<Character SpeciesName="Latcher" SpeciesTranslationOverride="" DisplayName="" Group="abyss" Humanoid="False" HasInfo="False" CanInteract="False" Husk="False" UseHuskAppendage="False" NeedsAir="False" NeedsWater="False" CanSpeak="False" 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="0" DisableDistance="100000" SoundInterval="10" DrawLast="True">
  <ragdolls folder="default" />
  <animations folder="default" />
  <damageemitter particle="blackgib" drawontop="True" particleamount="2" velocitymin="200" velocitymax="300" anglemin="0" anglemax="360" scalemin="0.5" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <bloodemitter particle="blackwaterblood" drawontop="True" particleamount="10" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="7" scalemax="15" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackwaterblood" particleamount="2" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="7" scalemax="15" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackwaterblood" drawontop="True" particleamount="20" velocitymin="200" velocitymax="700" anglemin="0" anglemax="360" scalemin="0.5" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackgib" particleamount="20" velocitymin="50" velocitymax="1000" anglemin="0" anglemax="360" scalemin="2" scalemax="4" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <health Vitality="7000" DoesBleed="True" CrushDepth="Infinity" UseHealthWindow="False" BleedingReduction="0" BurnReduction="0" ConstantHealthRegeneration="0" HealthRegenerationWhenEating="0.25" StunImmunity="True" ApplyAfflictionColors="False" poisonvulnerability="0.2">
    <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" />
  <sound file="Content/Characters/Latcher/ABYSSM_idle_1.ogg" state="Idle" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_idle_2.ogg" state="Idle" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_idle_3.ogg" state="Idle" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_attack.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_attack_1.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_attack_2.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_attack_3.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_attack_4.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_damage.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_damage_1.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_damage_2.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_damage_3.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_escape.ogg" state="Die" range="30000" volume="1" />
  <sound file="Content/Characters/Latcher/ABYSSM_escape_1.ogg" state="Die" range="30000" volume="1" />
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="3">
    <Item identifier="diversremains" />
    <Item identifier="ilmenite" amount="2" />
    <Item identifier="ballisticfiber" />
  </Inventory>
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
    <Item identifier="diversremains" />
    <Item identifier="ilmenite" amount="2" />
    <Item identifier="ballisticfiber" amount="3" />
  </Inventory>
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
    <Item identifier="diversremains" />
    <Item identifier="ilmenite" amount="2" />
    <Item identifier="ballisticfiber" amount="2" />
  </Inventory>
  <ai CombatStrength="7000" Sight="3" Hearing="10" AggressionHurt="100" AggressionGreed="0" FleeHealthThreshold="0" AttackWhenProvoked="False" AvoidGunfire="True" DamageThreshold="50" AvoidTime="10" MinFleeTime="20" AggressiveBoarding="False" EnforceAggressiveBehaviorForMissions="True" TargetOuterWalls="True" RandomAttack="True" CanOpenDoors="False" KeepDoorsClosed="False" AvoidAbyss="False" StayInAbyss="True" PatrolFlooded="False" PatrolDry="False" StartAggression="0" MaxAggression="100" AggressionCumulation="10" WallTargetingMethod="Target">
    <target Tag="dead" State="Eat" Priority="150" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="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="weaker" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
    <target Tag="human" State="Attack" Priority="100" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="True" IgnoreIncapacitated="True" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="1" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
    <target Tag="wall" State="Attack" Priority="80" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="4000" CircleRotationSpeed="3" CircleStrikeDistanceMultiplier="1" CircleMaxRandomOffset="10" PrioritizeSubCenter="True"/>
    <target Tag="room" State="Attack" Priority="80" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="4000" CircleRotationSpeed="3" CircleStrikeDistanceMultiplier="1" CircleMaxRandomOffset="10" PrioritizeSubCenter="True"/>
    <target Tag="sonar" State="Attack" Priority="10" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="4000" CircleRotationSpeed="3" CircleStrikeDistanceMultiplier="1" CircleMaxRandomOffset="10" PrioritizeSubCenter="True"/>
    <target Tag="terminalcell" State="Idle" Priority="1" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="2" CircleStrikeDistanceMultiplier="5" CircleMaxRandomOffset="0" />
    <target Tag="leucocyte" State="Idle" Priority="1" ReactDistance="0" AttackDistance="0" Timer="0" IgnoreContained="False" IgnoreInside="False" IgnoreOutside="False" IgnoreIfNotInSameSub="False" IgnoreIncapacitated="False" Threshold="0" ThresholdMin="-1" ThresholdMax="-1" Offset="0,0" AttackPattern="Straight" SweepDistance="0" SweepStrength="10" SweepSpeed="1" CircleStartDistance="5000" CircleRotationSpeed="2" 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>
</Character>