Files
BarotraumaModServer/LocalMods/Barotraumatic/Characters/Variants/Spineling_hard/Ragdolls/Spineling_hardDefaultRagdoll.xml
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XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Ragdoll type="Spineling" Texture="Content/Characters/Spineling/Spineling.png" Color="255,255,255,255" SpritesheetOrientation="90" LimbScale="0.72130007" JointScale="0.72130007" TextureScale="1" SourceRectScale="1" ColliderHeightFromFloor="45" ImpactTolerance="20" CanEnterSubmarine="True" CanWalk="False" Draggable="True" MainLimb="Torso">
<collider Name="Main Collider" Radius="45" Height="100" Width="0" BodyType="Dynamic" />
<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="45" Height="0" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="2" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="1.2,-0.5" 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="0.2" 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="138,0,91,121" Origin="0.36367497,0.49676934" Depth="0.01" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<damagemodifier DamageSound="" DamageParticle="" DamageMultiplier="2" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage,bleeding,burn" />
</limb>
<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="50" Radius="0" Height="65" Width="164.69998" 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="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="0,129,183,83" Origin="0.5,0.5" Depth="0.5" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<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="60" Width="125.09999" 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="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="0,43,139,86" Origin="0.5,0.5" Depth="1" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<limb Name="Tail2" 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="60" Width="125.09999" 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="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="0,43,139,86" Origin="0.5,0.5" Depth="0.9" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<limb Name="Tail3" ID="4" Type="Tail" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="270" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="60" Width="125.09999" 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="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="0,43,139,86" Origin="0.5,0.5" Depth="0.8" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
</limb>
<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="39.6" Width="113.40001" 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="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="0,0,126,43" Origin="0.5,0.5" Depth="0.7" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Water" TargetType="Character" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FollowThrough" AfterAttackDelay="1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="80" DamageRange="80" MinRange="0" Duration="0.49999967" CoolDown="2" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="False" StructureDamage="8" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="15" Penetration="0.2" LevelWallDamage="40" 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="0" ApplyForcesOnlyOnce="False" TargetImpulse="0" TargetImpulseWorld="0,0" TargetForce="0" TargetForceWorld="0,0" SubmarineImpactMultiplier="1" SeverLimbsProbability="0" Priority="0" Blink="False">
<affliction Strength="10" Identifier="lacerations" Probability="1" DivideByLimbCount="False" MultiplyByMaxVitality="False" />
<affliction Strength="8" Identifier="bleeding" Probability="1" DivideByLimbCount="False" MultiplyByMaxVitality="False" />
<affliction Delay="0.5" Strength="5" Identifier="lacerations" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
<affliction Delay="0.5" Strength="6" Identifier="bleeding" Probability="1" DivideByLimbCount="True" MultiplyByMaxVitality="False" />
</attack>
</limb>
<!-- Spikes -->
<limb Name="Spike1" ID="6" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike2" ID="7" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="10" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike3" ID="8" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="20" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike4" ID="9" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="30" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike5" ID="10" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="40" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike6" ID="11" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="50" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike7" ID="12" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-180" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike8" ID="13" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-190" 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="229,0,26,183" Origin="0.5385919,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike9" ID="14" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-200" 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="229,0,26,183" Origin="0.539,0.47905606" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike10" ID="15" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-210" 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="229,0,26,183" Origin="0.539,0.479" Depth="0.6" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike11" ID="16" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-220" 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="229,0,26,183" Origin="0.539,0.479" Depth="0.6" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<limb Name="Spike12" ID="17" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="0" InheritLimbDepth="None" SteerForce="0" Radius="0" Height="160" Width="15" Density="1" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="600" ConstantAngle="-230" 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="229,0,26,183" Origin="0.539,0.479" Depth="0.61" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
<attack StructureSoundType="StructureBlunt" Context="Any" TargetType="Any" TargetLimbType="None" HitDetectionType="Distance" AfterAttack="FallBackUntilCanAttack" AfterAttackDelay="1.5" AfterAttackSecondary="FallBack" AfterAttackSecondaryDelay="0" Reverse="False" SnapRopeOnNewAttack="True" Retreat="False" Range="700" DamageRange="700" MinRange="0" Duration="0.1" CoolDown="8" SecondaryCoolDown="0.3" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" CreateWallDamageProjectiles="False" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="True" RequiredAngle="10" 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="0" Blink="False">
<StatusEffect type="OnFailure" target="UseTarget">
<SpawnItem identifier="spinelingspike" spawnposition="This" count="2" aimspread="5" rotationtype="Limb" rotation="90" />
</StatusEffect>
<StatusEffect type="OnFailure" target="This">
<HideLimb duration="1" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile1.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile2.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
<sound file="Content/Characters/Spineling/SPINELING_attackProjectile3.ogg" range="2000" volume="0.1" selectionmode="random" dontmuffle="true" />
</StatusEffect>
</attack>
<lightsource castshadows="false" Color="200,200,255,0" Range="0" Scale="1" Offset="-4,0" Rotation="-90" Directional="False" Flicker="0" FlickerSpeed="1" PulseFrequency="0" PulseAmount="0" BlinkFrequency="0">
<lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
<Sprite texture="Content/Characters/Spineling/Spineling.png" sourcerect="0,230,180,23" origin="0.5,0.5" alpha="0.3" />
</lightsource>
</limb>
<joint Name="Joint 1 - 0" Limb1="1" Limb2="0" Limb1Anchor="53.459984,0.13700119" Limb2Anchor="-12.687627,1.0334542" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 2" Limb1="1" Limb2="2" Limb1Anchor="-68.91254,-0.042072795" Limb2Anchor="48.99339,0.6712364" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 2 - 3" Limb1="2" Limb2="3" Limb1Anchor="-44.255592,1.3942264" Limb2Anchor="48.894485,0.9996484" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 3 - 4" Limb1="3" Limb2="4" Limb1Anchor="-44.52195,1.1683774" Limb2Anchor="49.140663,0.5382765" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 4 - 5" Limb1="4" Limb2="5" Limb1Anchor="-58.583008,0.50441504" Limb2Anchor="48.61572,-0.5269808" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="True" UpperLimit="20" LowerLimit="-20" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<!-- Spikes -->
<joint Name="Joint 1 - 6" Limb1="1" Limb2="6" Limb1Anchor="38.803356,32.105003" Limb2Anchor="-0.6675032,-80.70492" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 7" Limb1="1" Limb2="7" Limb1Anchor="19.144674,32.90096" Limb2Anchor="-0.66719764,-80.64778" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 8" Limb1="1" Limb2="8" Limb1Anchor="0.61178035,30.470446" Limb2Anchor="-0.6138888,-80.86028" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 9" Limb1="1" Limb2="9" Limb1Anchor="-15.78891,26.618137" Limb2Anchor="-0.35509402,-80.75977" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 10" Limb1="1" Limb2="10" Limb1Anchor="-32.171745,25.870317" Limb2Anchor="-0.6604538,-81.32308" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 11" Limb1="1" Limb2="11" Limb1Anchor="-52.232475,21.229612" Limb2Anchor="-0.33156964,-80.72825" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="90" LowerLimit="-90" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 12" Limb1="1" Limb2="12" Limb1Anchor="40.20516,-29.857975" Limb2Anchor="-0.5219292,-80.871025" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="False" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 13" Limb1="1" Limb2="13" Limb1Anchor="21.3416,-31.680763" Limb2Anchor="-0.32905856,-80.768486" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 14" Limb1="1" Limb2="14" Limb1Anchor="2.1109645,-31.09153" Limb2Anchor="-0.34390283,-80.67595" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 15" Limb1="1" Limb2="15" Limb1Anchor="-14.091572,-26.078642" Limb2Anchor="-0.33120048,-80.43433" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 16" Limb1="1" Limb2="16" Limb1Anchor="-32.452126,-21.518396" Limb2Anchor="-0.6829336,-81.00032" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
<joint Name="Joint 1 - 17" Limb1="1" Limb2="17" Limb1Anchor="-51.084232,-19.63034" Limb2Anchor="-0.48342818,-80.82745" CanBeSevered="True" SeveranceProbabilityModifier="1" BreakSound="gore" LimitEnabled="True" UpperLimit="-90" LowerLimit="-270" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
</Ragdoll>