<?xml version="1.0" encoding="utf-8"?>
<Character speciesname="Huskmutanthumanhead" group="husk" humanoid="False" needsair="False" blooddecal="blackblood" visibility="300" noise="300" speciestranslationoverride="huskmutanthuman" displayname="" hasinfo="False" husk="False" usehuskappendage="False" needswater="False" canspeak="True" bleedparticleair="blackblood" bleedparticlewater="blackwaterblood" eatingspeed="10" pathfinderpriority="1" hideinsonar="False" sonardisruption="0" bleedparticlemultiplier="1" disabledistance="25000" usebosshealthbar="False" distantsonarrange="0" caninteract="False" caneat="False" usepathfinding="True" hideinthermalgoggles="False" soundinterval="10">
  <ragdolls folder="default" />
  <animations folder="default" />
  <damageemitter particle="blackgib" drawontop="True" particleamount="10" velocitymin="50" velocitymax="300" anglemin="0" anglemax="360" scalemin="0.25" scalemax="0.5" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <bloodemitter particle="blackblood" particleamount="10" anglemin="0" anglemax="0" scalemin="1" scalemax="1" velocitymin="0" velocitymax="0" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <bloodemitter particle="blackwaterblood" particleamount="1" anglemin="0" anglemax="0" scalemin="1" scalemax="1" velocitymin="0" velocitymax="0" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackgib" particleamount="20" velocitymin="200" velocitymax="700" anglemin="0" anglemax="360" scalemin="1" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="blackgib" particleamount="10" velocitymin="50" velocitymax="500" anglemin="0" anglemax="360" scalemin="1" scalemax="1" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <health vitality="65" doesbleed="True" crushdepth="Infinity" usehealthwindow="False" bleedingreduction="20" burnreduction="0" constanthealthregeneration="0.5" healthregenerationwheneating="0" stunimmunity="False" applyafflictioncolors="False" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/attack1.ogg" state="Attack" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/attack2.ogg" state="Attack" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/attack3.ogg" state="Attack" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/idle1.ogg" state="Idle" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/idle2.ogg" state="Idle" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/idle3.ogg" state="Idle" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/damage1.ogg" state="Damage" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/damage2.ogg" state="Damage" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/damage3.ogg" state="Damage" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/death1.ogg" state="Die" range="1500" volume="1" gender="None" />
  <sound file="%ModDir:Improved Husks%/Characters/Huskmutanthumanhead/death2.ogg" state="Die" range="1500" volume="1" gender="None" />
  <ai combatstrength="200" sight="2" hearing="2" aggressiveboarding="True" attackwhenprovoked="True" aggressiongreed="5" aggressionhurt="150" infiltrate="True" targetouterwalls="True" fleehealththreshold="0" avoidgunfire="True" avoidtime="3" minfleetime="20" enforceaggressivebehaviorformissions="True" randomattack="True" avoidabyss="False" stayinabyss="False" startaggression="0" maxaggression="100" aggressioncumulation="0" canopendoors="False" keepdoorsclosed="False" patrolflooded="False" patroldry="False" walltargetingmethod="Target">
    <target tag="decoy" state="Attack" priority="500" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="provocative" state="Attack" priority="100" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="weapon" state="Attack" priority="100" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="human" state="Attack" priority="120" reactdistance="5000" ignoreincapacitated="False" attackdistance="3000" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="stronger" state="Attack" priority="80" reactdistance="0" ignoreincapacitated="True" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="weaker" state="Attack" priority="80" reactdistance="0" ignoreincapacitated="True" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="nasonov" state="Attack" priority="70" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="sonar" state="Attack" priority="30" reactdistance="0" ignoreinside="True" attackdistance="0" timer="0" ignorecontained="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
    <target tag="room" state="Attack" priority="10" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="False" ignoreincapacitated="False" damagethreshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" threshold="0" thresholdmin="-1" thresholdmax="-1" offset="0,0" />
  </ai>
  <inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="4">
    <Item identifier="huskeggsbasic" />
    <Item identifier="huskeggsbasic" />
    <Item identifier="huskeggsbasic" />
  </inventory>
  <inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="2">
    <Item identifier="huskeggsbasic" />
    <Item identifier="huskeggsbasic" />
    <Item identifier="unstablehuskeggs" />
  </inventory>
  <StatusEffect type="OnActive" target="This" lifetime="3" targetlimb="Head" stackable="false">
    <ParticleEmitter particle="blackwaterblood" particlespersecond="80" scalemin="1" scalemax="1.2" velocitymin="0" velocitymax="40" anglemin="0" anglemax="360" />
    <ParticleEmitter particle="blackblood" particlespersecond="80" scalemin="1" scalemax="1.2" velocitymin="0" velocitymax="40" anglemin="0" anglemax="360" />
    <ParticleEmitter particle="huskmutantacidsplash" particlespersecond="15" scalemin="0.6" scalemax="0.7" velocitymin="0" velocitymax="40" anglemin="0" anglemax="360" />
  </StatusEffect>
  <StatusEffect type="OnActive" target="This" targetlimb="Torso" delay="240" checkconditionalalways="true" stackable="false" comparison="and">
    <!-- If this character is the variant that is spawned by husk mutant hunters, it will count as a different character so that hunters do not try to pick them up again immediately. -->
    <Conditional isunconscious="false" />
    <Conditional isdead="false" />
    <Conditional healthpercentage="gte 50" />
    <Conditional speciesname="huskmutanthumanheadthrown" />
    <!-- After some time has passed, the normal version of this character is spawned so that it may be picked up again. -->
    <SpawnCharacter speciesname="huskmutanthumanhead" transfercontrol="true" count="1" spread="0" />
    <SpawnItem identifier="huskmutanthumanheadhijackparticle" spawnposition="This" count="2" spread="10" />
    <SpawnItem identifier="huskmutanthumanheadhijackparticle" spawnposition="This" count="2" spread="20" />
    <SpawnItem identifier="huskmutanthumanheadhijackparticle" spawnposition="This" count="2" spread="30" />
    <RemoveCharacter />
  </StatusEffect>
</Character>