50 lines
6.0 KiBLFS
XML
Executable File
50 lines
6.0 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
|
|
<Character SpeciesName="Guppy" Tags="" SpeciesTranslationOverride="" DisplayName="" Group="scavenger" Humanoid="False" HasInfo="False" CanInteract="False" CanClimb="True" ForceSlowClimbing="False" Husk="False" HuskedSpecies="" NonHuskedSpecies="" UseHuskAppendage="False" NeedsAir="False" NeedsWater="True" UseHumanAI="False" IsMachine="False" CanSpeak="True" ShowHealthBar="True" UseBossHealthBar="False" Noise="100" Visibility="100" BloodDecal="blood" BleedParticleAir="blooddrop" BleedParticleWater="waterblood" BleedParticleMultiplier="1" CanEat="False" EatingSpeed="2" UsePathFinding="True" PathFinderPriority="1" HideInSonar="False" HideInThermalGoggles="False" SonarDisruption="0" DistantSonarRange="0" DisableDistance="25000" SoundInterval="10" DrawLast="False" AITurretPriority="1" AISlowTurretPriority="1" DespawnContainer="" MusicType="monster" MusicCommonness="1" MusicRangeMultiplier="1" UnlockKillAchievementForWholeCrew="False" IsContainable="true">
|
|
<ragdolls folder="%ModDir:2518816103%/Characters/Guppy/Ragdolls/" />
|
|
<animations folder="%ModDir:2518816103%/Characters/Guppy/Animations/" />
|
|
<health Vitality="120" DoesBleed="True" CrushDepth="Infinity" UseHealthWindow="False" BleedingReduction="0" BurnReduction="0" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="0" StunImmunity="False" PoisonImmunity="False" PoisonVulnerability="1" EmpVulnerability="0" ApplyMovementPenalties="True" DieFromBeheading="True" AllowSeveringLegs="False" ApplyAfflictionColors="False" Immunities="" />
|
|
<ai CombatStrength="1" Sight="1" Hearing="1" MaxPerceptionDistance="-1" AggressionHurt="100" AggressionGreed="-10" FleeHealthThreshold="20" AttackWhenProvoked="True" AvoidGunfire="True" DamageThreshold="0" AvoidTime="3" MinFleeTime="10" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="False" TargetOuterWalls="False" RandomAttack="False" CanOpenDoors="False" UsePathFindingToGetInside="False" KeepDoorsClosed="False" AvoidAbyss="True" StayInAbyss="False" PatrolFlooded="False" PatrolDry="False" StartAggression="0" MaxAggression="100" AggressionCumulation="0" WallTargetingMethod="Target" PlayDeadProbability="0">
|
|
<target Tag="light" State="Observe" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
|
|
<target Tag="human" State="PassiveAggressive" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
|
|
<target Tag="stronger" State="Flee" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" PerceptionDistanceMultiplier="1" MaxPerceptionDistance="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
|
|
</ai>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="thorianite" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="brockite" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="quartz" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="fiberplant" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="aquaticpoppy" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="langbeinite" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="graphite" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="galena" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="ironore" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="ironore" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="langbeinite" />
|
|
</inventory>
|
|
<inventory Slots="Any, Any, Any" AccessibleWhenAlive="True" Commonness="1">
|
|
<item Identifier="quartz" />
|
|
</inventory>
|
|
<StatusEffect type="OnDeconstructed" target="Character">
|
|
<SpawnItem identifiers="carbon" spawnposition="ThisInventory" count="1" probability="1" />
|
|
</StatusEffect>
|
|
</Character> |