<Ragdoll type="Guardianrepairbot" Texture="Content/Characters/Fractalguardian/fractalguardian.png" Color="255,255,255,255" SpritesheetOrientation="0" LimbScale="0.75" JointScale="0.75" TextureScale="1" ColliderHeightFromFloor="45" ImpactTolerance="50" CanEnterSubmarine="False" CanWalk="False" Draggable="True" MainLimb="Torso">
  <collider Name="Main Collider" Radius="70" Height="0" Width="0" />
  <limb Name="Sensor" ID="0" Type="Torso" Notes="" Scale="1" Flip="False" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="70" Height="0" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0.1" BlinkDurationIn="0.05" BlinkDurationOut="0.05" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="180" BlinkForce="10" OnlyBlinkInWater="False" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05">
    <sprite SourceRect="356,355,149,149" Origin="0.5,0.5" Depth="0.6" Texture="" IgnoreTint="True" Color="255,255,255,255" DeadColor="255,255,255,0" DeadColorTime="0.1" />
    <damagemodifier DamageSound="GlassImpact" DamageParticle="" DamageMultiplier="1.01" ProbabilityMultiplier="1" ArmorSector="0,360" DeflectProjectiles="False" AfflictionIdentifiers="" AfflictionTypes="damage" />
    <lightsource castshadows="false" Color="255,255,255,200" Range="50" Scale="1" Offset="0,0" Rotation="0" Flicker="0.3" FlickerSpeed="100" PulseFrequency="0.5" PulseAmount="0.8" BlinkFrequency="0">
      <lighttexture Texture="Content/Lights/pointlight_falloff.png" Origin="0.5,0.5" Size="1,1" />
      <sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="356,355,149,149" origin="0.5,0.5" size="1,1" alpha="1.0" />
    </lightsource>
    <attack Context="Any" TargetType="Character" TargetLimbType="Torso" HitDetectionType="Distance" AfterAttack="IdleUntilCanAttack" AfterAttackDelay="0" Reverse="False" Retreat="False" Range="1000" DamageRange="1000" MinRange="0" Duration="0.03" CoolDown="0.03" SecondaryCoolDown="0" CoolDownRandomFactor="0" FullSpeedAfterAttack="True" StructureDamage="0" EmitStructureDamageParticles="True" ItemDamage="0" Penetration="0" LevelWallDamage="0" Ranged="True" AvoidFriendlyFire="False" RequiredAngle="360" RequiredAngleToShoot="0" AimRotationTorque="0" RotationLimbIndex="0" 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="guardianrepairprojectile" spawnposition="This" count="1" aimspread="0" rotationtype="Target" rotation="0" />
        <ParticleEmitter particle="muzzleflashnucleargun" anglemin="0" anglemax="360" particleamount="3" velocitymin="0" lifetimemultiplier="0.5" scalemultiplier="0.65,0.65" scalemin="0.5" scalemax="1.0" colormultiplier="200,50,150,255"/>
        <sound file="Content/Items/Tools/WeldingLoop.ogg" type="OnUse" range="3000.0" loop="true" />
      </StatusEffect>
      <Conditional HealthPercentage="lt 100" />
    </attack>
  </limb>
</Ragdoll>