Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Mechflora/Mechflora.xml

109 lines
14 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Character SpeciesName="Mechflora" SpeciesTranslationOverride="" DisplayName="" Group="thalamus" Humanoid="True" HasInfo="False" CanInteract="True" Husk="False" UseHuskAppendage="False" NeedsAir="False" NeedsWater="False" UseHumanAI="False" IsMachine="True" CanSpeak="True" ShowHealthBar="True" UseBossHealthBar="False" Noise="300" Visibility="300" BloodDecal="blackblood" BleedParticleAir="blackblood" BleedParticleWater="blackwaterblood" BleedParticleMultiplier="1" CanEat="False" EatingSpeed="10" UsePathFinding="True" PathFinderPriority="1" HideInSonar="False" HideInThermalGoggles="False" SonarDisruption="0" DistantSonarRange="0" DisableDistance="25000" SoundInterval="10" DrawLast="False" AITurretPriority="1" AISlowTurretPriority="1" DespawnContainer="">
<ragdolls folder="default" />
<animations folder="default" />
<health Vitality="350" DoesBleed="False" CrushDepth="0" UseHealthWindow="True" BleedingReduction="100" BurnReduction="100" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="0" StunImmunity="False" PoisonImmunity="True" PoisonVulnerability="1" EmpVulnerability="1" ApplyAfflictionColors="False">
<MedUISilhouette texture="Content/UI/Health/MedUI_Silhouette.png" columns="8" rows="2" sourcerect="0,0,1008,748" />
<MedUIExtra texture="Content/UI/Health/MedUIExtra.png" columns="4" rows="4" sourcerect="0,0,1024,1024" />
<Limb name="Head">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="1,0,126,374" highlightarea="41,0,45,54" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="1,515,126,374" />
<VitalityMultiplier type="damage" multiplier="2.0" />
</Limb>
<Limb name="Torso">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="631,0,126,374" highlightarea="29,56,70,134" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="631,515,126,374" />
<VitalityMultiplier type="bleeding" multiplier="2.0" />
</Limb>
<Limb name="LeftArm">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="379,0,126,374" highlightarea="1,69,27,140" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="379,515,126,374" />
<VitalityMultiplier type="damage" multiplier="0.5" />
</Limb>
<Limb name="RightArm">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="127,0,126,374" highlightarea="100,69,27,140" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="127,515,126,374" />
<VitalityMultiplier type="damage" multiplier="0.5" />
</Limb>
<Limb name="LeftLeg">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="505,0,126,374" highlightarea="3,180,57,194" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="505,515,126,374" />
<VitalityMultiplier type="damage" multiplier="0.5" />
</Limb>
<Limb name="RightLeg">
<Sprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="253,0,126,374" highlightarea="68,180,57,194" />
<Highlightsprite texture="Content/UI/Health/MedUIAtlas.png" sourcerect="253,515,126,374" />
<VitalityMultiplier type="damage" multiplier="0.5" />
</Limb>
</health>
<ai CombatStrength="90" Sight="1" Hearing="1" AggressionHurt="150" AggressionGreed="5" FleeHealthThreshold="0" AttackWhenProvoked="True" AvoidGunfire="False" DamageThreshold="0" AvoidTime="3" MinFleeTime="20" AggressiveBoarding="True" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="False" RandomAttack="True" CanOpenDoors="True" UsePathFindingToGetInside="True" KeepDoorsClosed="False" AvoidAbyss="False" StayInAbyss="False" PatrolFlooded="False" PatrolDry="False" StartAggression="0" MaxAggression="100" AggressionCumulation="0" WallTargetingMethod="Target">
<target Tag="decoy" State="Attack" Priority="500" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="provocative" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="weapon" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="crawler" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="Attack" Priority="0" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="nasonov" State="Attack" Priority="70" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="sonar" State="Attack" Priority="30" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="True" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="True" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="room" State="Attack" Priority="10" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="turret" State="Attack" Priority="1" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="True" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-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="swarmfeeder" State="Idle" Priority="0" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="True" IgnoreOutside="True" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-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 arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="10">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
</inventory>
<inventory arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="3">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
<item Identifier="metalcrate" equip="RightHand" />
</inventory>
<inventory arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="3">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
<item Identifier="chemicalcrate" />
</inventory>
<inventory arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="3">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
<item Identifier="fuelrod" />
</inventory>
<inventory arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="1">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
<item Identifier="fulguriumfuelrodvolatile" />
</inventory>
<inventory arrowslot="9" Slots="Card, Headset, Head, InnerClothes, OuterClothes, LeftHand, RightHand, Bag, Any, Any, Any, Any, Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="1">
<item Identifier="idcard" />
<item Identifier="fpgacircuit" />
<item Identifier="steel" />
<item Identifier="sealedsupplycrate" />
</inventory>
<StatusEffect type="OnDeconstructed" target="Character">
<SpawnItem identifiers="steel" spawnposition="ThisInventory" count="1" probability="1" />
<SpawnItem identifiers="wire" spawnposition="ThisInventory" count="4" probability="1" />
<SpawnItem identifiers="fpgacircuit" spawnposition="ThisInventory" count="1" probability="0.25" />
</StatusEffect>
<StatusEffect type="OnDeath" target="This" targetlimb="Torso">
<ParticleEmitter particle="shrapnel" anglemin="0" anglemax="360" particleamount="100" velocitymin="100" velocitymax="1000" scalemin="0.3" scalemax="0.5" />
<Explosion range="150" force="10" flash="true" shockwave="true" sparks="true" flames="true" smoke="true" underwaterbubble="true" structuredamage="5" itemdamage="50" decal="explosion" decalsize="0.3">
<Affliction identifier="explosiondamage" strength="20" />
<Affliction identifier="stun" strength="0.55" />
</Explosion>
<sound file="Content/Items/Weapons/ExplosionSmall1.ogg" range="3000.0" selectionmode="Random" />
<sound file="Content/Items/Weapons/ExplosionSmall2.ogg" range="3000.0" selectionmode="Random" />
<sound file="Content/Items/Weapons/ExplosionSmall3.ogg" range="3000.0" selectionmode="Random" />
</StatusEffect>
<StatusEffect type="OnDeath" target="This">
<ParticleEmitter particle="ElectricShock" DistanceMin="10" DistanceMax="25" ParticleAmount="5" ScaleMin="0.1" ScaleMax="0.12" />
</StatusEffect>
<StatusEffect type="OnDeath" target="This" delay="0.2">
<ParticleEmitter drawontop="true" particle="spark" distancemin="0" distancemax="30" anglemin="0" anglemax="360" particlespersecond="10" velocitymin="50" velocitymax="100" scalemin="0.4" scalemax="0.7" />
<ParticleEmitter drawontop="true" particle="swirlysmoke" particlespersecond="5" scalemin="1" scalemax="2" anglemin="0" anglemax="360" velocitymin="0" velocitymax="10" />
</StatusEffect>
<sound type="OnActive" volumeproperty="Speed" loop="true" frequencymultiplier="0.75" File="Content/Items/Weapons/WEAPONS_chargeUp.ogg" State="Idle" Range="500" Volume="0.15" Tags="" />
</Character>