52 lines
12 KiBLFS
XML
Executable File
52 lines
12 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Character SpeciesName="Seasnek" Tags="" SpeciesTranslationOverride="" DisplayName="" Group="seasnek" Humanoid="False" HasInfo="False" CanInteract="False" CanClimb="True" ForceSlowClimbing="False" Husk="False" HuskedSpecies="" NonHuskedSpecies="" UseHuskAppendage="False" NeedsAir="False" NeedsWater="False" UseHumanAI="False" IsMachine="False" CanSpeak="False" ShowHealthBar="True" UseBossHealthBar="False" Noise="100" Visibility="100" BloodDecal="blackblood" BleedParticleAir="blackblooddrop" BleedParticleWater="blackwaterblood" BleedParticleMultiplier="0" CanEat="False" EatingSpeed="20" 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">
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<ragdolls folder="%ModDir:2518816103%/Characters/Seasnek/Ragdolls/" />
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<animations folder="%ModDir:2518816103%/Characters/Seasnek/Animations/" />
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<health Vitality="80" 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="" />
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<ai CombatStrength="120" Sight="5" Hearing="1" MaxPerceptionDistance="-1" AggressionHurt="50" AggressionGreed="50" FleeHealthThreshold="0" AttackWhenProvoked="True" AvoidGunfire="True" DamageThreshold="0" AvoidTime="3" MinFleeTime="3" AggressiveBoarding="True" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="True" RandomAttack="True" CanOpenDoors="False" UsePathFindingToGetInside="False" KeepDoorsClosed="False" AvoidAbyss="True" StayInAbyss="False" PatrolFlooded="False" PatrolDry="False" StartAggression="0" MaxAggression="100" AggressionCumulation="25" WallTargetingMethod="Target" PlayDeadProbability="0">
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<!-- <target Tag="weapon" State="Avoid" Priority="50" ReactDistance="400" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="False" Offset="0,0" AttackPattern="Straight" PrioritizeSubCenter="False" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" /> -->
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<target Tag="decoy" State="Attack" Priority="300" ReactDistance="0" AttackDistance="400" Timer="3" IgnoreContained="True" 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" />
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<target Tag="provocative" State="Observe" Priority="50" ReactDistance="600" AttackDistance="400" Timer="3" IgnoreContained="True" IgnoreInside="False" IgnoreOutside="False" IgnoreTargetInside="False" IgnoreTargetOutside="False" IgnoreIfNotInSameSub="True" 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" />
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<target Tag="human" State="Attack" Priority="100" ReactDistance="400" AttackDistance="300" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="20" SweepStrength="100" SweepSpeed="2" CircleStartDistance="400" IgnoreTargetSize="False" CircleRotationSpeed="5" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0.75" CircleStrikeDistanceMultiplier="2" CircleMaxRandomOffset="0.5" />
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<target Tag="room" State="PassiveAggressive" Priority="80" ReactDistance="500" AttackDistance="300" Timer="5" IgnoreContained="False" IgnoreInside="True" 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" />
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<target Tag="weaker" State="Observe" Priority="20" ReactDistance="0" AttackDistance="400" Timer="3" 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" />
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<target Tag="stronger" State="Flee" Priority="20" ReactDistance="200" 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" />
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<target Tag="door" State="Avoid" Priority="200" ReactDistance="50" AttackDistance="0" Timer="1" 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" />
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<target Tag="leucocyte" State="Avoid" Priority="50" ReactDistance="1000" 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" />
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<SwarmBehavior mindistfromclosest="200" maxdistfromcenter="500" cohesion="0.5" />
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</ai>
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<sound File="Content/Characters/Spineling/SPINELING_idle1.ogg" State="Idle" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_idle2.ogg" State="Idle" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_idle3.ogg" State="Idle" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_idle4.ogg" State="Idle" Range="3000" Volume="1" Tags="" />
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<sound File="%ModDir:2518816103%/characters/Seasnek/darkmagicsnake.ogg" State="Idle" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage1.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage2.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage3.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage4.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage5.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_damage6.ogg" State="Damage" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_dead1.ogg" State="Die" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_dead2.ogg" State="Die" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_dead3.ogg" State="Die" Range="3000" Volume="1" Tags="" />
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<sound File="Content/Characters/Spineling/SPINELING_dead4.ogg" State="Die" Range="3000" Volume="1" Tags="" />
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<Inventory Slots="Any, Any" AccessibleWhenAlive="False" Commonness="1">
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<!-- <Item Identifier="alienblood" /> -->
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</Inventory>
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<Inventory Slots="Any,Any" AccessibleWhenAlive="False" Commonness="10"></Inventory>
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<!-- spawns item if killed without launching snek -->
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<!-- <StatusEffect type="OnDeath" target="This" >
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<Conditional internaldamage="lt 50" />
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<SpawnItem identifier="alienblood" spawnposition="ThisInventory" count="1" />
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</StatusEffect> -->
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<damageemitter drawontop="True" Particle="blackgib" AngleMin="0" AngleMax="360" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="50" VelocityMax="300" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
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<bloodemitter Particle="blackblood" AngleMin="1" AngleMax="2" ScaleMin="1" ScaleMax="1" VelocityMin="0" VelocityMax="0" EmitInterval="2" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
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<bloodemitter lifetime="0.5" Particle="blackwaterblood" AngleMin="1" AngleMax="2" ScaleMin="1" ScaleMax="1" VelocityMin="0" VelocityMax="0" EmitInterval="2" ParticlesPerSecond="0" ParticleAmount="1" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
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<gibemitter Particle="blackgib" AngleMin="0" AngleMax="360" ScaleMin="1" ScaleMax="2" VelocityMin="150" VelocityMax="300" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="30" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
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<StatusEffect type="OnDeath" target="This" disabledeltatime="true" stackable="false" delay="50">
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<RemoveCharacter />
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</StatusEffect>
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<StatusEffect type="OnDeath" target="Character" CanBeDragged="false" setvalue="true">
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<Conditional internaldamage="gte 200" />
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</StatusEffect>
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</Character> |