onlyinside="true" range="350" force="-20" flames="false" smoke="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" camerashake="5" playtinnitus="false" structuredamage="80" applyFireEffects="false" />
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</StatusEffect>
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<StatusEffect type="OnUse" target="This">
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<sound file="Content/Characters/Charybdis/Bite1.ogg" range="1000" volume="1" dontmuffle="True" selectionmode="random" />
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<sound file="Content/Characters/Charybdis/Bite2.ogg" range="1000" volume="1" dontmuffle="True" />
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<sound file="Content/Characters/Charybdis/Bite3.ogg" range="1000" volume="1" dontmuffle="True" />
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</StatusEffect>
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</attack>
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<StatusEffect type="OnUse" target="This">
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<Explosion ignorecover="true" onlyinside="true" force="0" range="3700" flames="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" camerashake="1000" playtinnitus="false" structuredamage="25" applyFireEffects="false" />
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</StatusEffect>
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</limb>
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<!--Tail-->
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<limb Name="Tail1" ID="3" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="829.80005" Width="1000" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="True" ApplySineMovement="True" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="2" 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="False" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="0,486,1367,922" Origin="0.507246,0.5576855" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="inflate" typename="inflate" Frequency="2" Scale="0.15" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="" DamageParticle="LimbArmor" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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</limb>
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<limb Name="Tail2" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="0.95" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="832.5" Width="1000" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="True" ApplySineMovement="True" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="2" 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="False" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="0,486,1366,925" Origin="0.49750707,0.5926551" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="inflate" typename="inflate" Frequency="2" Scale="0.2" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="" DamageParticle="LimbArmor" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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</limb>
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<limb Name="Tail3" ID="5" Type="Tail" SecondaryType="None" Notes="" Scale="0.9" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="838.7999" Width="1000" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="True" ApplySineMovement="True" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="2" 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="False" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="6,483,1365,932" Origin="0.49157262,0.5987231" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="inflate" typename="inflate" Frequency="2" Scale="0.05" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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</limb>
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<limb Name="Tail4" ID="6" Type="Tail" SecondaryType="None" Notes="" Scale="0.7" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="829.80005" Width="1000" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="True" ApplySineMovement="True" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="2" 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="False" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="6,486,1365,922" Origin="0.51898795,0.62779164" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0.2" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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</limb>
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<limb Name="TailEnd" ID="7" Type="Tail" SecondaryType="None" Notes="" Scale="1.4" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="180" Height="0" Width="400" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="True" ApplySineMovement="True" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="2" 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="False" InheritHiding="None">
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<deformablesprite subdivisions="10,5" SourceRect="4,1555,974,492" Origin="0.59665585,0.6908746" Depth="0.6" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
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<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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<SpriteDeformation type="custom" row0="0,0 0.5,1 1,1 0.5,1 0,0" row1="0,0 0.5,1 1,1 0.5,1 0,0" row2="0,0 0.5,1 1,1 0.5,1 0,0" row3="0,0 0.5,1 1,1 0.5,1 0,0" row4="0,0 0.5,1 1,1 0.5,1 0,0" typename="custom" Frequency="0" Amplitude="1" Sync="-1" BlendMode="Multiply" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
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</deformablesprite>
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<!-- <attack stickchance="0" StructureSoundType="StructureSlash" Context="Outside" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="4" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="1000" DamageRange="1000" MinRange="0" Duration="1" CoolDown="15" SecondaryCoolDown="2" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="90" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="50" Penetration="0" LevelWallDamage="40" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="20" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="10" ApplyForcesOnlyOnce="False" TargetImpulse="20" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="1" Blink="True">
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<StatusEffect type="OnUse" target="Limb" interval="1" duration="0.3">
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<Explosion range="1000" camerashake="20" distancefalloff="true" force="100" flames="false" smoke="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" playtinnitus="false" structuredamage="12" applyFireEffects="false">
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<Affliction identifier="stun" strength="1" probability="1" />
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<Affliction identifier="blunttrauma" strength="5" dividebylimbcount="false" probability="1" />
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</Explosion>
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</StatusEffect>
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</attack> -->
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<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.3" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
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<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0.35" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
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</limb>
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<!--Fins-->
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<limb Name="Limb 8" ID="8" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="True" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="113.399994" Width="134.99998" Density="0.1" IgnoreCollisions="True" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="False" InheritHiding="None">
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<sprite SourceRect="1588,241,115,81" Origin="0.49480724,0.40739575" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
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</limb>
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<joint Name="Joint 1 - 0 (neck)" Limb1="1" Limb2="0" Limb1Anchor="573.37463,104.015144" Limb2Anchor="-258.26675,-165.17827" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="23" LowerLimit="-22.000011" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 0 - 2 (jaw)" Limb1="0" Limb2="2" Limb1Anchor="-106.8552,-120.11806" Limb2Anchor="-170.6147,144.63652" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="17.999994" LowerLimit="-25" Stiffness="0.2" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<!--Tail-->
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<joint Name="Joint 1 - 3 (tail)" Limb1="1" Limb2="3" Limb1Anchor="-331.2529,8.264108" Limb2Anchor="302.8554,5.8688397" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="30" LowerLimit="-30" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 3 - 4 (tail)" Limb1="3" Limb2="4" Limb1Anchor="-331.2529,8.264108" Limb2Anchor="302.8554,5.8688397" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="30" LowerLimit="-30" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 4 - 5 (tail)" Limb1="4" Limb2="5" Limb1Anchor="-331.2529,8.264108" Limb2Anchor="302.8554,5.8688397" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="40" LowerLimit="-40" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 5 - 6 (tail)" Limb1="5" Limb2="6" Limb1Anchor="-331.2529,8.264108" Limb2Anchor="302.8554,5.8688397" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="40" LowerLimit="-40" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 6 - 7 (tail end)" Limb1="6" Limb2="7" Limb1Anchor="-163.02122,-0.4694028" Limb2Anchor="378.1026,5.303201" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="10" LowerLimit="-10" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<!--Fins-->
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<joint Name="Joint 0 - 8" Limb1="0" Limb2="8" Limb1Anchor="61.446136,-126.11781" Limb2Anchor="2.5,2.5" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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</Ragdoll> |