<Character speciesname="Molochblack" humanoid="False" group="moloch" husk="False" needsair="False" canspeak="False" noise="100" blooddecal="blackblood" bleedparticlewater="blackwaterblood" hideinsonar="True" sonardisruption="2" displayname="" hasinfo="False" usehuskappendage="False" needswater="False" visibility="100" bleedparticleair="" eatingspeed="10" pathfinderpriority="1" disabledistance="30000" caneat="False">
  <ragdolls folder="default" />
  <animations folder="default" />
  <damageemitter particle="blackgib" drawontop="True" particleamount="10" velocitymin="200" velocitymax="300" anglemin="0" anglemax="360" scalemin="0.3" scalemax="0.5" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <bloodemitter particle="blackwaterblood" particleamount="5" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="5" scalemax="10" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackwaterblood" particleamount="40" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="5" scalemax="10" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackwaterblood" drawontop="True" particleamount="1" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="3" scalemax="5" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackgib" drawontop="True" particleamount="20" velocitymin="200" velocitymax="700" anglemin="0" anglemax="360" scalemin="0.5" scalemax="1.5" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <health vitality="1700" doesbleed="True" crushdepth="Infinity" usehealthwindow="False" bleedingreduction="0.2" burnreduction="0" constanthealthregeneration="0.1" healthregenerationwheneating="0" stunimmunity="true" poisonvulnerability="0.3">
    <Limb name="Head"/>
    <Limb name="Torso"/>
    <Limb name="LeftArm"/>
    <Limb name="RightArm"/>
    <Limb name="LeftLeg"/>
    <Limb name="RightLeg"/>
  </health>
  <sound file="Content/Characters/Moloch/MOLOCH_attack1.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_attack2.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_attack3.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_attack4.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_attack5.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_attack6.ogg" state="Attack" range="20000" volume="1" dontmuffle="true"/>
  <sound file="Content/Characters/Moloch/MOLOCH_damage1.ogg" state="Damage" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_damage2.ogg" state="Damage" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_damage3.ogg" state="Damage" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_idle1.ogg" state="Idle" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_idle2.ogg" state="Idle" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_idle3.ogg" state="Idle" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_idle4.ogg" state="Idle" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_idle5.ogg" state="Idle" range="10000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_death1.ogg" state="Die" range="20000" volume="1" />
  <sound file="Content/Characters/Moloch/MOLOCH_death2.ogg" state="Die" range="20000" volume="1" />
  <Inventory slots="Any, Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="2">
    <Item identifier="molochbone" />
    <Item identifier="hydroxyapatite" />
    <Item identifier="brockite" />
  </Inventory>
  <Inventory slots="Any, Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
    <Item identifier="molochbone" />
    <Item identifier="hydroxyapatite" />
    <Item identifier="shellshield" forcetoslot="true" />
    <Item identifier="brockite" />
  </Inventory>
  <ai combatstrength="2000" sight="0.075" hearing="1" aggressionhurt="5" aggressiongreed="1" fleehealththreshold="0" attackwhenprovoked="True" aggressiveboarding="False" avoidgunfire="False" enforceaggressivebehaviorformissions="True" targetouterwalls="True" randomattack="False">
    <target tag="leucocyte" state="Avoid" priority="200" reactdistance="1500" attackdistance="0" />
    <target tag="stronger" state="Avoid" priority="200" reactdistance="2000" attackdistance="0" />
    <target tag="decoy" state="Attack" priority="100" ignoreifnotinsamesub="True" />
    <target tag="provocative" state="Attack" priority="100" ignoreifnotinsamesub="True"/>
    <target tag="weapon" state="Attack" priority="100" ignoreifnotinsamesub="True"/>
    <target tag="nasonov" state="Attack" priority="100" ignoreinside="True"/>
    <target tag="room" state="Attack" priority="80" reactdistance="4000" attackdistance="0" />
    <target tag="wall" state="Attack" priority="80" reactdistance="4000" attackdistance="0" />
    <target tag="sonar" state="Attack" priority="50" reactdistance="0" attackdistance="0" />
    <target tag="tool" state="PassiveAggressive" priority="50" reactdistance="1000" attackdistance="0" ignoreifnotinsamesub="True"/>
    <target tag="molochbaby" state="Protect" priority="10" reactdistance="1000" attackdistance="0" />
    <target tag="turret" state="Attack" priority="1" reactdistance="0" attackdistance="0"/>
    <target tag="searchlight" state="Attack" priority="1" ignoreinside="true"/>
  </ai>
  <StatusEffect type="OnActive" target="this">
    <Sound file="Content/Characters/Moloch/MOLOCH_moving.ogg" loop="true" range="5000" />
  </StatusEffect>
</Character>
