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

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11 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Character SpeciesName="WatcherWanderer" Tags="" SpeciesTranslationOverride="" DisplayName="" Group="watcheroid" 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="True" Noise="100" Visibility="100" BloodDecal="blood" BleedParticleAir="blooddrop" BleedParticleWater="waterblood" BleedParticleMultiplier="1" CanEat="False" EatingSpeed="45" UsePathFinding="True" PathFinderPriority="0.4999999" HideInSonar="True" 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">
<ragdolls folder="default" />
<animations folder="default" />
<Limb name="Head">
<VitalityMultiplier identifier="acidburn" multiplier="0" />
<VitalityMultiplier identifier="watchersgaze" multiplier="0" />
<VitalityMultiplier identifier="psychosis" multiplier="0" />
</Limb>
<damageemitter drawontop="True" Particle="gib" AngleMin="0" AngleMax="360" ScaleMin="0.5" ScaleMax="1" VelocityMin="50" VelocityMax="300" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<bloodemitter Particle="blood" AngleMin="0" AngleMax="0" ScaleMin="2" ScaleMax="3" VelocityMin="0" VelocityMax="0" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<bloodemitter Particle="waterblood" AngleMin="0" AngleMax="0" ScaleMin="3" ScaleMax="5" VelocityMin="0" VelocityMax="0" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="4" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<gibemitter Particle="gib" AngleMin="0" AngleMax="360" ScaleMin="2" ScaleMax="3" VelocityMin="200" VelocityMax="1500" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="50" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<gibemitter Particle="heavygib" AngleMin="0" AngleMax="360" ScaleMin="2" ScaleMax="3" VelocityMin="50" VelocityMax="1000" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="20" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<health Vitality="1505" DoesBleed="True" CrushDepth="Infinity" UseHealthWindow="False" BleedingReduction="0.5" BurnReduction="0" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="1" StunImmunity="True" PoisonImmunity="False" PoisonVulnerability="1" EmpVulnerability="0" ApplyMovementPenalties="True" DieFromBeheading="True" AllowSeveringLegs="False" ApplyAfflictionColors="False" Immunities="watchersgaze,psychosis" />
<sound gender="None" File="Content/Characters/Watcher/WATCHER_takeDamage1.ogg" State="Damage" Range="10000" Volume="1" Tags="" />
<sound gender="None" File="Content/Characters/Watcher/WATCHER_takeDamage2.ogg" State="Damage" Range="10000" Volume="1" Tags="" />
<sound gender="None" File="Content/Characters/Watcher/WATCHER_takeDamage3.ogg" State="Damage" Range="10000" Volume="1" Tags="" />
<sound gender="None" File="Content/Characters/Watcher/WATCHER_takeDamage4.ogg" State="Damage" Range="10000" Volume="1" Tags="" />
<sound gender="None" dontmuffle="true" File="Content/Characters/Watcher/WATCHER_death1.ogg" State="Die" Range="10000" Volume="1" Tags="" />
<sound gender="None" dontmuffle="true" File="Content/Characters/Watcher/WATCHER_death2.ogg" State="Die" Range="10000" Volume="1" Tags="" />
<ai CombatStrength="1000" Sight="7" Hearing="0" MaxPerceptionDistance="-1" AggressionHurt="100" AggressionGreed="0" FleeHealthThreshold="75" AttackWhenProvoked="True" AvoidGunfire="True" DamageThreshold="0" AvoidTime="5" MinFleeTime="45" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="True" RandomAttack="False" CanOpenDoors="False" UsePathFindingToGetInside="False" KeepDoorsClosed="False" AvoidAbyss="False" StayInAbyss="False" PatrolFlooded="False" PatrolDry="False" StartAggression="0" MaxAggression="100" AggressionCumulation="0" WallTargetingMethod="Target" PlayDeadProbability="0">
<target Tag="weapon" State="Avoid" Priority="500" ReactDistance="3000" AttackDistance="0" Timer="0" IgnoreContained="False" 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" />
<target Tag="decoy" State="Observe" Priority="300" ReactDistance="0" AttackDistance="1000" Timer="20" 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" />
<target Tag="provocative" State="Observe" Priority="200" ReactDistance="0" AttackDistance="1000" Timer="20" IgnoreContained="False" 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" />
<target Tag="light" State="Observe" Priority="100" ReactDistance="0" AttackDistance="1000" Timer="20" 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" />
<target Tag="human" State="Observe" Priority="20" ReactDistance="0" AttackDistance="1000" Timer="20" 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" />
<target Tag="weaker" State="Observe" Priority="20" ReactDistance="0" AttackDistance="1000" Timer="20" 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" />
<target Tag="stronger" State="Observe" Priority="20" 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" />
<target Tag="wall" State="Attack" Priority="80" ReactDistance="0" 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" />
</ai>
<inventory Slots="Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="1">
<Item amount="2" Identifier="watchergel" />
<item amount="2" Identifier="swimbladder" />
<item amount="3" Identifier="adrenalinegland" />
</inventory>
<inventory Slots="Any, Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="1">
<item amount="3" Identifier="adrenalinegland" />
<item amount="2" Identifier="alienblood" />
<Item amount="2" Identifier="watchergel" />
</inventory>
<StatusEffect type="OnActive" target="NearbyCharacters" range="5000" onlyoutside="true">
<Affliction identifier="watchersgaze" strength="5" />
<Sound file="%ModDir:2518816103%/Audio/whispers.ogg" loop="true" range="5000" volume="2" dontmuffle="true" />
</StatusEffect>
<StatusEffect type="OnActive" target="NearbyCharacters" range="5000">
<Affliction identifier="watchersgaze" strength="5" />
</StatusEffect>
<StatusEffect type="OnActive" target="NearbyCharacters" range="1500" onlyoutside="true">
<Affliction identifier="watchersgaze" strength="20" />
</StatusEffect>
<StatusEffect type="OnDeath" target="NearbyCharacters" range="20000">
<ReduceAffliction identifier="watchersgaze" strength="100" />
<Affliction identifier="nausea" strength="2" />
</StatusEffect>
</Character>