136 lines
24 KiBLFS
XML
Executable File
136 lines
24 KiBLFS
XML
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<Ragdoll type="Spineling" Texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" Color="255,255,255,255" SpritesheetOrientation="90" LimbScale="0.35" JointScale="0.35" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="20" CanEnterSubmarine="True" CanWalk="False" Draggable="True" MainLimb="Torso">
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<collider Name="Main Collider" Radius="25" Height="25" Width="0" BodyType="Dynamic" />
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<limb mass="0" Name="Head" ID="0" Type="Head" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="10" Radius="25" Height="0" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="10" AttackPriority="2" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="5,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="10" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0" BlinkDurationOut="0" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="0" BlinkForce="0" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.8" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<deformablesprite SourceRect="288,138,50,48" Origin="0.5,0.5" Depth="0.42" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<SpriteDeformation type="inflate" typename="inflate" Frequency="6" Scale="0.2" Sync="1" BlendMode="Add" Strength="0.5" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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<!-- latch attack -->
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<attack StructureSoundType="" Context="Any" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="Pursue" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="30" DamageRange="40" MinRange="0" Duration="0.5" CoolDown="0.5" SecondaryCoolDown="0.5" CoolDownRandomFactor="0" FullSpeedAfterAttack="False" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="3" Penetration="1" LevelWallDamage="0" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="20" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="" Force="0" RootForceWorldStart="0,0" RootForceWorldMiddle="0,0" RootForceWorldEnd="0,0" RootTransitionEasing="Linear" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="10" Blink="False">
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<Affliction Strength="0.34" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.5" Identifier="bleeding" Probability="0.5" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.25" Identifier="bloodloss" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="1" Identifier="drag" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="4" Identifier="sufforinpoisoning" Probability="0.1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<StatusEffect type="OnUse" target="UseTarget" duration="0.2">
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<ParticleEmitter particle="bloodsplashwater" particlespersecond="10" anglemin="-10" anglemax="10" scalemin="0.25" scalemax="0.5" velocitymin="100" velocitymax="200" copyentityangle="true" lifetime="1" />
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</StatusEffect>
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<StatusEffect type="OnUse" target="UseTarget,Limb" targetlimb="Waist" comparison="and" stackable="false" targets="human">
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<Conditional ismale="true" />
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<Affliction Strength="0.2" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.55" Identifier="nausea" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.2" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/suckscream2.ogg" volume="0.5" range="300" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/suckscream3.ogg" volume="0.5" range="300" />
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</StatusEffect>
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<StatusEffect type="OnUse" target="UseTarget,Limb" targetlimb="Waist" comparison="and" stackable="false" targets="human">
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<Conditional isfemale="true" />
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<Affliction Strength="0.2" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.55" Identifier="nausea" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.2" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/screamsuckfemale.ogg" volume="0.5" selectionmode="Random" range="300" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/screamsuckfemale2.ogg" volume="0.5" range="300" />
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</StatusEffect>
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</attack>
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<StatusEffect type="OnSevered" target="Limb,Lastlimb" duration="10">
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<particleemitter Particle="blackgib" AngleMin="-20" AngleMax="20" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="10" VelocityMax="20" Emitinterval="0.2" ParticlesPerSecond="0.05" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="True" />
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</StatusEffect>
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</limb>
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<limb Name="Torso" ID="1" Type="Torso" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="40" Radius="0" Height="50" Width="80" Density="10" IgnoreCollisions="False" AngularDamping="10" 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">
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<deformablesprite SourceRect="226,138,58,48" Origin="0.5,0.5" Depth="0.43" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<SpriteDeformation type="inflate" typename="inflate" Frequency="6" Scale="0.2" Sync="1" BlendMode="Add" Strength="0.5" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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<!-- dry attack, gives some impulse to "jump" to the target -->
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<attack StructureSoundType="StructureBlunt" Context="Ground" TargetType="Character" TargetLimbType="Torso" HitDetectionType="Distance" AfterAttack="Pursue" AfterAttackDelay="0" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="350" DamageRange="30" MinRange="0" Duration="0.5" CoolDown="0.5" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="False" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="3" Penetration="0" LevelWallDamage="0" Ranged="False" AvoidFriendlyFire="False" RequiredAngle="0" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="-1" SwayAmount="0" SwayFrequency="5" Stun="0" OnlyHumans="False" ApplyForceOnLimbs="0, 1" Force="0.5" RootForceWorldStart="0,0.2" RootForceWorldMiddle="0,0.1" RootForceWorldEnd="0,0" RootTransitionEasing="Smooth" Torque="0" ApplyForcesOnlyOnce="False" TargetImpulse="5" TargetImpulseWorld="0,0" TargetForce="5" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="0" Blink="False">
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<Affliction Strength="0.75" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="1" Identifier="bleeding" Probability="0.5" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="1" Identifier="bloodloss" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="1" Identifier="drag" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="4" Identifier="sufforinpoisoning" Probability="0.1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<StatusEffect type="OnUse" target="UseTarget" duration="0.2">
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<ParticleEmitter particle="bloodsplashwater" particlespersecond="10" anglemin="-10" anglemax="10" scalemin="0.25" scalemax="0.5" velocitymin="100" velocitymax="200" copyentityangle="true" lifetime="1" />
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</StatusEffect>
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<StatusEffect type="OnUse" target="UseTarget,Limb" targetlimb="Waist" comparison="and" targets="human">
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<Conditional ismale="true" />
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<Affliction Strength="0.75" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="3" Identifier="nausea" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.75" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/suckscream.ogg" selectionmode="Random" volume="0.5" range="300" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/suckscream2.ogg" volume="0.5" range="300" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/suckscream3.ogg" volume="0.5" range="300" />
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</StatusEffect>
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<StatusEffect type="OnUse" target="UseTarget,Limb" targetlimb="Waist" comparison="and" targets="human">
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<Conditional isfemale="true" />
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<Affliction Strength="0.75" Identifier="bitewounds" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="3" Identifier="nausea" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Affliction Strength="0.75" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/screamsuckfemale.ogg" volume="0.5" selectionmode="Random" range="300" />
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<Sound file="%ModDir%/Characters/Seasnekbiter/screamsuckfemale2.ogg" volume="0.5" range="300" />
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</StatusEffect>
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<!-- debug sound -->
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<!-- <StatusEffect type="OnUse" target="This">
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<Sound file="Content/Items/Weapons/honk.ogg" range="1000" />
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</StatusEffect> -->
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</attack>
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="226,140,57,44" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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<StatusEffect type="OnSevered" target="Limb,Lastlimb" duration="10">
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<particleemitter Particle="blackgib" Distancemin="-20" Distancemax="20" AngleMin="-20" AngleMax="20" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="10" VelocityMax="20" Emitinterval="0.2" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="True" />
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</StatusEffect>
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</limb>
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<limb Name="Tail1" ID="2" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="50" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="20" 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">
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<deformablesprite SourceRect="107,140,109,45" Origin="0.5,0.5" Depth="0.44" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<SpriteDeformation type="inflate" typename="inflate" Frequency="6" Scale="0.2" Sync="1" BlendMode="Add" Strength="0.5" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="True" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,109,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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<StatusEffect type="OnSevered" target="Limb,Lastlimb" duration="10">
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<particleemitter Particle="blackgib" distancemin="20" distancemax="20" AngleMin="-20" AngleMax="20" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="10" VelocityMax="20" Emitinterval="0.2" ParticlesPerSecond="0.05" ParticleAmount="1" HighQualityCollisionDetection="False" CopyEntityAngle="True" />
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</StatusEffect>
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</limb>
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<limb Name="Tail2" ID="3" Type="Tail" SecondaryType="None" Notes="" Scale="0.9" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="45" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="30" 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">
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<deformablesprite SourceRect="107,140,109,45" Origin="0.5,0.5" Depth="0.45" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="0.9" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="0.9,0.9" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,109,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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<StatusEffect type="OnSevered" target="Limb,Lastlimb" duration="10">
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<particleemitter Particle="blackgib" distancemin="20" distancemax="20" AngleMin="-20" AngleMax="20" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="10" VelocityMax="20" Emitinterval="0.2" ParticlesPerSecond="0.05" ParticleAmount="1" HighQualityCollisionDetection="False" CopyEntityAngle="True" />
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</StatusEffect>
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</limb>
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<limb Name="Tail3" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="0.8" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="45" Width="125" Density="10" IgnoreCollisions="False" AngularDamping="40" 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">
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<deformablesprite SourceRect="107,140,109,45" Origin="0.5,0.5" Depth="0.46" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="0.8" Offset="0,0" Rotation="0" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
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<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="0.8,0.8" />
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<Sprite texture="%ModDir:2518816103%/characters/Seasnek/SeasnekSprite.png" SourceRect="107,140,109,45" origin="0.5,0.5" alpha="0.3" />
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</lightsource>
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<StatusEffect type="OnSevered" target="Limb,Lastlimb" duration="10">
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<particleemitter Particle="blackgib" distancemin="20" distancemax="20" AngleMin="-20" AngleMax="20" ScaleMin="0.25" ScaleMax="0.5" VelocityMin="10" VelocityMax="20" Emitinterval="0.2" ParticlesPerSecond="0.05" ParticleAmount="1" HighQualityCollisionDetection="False" CopyEntityAngle="True" />
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</StatusEffect>
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</limb>
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<limb Name="TailEnd" ID="5" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="25" Width="80" Density="10" IgnoreCollisions="False" AngularDamping="50" 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">
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<deformablesprite SourceRect="11,147,79,29" Origin="0.5,0.5" Depth="0.47" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="150,150,150,255" DeadColorTime="0.1">
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<spritedeformation type="bendjoint" multiplier="1.0" typename="bendjoint" Sync="-1" BlendMode="Add" Strength="1" MaxRotation="90" UseMovementSine="False" StopWhenHostIsDead="False" OnlyInWater="False" SineOffset="0" Resolution="5,5" />
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</deformablesprite>
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</limb>
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<limb mass="0" Name="Mouth" ID="6" Type="Jaw" SecondaryType="None" Notes="" Scale="1" Flip="False" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="15" Height="0" Width="0" Density="0" 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="0" Friction="0.8" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
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<sprite SourceRect="0,0,10,10" Origin="0.5,0.5" Depth="0.42" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
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</limb>
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<joint Name="Joint 1 - 0" Limb1="1" Limb2="0" Limb1Anchor="15,0" Limb2Anchor="-20,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="15" LowerLimit="-15" Stiffness="10" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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<joint Name="Joint 1 - 2" Limb1="1" Limb2="2" Limb1Anchor="-20,0" Limb2Anchor="50,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="30" LowerLimit="-30" Stiffness="0.5" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 2 - 3" Limb1="2" Limb2="3" Limb1Anchor="-50,0" Limb2Anchor="45,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="35" LowerLimit="-35" Stiffness="0.4" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 3 - 4" Limb1="3" Limb2="4" Limb1Anchor="-40,0" Limb2Anchor="45,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="40" LowerLimit="-40" Stiffness="0.3" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 4 - 5" Limb1="4" Limb2="5" Limb1Anchor="-35,0" Limb2Anchor="35,0" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.2" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
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<joint Name="Joint 6 - 0" Limb1="6" Limb2="0" Limb1Anchor="0,0" Limb2Anchor="0,0" CanBeSevered="False" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="0" LowerLimit="0" Stiffness="10" Scale="1" WeldJoint="True" ClockWiseRotation="False" />
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</Ragdoll> |