Files
BarotraumaModServer/LocalMods/Endgame Reforged/endgame/cyborgLatcher/CyborgLatcher.xml
T

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XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Character SpeciesName="CyborgLatcher" Tags="" SpeciesTranslationOverride="Latcher" DisplayName="" Group="ancientalien" 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="blackblood" BleedParticleAir="" BleedParticleWater="blackwaterblood" BleedParticleMultiplier="5" CanEat="True" EatingSpeed="1000" UsePathFinding="True" PathFinderPriority="1" HideInSonar="False" HideInThermalGoggles="False" SonarDisruption="0" DistantSonarRange="30000" DisableDistance="100000" SoundInterval="10" DrawLast="False" AITurretPriority="1" AISlowTurretPriority="1" DespawnContainer="" MusicType="monster" MusicCommonness="1" MusicRangeMultiplier="1">
<ragdolls folder="default" />
<animations folder="default" />
<damageemitter drawontop="True" Particle="blackgib" AngleMin="0" AngleMax="360" ScaleMin="0.5" ScaleMax="1" VelocityMin="200" VelocityMax="300" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="2" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<bloodemitter drawontop="True" Particle="blackwaterblood" AngleMin="0" AngleMax="360" ScaleMin="7" ScaleMax="15" VelocityMin="0" VelocityMax="100" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="10" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<gibemitter Particle="blackwaterblood" AngleMin="0" AngleMax="360" ScaleMin="7" ScaleMax="15" VelocityMin="0" VelocityMax="100" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="2" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<gibemitter drawontop="True" Particle="blackwaterblood" AngleMin="0" AngleMax="360" ScaleMin="0.5" ScaleMax="1" VelocityMin="200" VelocityMax="700" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="20" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<gibemitter Particle="blackgib" AngleMin="0" AngleMax="360" ScaleMin="2" ScaleMax="4" VelocityMin="50" VelocityMax="1000" EmitInterval="0" ParticlesPerSecond="0" ParticleAmount="20" HighQualityCollisionDetection="False" CopyEntityAngle="False" />
<health Vitality="9000" DoesBleed="True" CrushDepth="Infinity" UseHealthWindow="False" BleedingReduction="0" BurnReduction="0" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="0.25" StunImmunity="True" PoisonImmunity="True" PoisonVulnerability="0.2" EmpVulnerability="0" ApplyMovementPenalties="True" DieFromBeheading="True" AllowSeveringLegs="False" ApplyAfflictionColors="False" Immunities="">
<Limb name="Head" />
<Limb name="Torso" />
<Limb name="LeftArm" />
<Limb name="RightArm" />
<Limb name="LeftLeg" />
<Limb name="RightLeg" />
</health>
<sound File="Content/Characters/Latcher/ABYSSM_idle.ogg" State="Idle" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_idle_1.ogg" State="Idle" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_idle_2.ogg" State="Idle" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_idle_3.ogg" State="Idle" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_attack.ogg" State="Attack" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_attack_1.ogg" State="Attack" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_attack_2.ogg" State="Attack" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_attack_3.ogg" State="Attack" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_attack_4.ogg" State="Attack" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_damage.ogg" State="Damage" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_damage_1.ogg" State="Damage" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_damage_2.ogg" State="Damage" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_damage_3.ogg" State="Damage" Range="20000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_escape.ogg" State="Die" Range="30000" Volume="1" Tags="" />
<sound File="Content/Characters/Latcher/ABYSSM_escape_1.ogg" State="Die" Range="30000" Volume="1" Tags="" />
<Inventory Slots="Any, Any, Any, Any, Any" AccessibleWhenAlive="False" Commonness="1">
<Item amount="4" Identifier="alienpowercell" />
<Item amount="4" Identifier="physicorium" />
<Item amount="4" Identifier="fulgurium" />
</Inventory>
<ai CombatStrength="10000" Sight="10" Hearing="10" MaxPerceptionDistance="-1" AggressionHurt="0" AggressionGreed="0" FleeHealthThreshold="0" AttackWhenProvoked="True" AvoidGunfire="False" DamageThreshold="10" AvoidTime="3" MinFleeTime="20" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="True" RandomAttack="True" 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="human" State="Attack" Priority="100" ReactDistance="0" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="1500" SweepStrength="5" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="weaker" State="Attack" Priority="100" ReactDistance="0" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="1500" SweepStrength="5" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="stronger" State="Attack" Priority="100" ReactDistance="0" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="1500" SweepStrength="5" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="sonar" State="Attack" Priority="50" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="room" State="Attack" Priority="10" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
<target Tag="wall" State="Attack" Priority="10" 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="Sweep" PrioritizeSubCenter="False" SweepDistance="3000" SweepStrength="5" SweepSpeed="1" CircleStartDistance="5000" IgnoreTargetSize="False" CircleRotationSpeed="1" DynamicCircleRotationSpeed="False" CircleRandomRotationFactor="0" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
</ai>
<StatusEffect type="OnActive" target="this">
<Sound file="Content/Characters/Latcher/ABYSSM_movingLoop.ogg" loop="true" range="20000" dontmuffle="true" />
</StatusEffect>
<!--ファンネル生成-->
<StatusEffect type="OnDamaged" target="This" checkconditionalways="true" comparison="and" delay="1.5" stackable="false" oneshot="true">
<Conditional isdead="false" />
<Conditional HealthPercentage="lte 60" />
<SpawnCharacter speciesname="Portalbit" count="3" />
</StatusEffect>
<StatusEffect type="OnDamaged" target="This" checkconditionalways="true" comparison="and" delay="1.5" stackable="false" oneshot="true">
<Conditional isdead="false" />
<Conditional HealthPercentage="lte 30" />
<SpawnCharacter speciesname="Portalbit" count="6" />
</StatusEffect>
</Character>