- More gore particles when severing limbs!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion. - Disabled blood particles on carriers and fractal guardians.
This commit is contained in:
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="carrier" humanoid="false" health="1000" doesbleed="false">
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<Character name="carrier" humanoid="false" health="1000" doesbleed="false" usebloodparticles="false">
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<sound file="Content/Characters/Carrier/alarm1.ogg" state="Attack" range="2000"/>
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<sound file="Content/Characters/Carrier/carrier1.ogg" state="Attack" range="2000"/>
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@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="fractalguardian" humanoid="false" health="500.0" doesbleed="false">
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<Character name="fractalguardian" humanoid="false" health="500.0" doesbleed="false" usebloodparticles="false">
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<sound file="Content/Characters/Fractalguardian/guardian1.ogg" state="Attack" range="3000" />
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<sound file="Content/Characters/Fractalguardian/guardian2.ogg" state="Attack" range="3000" />
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+1
-1
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="fractalguardian" humanoid="false" health="800.0" doesbleed="false">
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<Character name="fractalguardian" humanoid="false" health="800.0" doesbleed="false" usebloodparticles="false">
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<sound file="Content/Characters/Fractalguardian/guardian1.ogg" state="Attack" range="3000" />
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<sound file="Content/Characters/Fractalguardian/guardian2.ogg" state="Attack" range="3000" />
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@@ -124,7 +124,7 @@
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<StatusEffect type="OnUse" Condition="-100.0" stun="10.0" disabledeltatime="true">
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<sound file="Content/Items/Weapons/bigexplosion.ogg"/>
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<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="0.8" decal="explosion" decalsize="1.0"/>
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<Explosion range="1000.0" structuredamage="1000" damage="1000" stun="10" force="50.0" severlimbsprobability="1.0" decal="explosion" decalsize="1.0"/>
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</StatusEffect>
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<StatusEffect type="OnActive" target="This">
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@@ -17,7 +17,7 @@
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
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</watersplash>
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<mist
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startsizemin="0.4,0.4" startsizemax="0.5,0.5"
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sizechangemin="0.25,0.25" sizechangemax="0.3,0.3"
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@@ -81,7 +81,122 @@
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velocitychange="0.0, 0.0">
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<animatedsprite texture="Content/Particles/Smoke.png" sourcerect="0,0,4096,4096" columns="8" rows="8" origin="0.5,0.5"/>
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</waterblood>
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<bloodtrail
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lifetime="0.5"
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angularvelocitymin="0"
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angularvelocitymax="0"
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startrotationmin="0"
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startrotationmax="360"
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rotatetodirection="False"
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drag="0"
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waterdrag="0.8"
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velocitychange="0,0"
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collisionradius="30"
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collideswithwalls="False"
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deleteoncollision="False"
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friction="0.01"
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restitution="0.2"
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startsizemin="0.6,0.6"
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startsizemax="1,1"
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sizechangemin="0.2,0.2"
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sizechangemax="0.5,0.5"
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growtime="0.05"
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startcolor="0.4941176,0,0,0.4941176"
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startalpha="0.5"
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colorchange="0,0,0,-1"
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drawtarget="Both"
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blendstate="AlphaBlend"
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animduration="1"
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loopanim="True">
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
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</bloodtrail>
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<gib
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lifetime="5"
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angularvelocitymin="-500"
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angularvelocitymax="500"
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startrotationmin="0"
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startrotationmax="360"
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rotatetodirection="True"
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drag="0"
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waterdrag="0.3"
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velocitychange="0,-8"
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velocitychangewater="0,-1"
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collisionradius="10"
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collideswithwalls="True"
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deleteoncollision="False"
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friction="0.5"
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restitution="0.1"
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startsizemin="0.3,0.3"
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startsizemax="0.6,0.6"
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sizechangemin="-0.1,-0.1"
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sizechangemax="-0.1,-0.1"
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growtime="0"
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startcolor="0.2980392,0,0,1"
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startalpha="1"
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colorchange="0,0,0,-0.3"
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drawtarget="Both"
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blendstate="AlphaBlend"
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animduration="1"
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loopanim="True">
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
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</gib>
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<heavygib
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lifetime="1"
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angularvelocitymin="-500"
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angularvelocitymax="500"
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startrotationmin="0"
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startrotationmax="360"
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rotatetodirection="False"
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drag="0"
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waterdrag="0.3"
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velocitychange="0,-8"
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velocitychangewater="0,-1"
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collisionradius="10"
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collideswithwalls="True"
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deleteoncollision="True"
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friction="0.5"
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restitution="0.5"
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startsizemin="0.8,0.8"
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startsizemax="1,1"
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sizechangemin="-0.5,-0.5"
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sizechangemax="-0.5,-0.5"
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growtime="0"
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startcolor="0.2980392,0,0,1"
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startalpha="1"
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colorchange="0,0,0,-0.3"
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drawtarget="Both"
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blendstate="AlphaBlend"
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animduration="1"
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loopanim="True">
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="0,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="32,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="64,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="96,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="128,64,32,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="160,64,48,32"/>
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<sprite texture="Content/Particles/shrapnel.png" sourcerect="208,64,48,32"/>
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<ParticleEmitter
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particle="bloodtrail"
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particlespersecond="10"
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position="0,0"
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anglemin="0"
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anglemax="360"
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velocitymin="10"
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velocitymax="20"/>
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</heavygib>
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<spark
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startsizemin="0.5,0.2" startsizemax="1.0,0.7"
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sizechangemin="-0.5,-0.5" sizechangemax="-1.0,-1.0"
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@@ -314,7 +429,7 @@
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, 0.0, -0.3"
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lifetime="10.0"
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drawtarget="both"
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drawtarget="water"
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collideswithwalls="true"
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collisionradius="10.0"
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restitution="0.2"
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