Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Rockworm/Ragdolls/RockwormDefaultRagdoll.xml
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XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="Charybdis" Texture="%ModDir:2518816103%/Characters/Rockworm/Rockworm.png" Color="255,255,255,255" SpritesheetOrientation="90" LimbScale="0.79920006" JointScale="0.79920006" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="50" CanEnterSubmarine="True" CanWalk="False" Draggable="True" MainLimb="Head">
<collider Name="Main Collider" Radius="350" Height="600" Width="0" BodyType="Dynamic" />
<limb Name="Head" ID="0" Type="Head" SecondaryType="None" Notes="" Scale="1.4" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="185.39998" Height="0" Width="225.89998" 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="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<deformablesprite SourceRect="1391,3,663,412" Origin="0.45217296,0.25695094" Depth="0.4" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="LimbSlash" DamageParticle="" DamageMultiplier="5" ProbabilityMultiplier="1" ArmorSector="90,210" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage,bleeding" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="-90,90" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<StatusEffect type="OnDamaged" target="This" onlyplayertriggered="true" requiredafflictions="damage,burn">
<Conditional isdead="False" />
<!-- Note, the order matters: only the first valid trigger is launched. But multiple triggers can be triggered from different limbs. -->
<!-- Railgun hit in the mouth -->
<AITrigger state="Escape" duration="10" probability="1" mindamage="700" allowtobeoverridden="false" allowtooverride="true" />
<!-- Railgun hit on the head -->
<AITrigger state="Escape" duration="6" probability="1" mindamage="200" allowtobeoverridden="true" allowtooverride="true" />
<!-- Coilgun hit in the mouth -->
<AITrigger state="Escape" duration="4" probability="0.25" mindamage="50" allowtobeoverridden="true" allowtooverride="false" />
</StatusEffect>
</limb>
<limb Name="Torso" ID="1" Type="Torso" SecondaryType="None" Notes="" Scale="0.9" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="90" InheritLimbDepth="None" SteerForce="0" Radius="350" Height="0" Width="350" 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">
<deformablesprite subdivisions="10,5" SourceRect="0,459,1431,934" Origin="0.59690136,0.5006372" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
</limb>
<limb Name="Jaw" ID="2" Type="Jaw" SecondaryType="None" Notes="" Scale="1.5" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="120" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="251.09999" Width="391.49997" 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" BlinkDurationOut="0.1" BlinkHoldTime="0.5" BlinkRotationIn="-20" BlinkRotationOut="30" BlinkForce="100" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Smoother" BlinkTransitionOut="Exponential" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
<deformablesprite SourceRect="1517,520,435,279" Origin="0.39169815,0.08716464" Depth="0.39" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="" DamageParticle="" DamageMultiplier="5" ProbabilityMultiplier="1" ArmorSector="-45,90" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage,bleeding,burn" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="90,270" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="" DamageParticle="" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="90,270" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="burn" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="90,270" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<attack stickchance="0" StructureSoundType="StructureSlash" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="1000" DamageRange="500" MinRange="0" Duration="0.5" CoolDown="4" SecondaryCoolDown="0" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="False" StructureDamage="50" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="500" 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="500" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="1000" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="10" Priority="1" Blink="True">
<Affliction Strength="150" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="100" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<Affliction Strength="2" Identifier="stun" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<StatusEffect type="OnUse" target="This">
<sound file="Content/Characters/Charybdis/Bite1.ogg" range="1000" volume="1" dontmuffle="True" selectionmode="random" />
<sound file="Content/Characters/Charybdis/Bite2.ogg" range="1000" volume="1" dontmuffle="True" />
<sound file="Content/Characters/Charybdis/Bite3.ogg" range="1000" volume="1" dontmuffle="True" />
</StatusEffect>
</attack>
<StatusEffect type="OnDamaged" target="This" onlyplayertriggered="true" requiredafflictions="damage,burn">
<Conditional isdead="False" />
<!-- Note, the order matters: only the first valid trigger is launched. But multiple triggers can be triggered from different limbs. -->
<!-- Railgun hit in the mouth -->
<AITrigger state="Escape" duration="10" probability="1" mindamage="700" allowtobeoverridden="false" allowtooverride="true" />
<!-- Railgun hit on the head -->
<AITrigger state="Escape" duration="6" probability="1" mindamage="200" allowtobeoverridden="true" allowtooverride="true" />
<!-- Coilgun hit in the mouth -->
<AITrigger state="Escape" duration="4" probability="0.25" mindamage="50" allowtobeoverridden="true" allowtooverride="false" />
</StatusEffect>
</limb>
<!--Tail-->
<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="500" Width="800" 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="False" 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="True" InheritHiding="None">
<deformablesprite subdivisions="10,5" SourceRect="974,1390,1074,659" Origin="0.4511423,0.4754728" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
</limb>
<limb Name="Tail2" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="1.2" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="500" Width="800" 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="False" ApplySineMovement="False" 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="True" InheritHiding="None">
<deformablesprite subdivisions="10,5" SourceRect="974,1390,1074,659" Origin="0.4511423,0.4754728" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
</limb>
<limb Name="Tail3" ID="5" Type="Tail" SecondaryType="None" Notes="" Scale="1.1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="500" Width="800" 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="False" ApplySineMovement="False" 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="True" InheritHiding="None">
<deformablesprite subdivisions="10,5" SourceRect="974,1390,1074,659" Origin="0.4511423,0.4754728" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
</limb>
<limb Name="Tail4" ID="6" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="500" Width="800" 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="False" ApplySineMovement="False" 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="True" InheritHiding="None">
<deformablesprite subdivisions="10,5" SourceRect="974,1390,1074,659" Origin="0.4511423,0.4754728" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="3" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
</limb>
<limb Name="TailEnd" ID="7" Type="Tail" SecondaryType="None" Notes="" Scale="1" 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="False" ApplySineMovement="False" 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="True" InheritHiding="None">
<deformablesprite subdivisions="10,5" SourceRect="4,1555,974,492" Origin="0.67699045,0.2621681" Depth="0.6" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0">
<spritedeformation type="bendjoint" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="30" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="10,5" />
</deformablesprite>
<damagemodifier DamageSound="LimbArmor" DamageParticle="brownchunks" DamageMultiplier="0.25" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="damage" />
<damagemodifier DamageSound="LimbArmor" DamageParticle="" DamageMultiplier="0" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="bleeding" />
<damagemodifier DamageSound="" DamageParticle="" DamageMultiplier="0.5" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="True" AfflictionIdentifiers="" AfflictionTypes="burn" />
</limb>
<!--Fins-->
<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="62" Width="62" 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="True" InheritHiding="None">
<sprite SourceRect="1835,222,62,62" Origin="0.49480724,0.40739575" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack stickchance="0" StructureSoundType="StructureSlash" Context="Any" TargetType="Structure" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBack" AfterAttackDelay="1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="950" DamageRange="650" MinRange="0" Duration="0.5" CoolDown="4" SecondaryCoolDown="0" CoolDownRandomFactor="0.1" FullSpeedAfterAttack="False" StructureDamage="100" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="100" Penetration="0" LevelWallDamage="500" 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="500" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="1000" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="1" Priority="1" Blink="True">
<StatusEffect type="OnUse" target="This">
<Explosion ignorecover="false" onlyinside="true" range="550" force="1" flames="false" shockwave="false" sparks="false" flash="false" underwaterbubble="false" camerashake="0" playtinnitus="false" structuredamage="220" applyFireEffects="false">
<Affliction identifier="stun" strength="3" probability="1" />
</Explosion>
</StatusEffect>
</attack>
</limb>
<joint Name="Joint 1 - 0 (neck)" Limb1="1" Limb2="0" Limb1Anchor="383.13504,-14.006655" 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" />
<joint Name="Joint 0 - 2 (jaw)" Limb1="0" Limb2="2" Limb1Anchor="-126.552666,-66.85045" Limb2Anchor="-170.6147,144.63652" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="25" LowerLimit="-1.0000217" Stiffness="0.2" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<!--Tail-->
<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" />
<joint Name="Joint 3 - 4 (tail)" Limb1="3" Limb2="4" Limb1Anchor="-212.92026,38.01382" Limb2Anchor="239.35101,-23.626572" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="-6.0000343" LowerLimit="-30" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<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" />
<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" />
<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" />
<!--Fins-->
<joint Name="Joint 0 - 8" Limb1="0" Limb2="8" Limb1Anchor="50.18072,-122.341034" 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" />
</Ragdoll>