Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Mantis/Ragdolls/MantisDefaultRagdoll.xml
T

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XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="mantis" Texture="Content/Characters/Mantis/mantis.png" Color="255,255,255,255" SpritesheetOrientation="90" LimbScale="1" JointScale="1" TextureScale="0.5" ColliderHeightFromFloor="45" ImpactTolerance="10" CanEnterSubmarine="True" CanWalk="True" Draggable="True" MainLimb="Torso">
<collider Name="Main Collider" Radius="35" Height="80" Width="0" BodyType="Dynamic" />
<!-- torso -->
<limb mass="0" bodytype="Dynamic" Name="Torso" ID="0" Type="Torso" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="1" Radius="30" Height="0" Width="40" 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">
<sprite SourceRect="504,8,198,134" Origin="0.48442486,0.39124215" Depth="0.02" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<!-- tail root -->
<limb mass="0" bodytype="Dynamic" Name="Tail Start" ID="1" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="53.099995" Width="60.29999" 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">
<sprite SourceRect="370,8,126,110" Origin="0.4693744,0.34625322" Depth="0.021" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<!-- tail middle -->
<limb mass="0" bodytype="Dynamic" Name="Tail Middle" ID="2" Type="Tail" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="32" Width="52" 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">
<sprite SourceRect="209,8,152,116" Origin="0.6184513,0.30699927" Depth="0.022" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<!-- tail end -->
<limb mass="0" bodytype="Dynamic" Name="Tail End" ID="3" Type="Tail" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="20" 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" 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">
<sprite SourceRect="8,8,191,84" Origin="0.6513977,0.3491325" Depth="0.023" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.1" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
</limb>
<!-- leg -->
<limb mass="0" bodytype="Dynamic" Name="UpperArmRight" ID="4" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="90" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="19.8" Width="56.699997" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="3" 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">
<sprite SourceRect="272,150,122,40" Origin="0.48012373,0.5239058" Depth="0.012" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<!-- leg -->
<limb mass="0" bodytype="Dynamic" Name="LowerArmRight" ID="5" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="18.9" Width="61.199997" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="3" MouthPos="0,0" ConstantTorque="15" ConstantAngle="120" 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">
<sprite SourceRect="402,150,130,46" Origin="0.51088965,0.46360615" Depth="0.011" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<!-- claw -->
<limb mass="0" bodytype="Dynamic" Name="ClawRight" ID="6" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="22.5" Width="67.49999" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,30" StepOffset="150,50" RefJoint="0" MouthPos="0,0" ConstantTorque="5" ConstantAngle="-90" 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">
<sprite SourceRect="540,150,148,48" Origin="0.47762868,0.46345514" Depth="0.01" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<attack StructureSoundType="StructureSlash" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="Reverse" AfterAttackDelay="0.1" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="100" DamageRange="25" MinRange="0" Duration="0.25" CoolDown="6" SecondaryCoolDown="0" CoolDownRandomFactor="0.25" FullSpeedAfterAttack="False" StructureDamage="25" ItemDamage="15" EmitStructureDamageParticles="True" Penetration="0" LevelWallDamage="10" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="10" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="-100" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="-100" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0.8" Priority="0" Blink="False">
<Affliction Strength="20" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="10" Identifier="lacerations" Probability="1" />
<Affliction Strength="0.1" Identifier="stun" Probability="1" />
<!-- paralysis won't heal by itself beyond 10 strength -->
<!-- 70% chance of 3 paralysis = on average you need 4.7 hits to get a paralysis that needs treatment -->
<Affliction Strength="3" Identifier="slowparalysis" Probability="0.7" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<!-- 5% chance of instantly getting a severe enough paralysis that it needs treatment -->
<Affliction Strength="11" Identifier="slowparalysis" Probability="0.05" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
</attack>
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegFrontLeft" ID="7" Type="LeftLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="58.499996" Width="19.8" 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">
<sprite SourceRect="224,132,40,126" Origin="0.41887042,0.50472784" Depth="0.313" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegFrontLeft" ID="8" Type="LeftFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="70" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="-7.5737104,-45.667896" StepOffset="100,0" RefJoint="0" 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">
<sprite SourceRect="226,266,38,168" Origin="0.63657993,0.44787407" Depth="0.314" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegBackLeft" ID="9" Type="RightLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60.29999" Width="35.999996" 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">
<sprite SourceRect="92,101,76,129" Origin="0.6471411,0.5629216" Depth="0.315" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegBackLeft" ID="10" Type="RightFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="102" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="12.933104,-52.26188" StepOffset="-110,0" RefJoint="0" 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">
<sprite SourceRect="92,238,76,220" Origin="0.57630813,0.4625059" Depth="0.316" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegFrontRight" ID="11" Type="RightLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="63" Width="15" 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">
<sprite SourceRect="176,132,40,126" Origin="0.24569616,0.47855863" Depth="0.009" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegFrontRight" ID="12" Type="RightFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="70" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="-8.162734,-46.48312" StepOffset="100,0" RefJoint="0" 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">
<sprite SourceRect="178,266,38,168" Origin="0.5141324,0.46490782" Depth="0.009" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegBackRight" ID="13" Type="LeftLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60.29999" Width="34.199997" 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">
<sprite SourceRect="8,101,76,129" Origin="0.49510404,0.42570218" Depth="0.012" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegBackRight" ID="14" Type="LeftFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="102" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="12.9699545,-57.379925" StepOffset="-110,0" RefJoint="0" 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">
<sprite SourceRect="8,238,76,220" Origin="0.45359218,0.41694352" Depth="0.011" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb Name="Camouflage 1" ID="15" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="25" Height="0" Width="50" Density="1" IgnoreCollisions="True" 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">
<sprite SourceRect="284,262,418,200" Origin="0.52561843,0.5452227" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<!-- fade in when latched -->
<StatusEffect type="OnActive" target="this" Alpha="0.1">
<Conditional IsLatched="true" />
</StatusEffect>
<!-- quickly fade out when not latched -->
<StatusEffect type="OnActive" target="this" Alpha="-1.0">
<Conditional IsLatched="false" />
</StatusEffect>
</limb>
<limb Name="Camouflage 2" ID="16" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="28.8" Height="0" Width="0" Density="1" IgnoreCollisions="True" 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">
<sprite SourceRect="710,116,166,128" Origin="0.50895387,0.48914728" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<!-- fade in when latched -->
<StatusEffect type="OnActive" target="this" Alpha="0.1">
<Conditional IsLatched="true" />
</StatusEffect>
<!-- quickly fade out when not latched -->
<StatusEffect type="OnActive" target="this" Alpha="-1.0">
<Conditional IsLatched="false" />
</StatusEffect>
</limb>
<limb Name="Camouflage 3" ID="17" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="15" Height="0" Width="0" Density="1" IgnoreCollisions="True" 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">
<sprite SourceRect="710,252,166,132" Origin="0.4536394,0.5071804" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<!-- slowly fade in when latched -->
<StatusEffect type="OnActive" target="this" Alpha="0.1">
<Conditional IsLatched="true" />
</StatusEffect>
<!-- quickly fade out when not latched -->
<StatusEffect type="OnActive" target="this" Alpha="-1.0">
<Conditional IsLatched="false" />
</StatusEffect>
</limb>
<limb Name="Head" ID="18" Type="Head" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="15" Height="0" Width="20" 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">
<sprite SourceRect="714,11,151,78" Origin="0.3573558,0.38856295" Depth="0.025" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<StatusEffect type="OnSevered" target="This">
<particleemitter particle="brownchunks" drawontop="true" particleamount="30" velocitymin="100" velocitymax="500" anglemin="0" anglemax="360" scalemin="0.1" scalemax="0.35" />
</StatusEffect>
</limb>
<limb Name="UpperArmLeft 19" ID="19" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="19.8" Width="56.699997" 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">
<sprite SourceRect="272,198,122,40" Origin="0.5,0.5" Depth="0.212" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb Name="LowerArmLeft" ID="20" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="18.9" Width="59.399998" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" ConstantTorque="15" ConstantAngle="110" 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">
<sprite SourceRect="402,204,130,46" Origin="0.5,0.5" Depth="0.213" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb Name="ClawLeft" ID="21" Type="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="15" Width="63" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" ConstantTorque="5" ConstantAngle="-90" 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">
<sprite SourceRect="540,206,148,48" Origin="0.5,0.5" Depth="0.214" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<attack StructureSoundType="StructureSlash" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="Reverse" AfterAttackDelay="0.1" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="100" DamageRange="25" MinRange="0" Duration="0.25" CoolDown="6" SecondaryCoolDown="0" CoolDownRandomFactor="0.25" FullSpeedAfterAttack="False" StructureDamage="25" ItemDamage="15" EmitStructureDamageParticles="True" Penetration="0" LevelWallDamage="10" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="10" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="-100" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="-100" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0.8" Priority="0" Blink="False">
<Affliction Strength="20" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="10" Identifier="lacerations" Probability="1" />
<Affliction Strength="0.1" Identifier="stun" Probability="1" />
<!-- paralysis won't heal by itself beyond 10 strength -->
<!-- 70% chance of 3 paralysis = on average you need 4.7 hits to get a paralysis that needs treatment -->
<Affliction Strength="3" Identifier="slowparalysis" Probability="0.7" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<!-- 5% chance of instantly getting a severe enough paralysis that it needs treatment -->
<Affliction Strength="11" Identifier="slowparalysis" Probability="0.05" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
</attack>
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegMiddleLeft" ID="22" Type="RightLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="58.499996" Width="19.8" 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">
<sprite SourceRect="224,132,40,126" Origin="0.41887042,0.50472784" Depth="0.315" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegMiddleLeft" ID="23" Type="RightFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="70" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="-7.5737104,-45.667896" StepOffset="50,0" RefJoint="0" 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">
<sprite SourceRect="226,266,38,168" Origin="0.63657993,0.44787407" Depth="0.316" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="UpperLegMiddleRight" ID="24" Type="LeftLeg" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="63" Width="15" 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">
<sprite SourceRect="176,132,40,126" Origin="0.24569616,0.47855863" Depth="0.006" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
</limb>
<limb mass="0" bodytype="Dynamic" Name="LowerLegMiddleRight" ID="25" Type="LeftFoot" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="180" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="70" Width="15" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="-8.162734,-46.48312" StepOffset="50,0" RefJoint="0" 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">
<sprite SourceRect="178,266,38,168" Origin="0.5141324,0.46490782" Depth="0.005" Texture="" IgnoreTint="False" Color="255,200,120,255" DeadColor="150,150,150,255" DeadColorTime="5" />
<sound Tag="footstep_armor_heavy" />
</limb>
<limb id="26" radius="5" name="Structure Attack" type="None" spriteorientation="NaN" flip="True" mirrorvertically="False" mirrorhorizontally="False" hide="True" attackpriority="1" steerforce="0" density="0.1" ignorecollisions="True" angulardamping="7" pullpos="0,0" stepoffset="0,0" refjoint="-1" mouthpos="0,0" notes="" healthindex="0" friction="0.3" restitution="0.05" constanttorque="0" constantangle="0" scale="1" attackforcemultiplier="1" minseverancedamage="3" inheritlimbdepth="None" 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" blinktransitionin="Linear" blinktransitionout="Linear" canbeseveredalive="True">
<sprite sourcerect="928,50,20,20" origin="0.5,0.5" depth="0" texture="" color="255,255,255,255" deadcolor="255,255,255,255" deadcolortime="0" ignoretint="False" />
<attack context="Any" cooldown="3" AfterAttack="FollowThroughWithoutObstacleAvoidance" AfterAttackDelay="0.0" AfterAttackSecondaryDelay="1.0" AfterAttackSecondary="FallBack" range="100" damagerange="25" duration="0.5" structuredamage="35" itemdamage="20" structuresoundtype="StructureSlash" targetimpulse="40" targetimpulseworld="0,0" severlimbsprobability="0.5" force="20" applyforceonlimbs="21" torque="-100" hitdetectiontype="Distance" onlyhumans="False" targetforce="0" targetforceworld="0,0" priority="0" targettype="Structure" secondarycooldown="0" applyforcesonlyonce="False" stickchance="0" cooldownrandomfactor="0.25" reverse="False" targetlimbtype="None" retreat="False" rootforceworldstart="0,0" rootforceworldmiddle="0,0" rootforceworldend="0,0" roottransitioneasing="Linear" fullspeedafterattack="False" emitstructuredamageparticles="True" penetration="0" levelwalldamage="35" ranged="False" avoidfriendlyfire="False" requiredangle="20" stun="0" submarineimpactmultiplier="1" blink="False" />
</limb>
<joint Name="Joint 0 - 1" Limb1="0" Limb2="1" Limb1Anchor="-36.37332,-7.738572" Limb2Anchor="24.485928,-3.7386985" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="24.999994" LowerLimit="4.999999" Stiffness="0.5" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 2" Limb1="1" Limb2="2" Limb1Anchor="-18.244581,3.4780834" Limb2Anchor="22.822521,6.1949525" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="26.000004" LowerLimit="0" Stiffness="0.5" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 2 - 3" Limb1="2" Limb2="3" Limb1Anchor="-15.782261,-0.08592895" Limb2Anchor="26.532084,0.17320456" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="26.999998" LowerLimit="4.999999" Stiffness="0.2" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 4" Limb1="0" Limb2="4" Limb1Anchor="29.928885,-31.011068" Limb2Anchor="-26.862686,3.1182523" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="9.000004" LowerLimit="-91" Stiffness="5" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 4 - 5" Limb1="4" Limb2="5" Limb1Anchor="26.049953,2.403326" Limb2Anchor="-29.049694,4.3099933" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="148.99998" LowerLimit="61.99999" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 5 - 6" Limb1="5" Limb2="6" Limb1Anchor="29.640461,0.3708327" Limb2Anchor="-30.487669,-5.4427676" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-60.999996" LowerLimit="-156" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 7" Limb1="0" Limb2="7" Limb1Anchor="14.775663,-30.655226" Limb2Anchor="-0.33418727,26.488176" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 7 - 8" Limb1="7" Limb2="8" Limb1Anchor="-3.694057,-27.238937" Limb2Anchor="-5.3471947,30.404993" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-30" LowerLimit="-190" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 9" Limb1="0" Limb2="9" Limb1Anchor="-26.153404,-24.307312" Limb2Anchor="-2.7934618,33.13594" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="31" LowerLimit="-160" Stiffness="0" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 9 - 10" Limb1="9" Limb2="10" Limb1Anchor="-4.7663746,-21.193037" Limb2Anchor="6.598159,45.70081" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="127" LowerLimit="7" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 11" Limb1="0" Limb2="11" Limb1Anchor="19.554665,-33.473923" Limb2Anchor="3.5070572,25.696745" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 11 - 12" Limb1="11" Limb2="12" Limb1Anchor="0.05044907,-27.39498" Limb2Anchor="-2.3764606,30.574232" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-30" LowerLimit="-190" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 13" Limb1="0" Limb2="13" Limb1Anchor="-24.933134,-27.388945" Limb2Anchor="3.4570034,21.97493" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="31.000002" LowerLimit="-160" Stiffness="0" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 13 - 14" Limb1="13" Limb2="14" Limb1Anchor="0.18231964,-33.724808" Limb2Anchor="12.900977,42.406925" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="127.00001" LowerLimit="7.0000014" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 15 - 0" Limb1="15" Limb2="0" Limb1Anchor="-8.381532,-18.771748" Limb2Anchor="-6.7379503,-7.95498" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 16 - 2" Limb1="16" Limb2="2" Limb1Anchor="-0.1916978,-8.761445" Limb2Anchor="-1.3790673,2.1490748" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="36.999996" LowerLimit="-18.000008" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 17 - 3" Limb1="17" Limb2="3" Limb1Anchor="6.7311482,-6.83906" Limb2Anchor="1.880398,4.4451704" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 18 - 0" Limb1="18" Limb2="0" Limb1Anchor="-21.862402,0.32882598" Limb2Anchor="39.860332,-13.683928" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="25" LowerLimit="-43.999996" Stiffness="0.1" Scale="1" WeldJoint="False" ClockWiseRotation="True" />
<joint Name="Joint 0 - 19" Limb1="0" Limb2="19" Limb1Anchor="37.592255,-27.068424" Limb2Anchor="-26.388798,3.7954335" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="9.999998" LowerLimit="-91" Stiffness="5.5" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 19 - 20" Limb1="19" Limb2="20" Limb1Anchor="26.12,3.41" Limb2Anchor="-24.98,2.65" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="149" LowerLimit="62" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 20 - 21" Limb1="20" Limb2="21" Limb1Anchor="26.283583,-0.12547451" Limb2Anchor="-32.314552,-1.432539" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-61" LowerLimit="-156" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 22" Limb1="0" Limb2="22" Limb1Anchor="-17.265688,-27.253887" Limb2Anchor="-0.33418727,26.488176" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 22 - 23" Limb1="22" Limb2="23" Limb1Anchor="-3.694057,-27.238937" Limb2Anchor="-10.97459,25.16631" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-30" LowerLimit="-190" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 0 - 24" Limb1="0" Limb2="24" Limb1Anchor="-14.714575,-31.332365" Limb2Anchor="4.0471206,24.825325" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 24 - 25" Limb1="24" Limb2="25" Limb1Anchor="3.9310336,-26.629633" Limb2Anchor="-3.8172007,32.9591" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-30" LowerLimit="-190" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 21 - 26" Limb1="21" Limb2="26" Limb1Anchor="0,0" Limb2Anchor="0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="False" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
</Ragdoll>