Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Guardianattackbot/Ragdolls/GuardianattackbotDefaultRagdoll.xml
T

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8.4 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="Guardianrepairbot" Texture="Content/Characters/Fractalguardian/fractalguardian.png" Color="255,255,255,255" SpritesheetOrientation="0" LimbScale="0.75" JointScale="0.75" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="50" CanEnterSubmarine="True" CanWalk="False" Draggable="True" MainLimb="Torso">
<collider Name="Main Collider" Radius="70" Height="0" Width="0" BodyType="Dynamic" />
<limb Name="Sensor" ID="0" Type="Torso" Notes="" Scale="1" Flip="False" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="70" Height="0" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" 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="0.1" BlinkDurationIn="0.05" BlinkDurationOut="0.05" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="180" BlinkForce="10" 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">
<sprite SourceRect="356,355,149,149" Origin="0.5,0.5" Depth="0.6" Texture="" IgnoreTint="True" Color="255,255,255,255" DeadColor="255,255,255,0" DeadColorTime="0.1" />
<damagemodifier DamageSound="GlassImpact" DamageParticle="" DamageMultiplier="1.01" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
<lightsource castshadows="false" Color="255,255,255,200" Range="50" Scale="1" Offset="0,0" Rotation="0" Directional="False" Flicker="0.3" FlickerSpeed="100" PulseFrequency="0.5" PulseAmount="0.8" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="356,355,149,149" origin="0.5,0.5" size="1,1" alpha="1.0" />
</lightsource>
<lightsource castshadows="false" Color="255,0,0,255" Range="15" Scale="1" Offset="0,0" Rotation="0" Flicker="0" FlickerSpeed="0" PulseFrequency="0" PulseAmount="0" BlinkFrequency="5" comparison="or">
<sprite texture="Content/Characters/Defensebot/DefenseBot.png" sourcerect="0,149,28,20" origin="0.5,0.5" size="1,1" alpha="1.0" />
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Conditional AIState="Aggressive" />
<Conditional AIState="Attack" />
</lightsource>
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="Torso" HitDetectionType="Distance" AfterAttack="IdleUntilCanAttack" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="800" DamageRange="800" MinRange="0" Duration="0.08" CoolDown="0.08" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="False" RequiredAngle="360" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="0" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" 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="1" SeverLimbsProbability="0" Priority="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="guardianattackprojectile" spawnposition="This" count="1" aimspread="0" rotationtype="Target" rotation="0" />
<ParticleEmitter particle="muzzleflashnucleargun" anglemin="0" anglemax="360" particleamount="3" velocitymin="0" lifetimemultiplier="0.5" scalemultiplier="0.65,0.65" scalemin="0.5" scalemax="1.0" colormultiplier="200,50,150,255" />
<sound file="Content/Items/Tools/WeldingLoop.ogg" type="OnUse" range="3000.0" loop="true" />
</StatusEffect>
</attack>
</limb>
<limb Name="Limb 1" ID="1" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="130.5" Width="120.59998" Density="10" IgnoreCollisions="False" AngularDamping="7" 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" 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">
<sprite SourceRect="215,357,134,145" Origin="0.48962614,0.48403615" Depth="0.70000005" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<limb id="2" radius="0" width="5" height="10" name="RightHand" type="RightHand" notes="" scale="1" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="False" spriteorientation="NaN" steerforce="0" density="10" ignorecollisions="False" angulardamping="7" attackpriority="1" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" constanttorque="0" constantangle="0" attackforcemultiplier="1" minseverancedamage="1" severedfadeouttime="10" applytailangle="False" sinefrequencymultiplier="1" sineamplitudemultiplier="1" blinkfrequency="0" blinkdurationin="0.2" blinkdurationout="0.5" blinkholdtime="0" blinkrotationin="0" blinkrotationout="45" blinkforce="50" blinktransitionin="Linear" blinktransitionout="Linear" healthindex="0" friction="0.3" restitution="0.05" inheritlimbdepth="None" onlyblinkinwater="False">
<sprite texture="" sourcerect="0,0,1,1" origin="0.49506646,0.6" depth="0" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
<damagemodifier armorsector="0,360" afflictiontypes="damage" damagemultiplier="0.75" damagesound="MetalImpact" deflectprojectiles="True" damageparticle="" probabilitymultiplier="1" afflictionidentifiers="" />
<!-- <attack cooldown="0" range="500" damagerange="500" duration="3" structuredamage="0" itemdamage="0" structuresoundtype="StructureSlash" targetforce="0" severlimbsprobability="0" torque="0" force="0" applyforceonlimbs="" context="Any" targettype="Any" targetlimbtype="None" hitdetectiontype="Distance" afterattack="Pursue" afterattackdelay="0" reverse="False" retreat="False" secondarycooldown="0" cooldownrandomfactor="0" fullspeedafterattack="True" penetration="0" levelwalldamage="0" ranged="True" avoidfriendlyfire="False" requiredangle="360" stun="0" onlyhumans="False" rootforceworldstart="0,0" rootforceworldmiddle="0,0" rootforceworldend="0,0" roottransitioneasing="Linear" applyforcesonlyonce="False" targetimpulse="0" targetimpulseworld="0,0" targetforceworld="0,0" submarineimpactmultiplier="0" priority="1" blink="False" swayamount="1" swayfrequency="10">
<conditional targetself="true" />
</attack> -->
</limb>
<joint Name="Joint 0 - 1" Limb1="0" Limb2="1" Limb1Anchor="1.92,0.82" Limb2Anchor="1.39,7.06" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint limb1="0" limb2="2" limb1anchor="0,0" limb2anchor="0,0" name="Joint 0 - 1" canbesevered="False" severanceprobabilitymodifier="0" breaksound="gore" limitenabled="False" upperlimit="0" lowerlimit="360" stiffness="0.25" scale="1" weldjoint="False" clockwiserotation="False" />
</Ragdoll>