<Character speciesname="Charybdis" humanoid="False" speciestranslationoverride="" displayname="" group="abyss" hasinfo="False" husk="False" usehuskappendage="False" needsair="False" needswater="False" canspeak="False" noise="100" visibility="100" blooddecal="blood" bleedparticleair="blooddrop" bleedparticlewater="waterblood" bleedparticlemultiplier="1" eatingspeed="500" pathfinderpriority="1" hideinsonar="False" sonardisruption="0" distantsonarrange="30000" disabledistance="100000" usebosshealthbar="true">
  <ragdolls folder="default" />
  <animations folder="default" />
  <damageemitter particle="gib" 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="waterblood" particleamount="10" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="7" scalemax="15" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="waterblood" particleamount="2" velocitymin="0" velocitymax="100" anglemin="0" anglemax="360" scalemin="7" scalemax="15" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <gibemitter particle="gib" 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="heavygib" particleamount="20" velocitymin="50" velocitymax="1000" anglemin="0" anglemax="360" scalemin="2" scalemax="4" emitinterval="0" particlespersecond="0" highqualitycollisiondetection="False" copyentityangle="False" />
  <health vitality="7500" doesbleed="True" crushdepth="Infinity" usehealthwindow="False" bleedingreduction="0" burnreduction="0" constanthealthregeneration="0" healthregenerationwheneating="0.25" stunimmunity="true" poisonimmunity="false" poisonvulnerability="0.2">
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
    <Limb />
  </health>
  <sound file="Content/Characters/Charybdis/CHARYBDIS_idle1.ogg" state="Idle" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_idle2.ogg" state="Idle" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_attack1.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_attack2.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_attack3.ogg" state="Attack" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_damage1.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_damage2.ogg" state="Damage" range="20000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_death1.ogg" state="Die" range="30000" volume="1" />
  <sound file="Content/Characters/Charybdis/CHARYBDIS_death2.ogg" state="Die" range="30000" volume="1" />
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="3">
    <Item identifier="diversremains" />
    <Item identifier="titanite" amount="2" />
    <Item identifier="scrap" amount="2" />
  </Inventory>
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
    <Item identifier="diversremains" />
    <Item identifier="titanite" amount="1" />
    <Item identifier="scrap" amount="4" />
  </Inventory>
  <Inventory slots="Any, Any, Any, Any, Any" accessiblewhenalive="False" commonness="1">
    <Item identifier="diversremains" />
    <Item identifier="titanite" amount="2" />
    <Item identifier="scrap" amount="3" />
  </Inventory>
  <ai combatstrength="8000" sight="3" hearing="7" aggressionhurt="100" aggressiongreed="10" fleehealththreshold="0" attackwhenprovoked="False" avoidgunfire="False" avoidtime="3" minfleetime="20" aggressiveboarding="True" enforceaggressivebehaviorformissions="True" targetouterwalls="True" randomattack="False" avoidabyss="False" stayinabyss="True" aggressioncumulation="25" startaggression="0" maxaggression="100" WallTargetingMethod="Target,Steering">
    <target tag="human" state="Attack"
            priority="500" PerceptionDistanceMultiplier="5.0" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False"
            ignoreifnotinsamesub="False" ignoreincapacitated="True" sweepdistance="0" sweepstrength="10" sweepspeed="1" threshold="0"
            attackpattern="Straight">
      <Conditional TargetSelf="True" HealthPercentage="lt 50"/>
    </target>    
    <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" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" />
    <target tag="dead" state="Eat" priority="90" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreifnotinsamesub="True" ignoreincapacitated="False" threshold="0" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" />
    <target tag="room" state="Attack" priority="80" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreincapacitated="False" sweepdistance="0" sweepstrength="10" sweepspeed="1" threshold="0" attackpattern="Circle" circlerotationspeed="2" circlestrikedistancemultiplier="2" circlemaxrandomoffset="10" circlestartdistance="10000" ignoreifnotinsamesub="False" />
    <target tag="sonar" state="Attack" priority="10" reactdistance="0" attackdistance="0" timer="0" ignorecontained="False" ignoreinside="False" ignoreoutside="False" ignoreincapacitated="False" sweepdistance="0" sweepstrength="10" sweepspeed="1" threshold="0" attackpattern="Circle" circlerotationspeed="2" circlestrikedistancemultiplier="2" circlemaxrandomoffset="10" circlestartdistance="10000" ignoreifnotinsamesub="False" />
    <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" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" 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" attackpattern="Straight" sweepdistance="0" sweepstrength="10" sweepspeed="1" circlestartdistance="5000" circlerotationspeed="1" circlestrikedistancemultiplier="5" circlemaxrandomoffset="0" />
  </ai>
  <StatusEffect type="OnActive" target="this">
    <Sound file="Content/Sounds/MONSTER_farLayer.ogg" loop="true" range="25000" dontmuffle="true" volume="0.5" />
  </StatusEffect>
  <!-- Requires a separate status effect, because there can only be one sound channel per status effect -->
  <StatusEffect type="OnActive" target="This">
    <Sound file="Content/Characters/Charybdis/CHARYBDIS_IdleLoop.ogg" loop="true" range="20000" dontmuffle="true" />
  </StatusEffect>
  <StatusEffect type="OnDamaged" target="This" onlyplayertriggered="true" requiredafflictions="damage,burn">
    <Conditional isdead="False" />
    <!-- Large amounts of damage briefly "confuse" the monster -->
    <AITrigger state="Idle" duration="5" probability="1" mindamage="700" allowtobeoverridden="false" allowtooverride="true" />
    <sound file="Content/Characters/Charybdis/CHARYBDIS_death1.ogg" range="30000" volume="1" dontmuffle="true" selectionmode="random" />
    <sound file="Content/Characters/Charybdis/CHARYBDIS_death2.ogg" range="30000" volume="1" dontmuffle="true" />
  </StatusEffect>
</Character>