Marvel Super Hero Squad Online
Marvel Super Hero Squad Online |
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Developers: Gazillion Entertainment,
The Amazing Society This game has unused animations. This game has a development article This game has a prerelease article |
To do:
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This game is defunct. Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down. As a result, further official developments with the game are unlikely to happen. |
Marvel Super Hero Squad Online (commonly abbreviated to SHSO or MSHSO) was an MMO beat-'em-up style game where you could play as a mere... 194 characters from the Marvel comics and movies. The game was successful enough to outlive the source material, before eventually shutting down in January of 2017, alongside Gazillion Entertainment, its developers, who shut down later that year when Disney pulled the licensing for their characters away.
Contents
Sub-Pages
Development Info |
Prerelease Info |
Prize Wheel Is this gambling? No, just a prize wheel. |
Oddities
Safe Chat is referenced to as "OPENCHAT" by its strings.
Mr. Placeholder's VO bundle is his character file, unlike other VO bundles, which contain audio files.
Iron Spider
Iron Spider has a flying animation and voice clip, which is only shown if it has a Sidekick that allows flight(Such as Mini-MODOK). Alongside this, it has a unfinished animation for it, unlike most heroes who just use their Falling animation. It's possible that Iron Spider had the ability to fly at one point, but then got that taken away so his movement options wouldn't be as expansive(3 out of 6 transport methods; he'd just lack the Vehicle, Double Jump and Super Jump).
Placeholders
Anonymous Squad
If an player doesn't have a username, either via a bug, server issues or cheats, the player's name will default to "Anonymous Squad".
Mr. Placeholder
Filename suggests it's his audio, but instead is a whole hero. Seems to have animations connected to it. The textures are incredibly compressed and small, compared to every other character in the game that exists; The body of Mr. Placeholder consists of two triangles, and seems to be invisible in game due to its incredibly small size and lack of a UV map. He, suprisingly, also has hero data and HQ data; his HQ data, however, is a placeholder, as is his code. His FX bundle and character file are a copy of his head and body textures, compressed.
<ai_hq_controller> <name>mr_placeholder</name> </ai_hq_controller>
His HUD file; unlike other characters, his Angry and Happy HUD are identical to his default. No version for the player exists, strangely, even though Mr. Placeholder has a HQ file, which implies that he was a player character at one point, as other characters that use frames like this(mainly bosses) do not have HQ files, though some of them do have Inventory icons.
Placeholder Animations
There are scripts relating to placeholder animations for unfinished characters. There's also developer text in this one!
Placeholder Animation Script
<attack_data>
<attack> <attack_name>ThrowableGeneric</attack_name> <anim>pickup_throw</anim> <behavior>BehaviorAttackTimeClamp</behavior> <desired_range>10</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by>
<effect>Throwable sequence</effect>
<impact> <impact_type>1</impact_type> <impact_effect>BoomEffect</impact_effect> <damage>35</damage> <projectile_lifespan>3</projectile_lifespan> <projectile_speed>15</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <pushback_duration>0</pushback_duration> <recoil>4</recoil> </impact> </attack> <attack> <attack_name>ThrowableExplodingBarrel</attack_name> <anim>pickup_throw</anim> <behavior>BehaviorAttackTimeClamp</behavior> <desired_range>10</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by>
<effect>Throwable sequence</effect>
<impact> <impact_type>1</impact_type> <impact_effect/> <damage>0</damage> <projectile_lifespan>3</projectile_lifespan> <projectile_speed>15</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <pushback_duration>0</pushback_duration> <recoil>4</recoil> </impact> </attack>
<attack> <attack_name>ThrowableGenericSilent</attack_name> <anim>pickup_throw</anim> <behavior>BehaviorAttackTimeClamp</behavior> <desired_range>10</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by>
<effect>Throwable sequence</effect>
<impact> <impact_type>1</impact_type> <damage>35</damage> <projectile_lifespan>3</projectile_lifespan> <projectile_speed>15</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <pushback_duration>0</pushback_duration> <recoil>4</recoil> </impact> </attack>
<attack> <attack_name>ThrowableWater</attack_name> <anim>pickup_throw</anim> <behavior>BehaviorAttackTimeClamp</behavior> <desired_range>10</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by> <effect>Throwable sequence</effect> <environmental_attack>true</environmental_attack> <impact> <impact_type>1</impact_type> <impact_effect>BoomEffect</impact_effect> <damage>10</damage> <projectile_explosion_radius>6.3</projectile_explosion_radius> <projectile_lifespan>3</projectile_lifespan> <projectile_speed>15</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <pushback_duration>0</pushback_duration> <recoil>0</recoil> </impact> </attack> <attack> <attack_name>CardGameBlockBlowback</attack_name> <impact> <recoil>2</recoil> <pushback_duration>1</pushback_duration> </impact> </attack>
<attack> <attack_name>ElementalBonusBurnAttack</attack_name> <impact> <recoil>0</recoil> <pushback_duration>0</pushback_duration> <damage>5</damage> <hits_friends>true</hits_friends> <hits_enemies>false</hits_enemies> </impact> </attack>
<attack> <attack_name>PumpkinBombFlamesAttack</attack_name> <impact> <recoil>0</recoil> <pushback_duration>0</pushback_duration> <damage>5</damage> <hits_friends>true</hits_friends> <hits_enemies>false</hits_enemies> </impact> </attack> <attack> <attack_name>DoctorStrangeCrimsonBands</attack_name> <impact> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>5</damage> </impact> </attack>
<attack> <attack_name>DoctorStrangeCrimsonBands2</attack_name> <impact> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>6</damage> </impact> </attack>
<attack> <attack_name>DoctorStrangeCrimsonBands3</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>8</damage> </impact> </attack> <attack> <attack_name>WarMachineMk2Flamethrower</attack_name> <impact> <impact_matrix_type>4</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>1</damage>
<hits_friends>false</hits_friends>
</impact> </attack> <attack> <attack_name>WarMachineMk2Flamethrower2</attack_name> <impact> <impact_matrix_type>4</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>2</damage>
<hits_friends>false</hits_friends>
</impact> </attack> <attack> <attack_name>WarMachineMk2Flamethrower3</attack_name> <impact>
<impact_matrix_type>4</impact_matrix_type>
<recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>3</damage>
<hits_friends>false</hits_friends>
</impact> </attack>
<attack> <attack_name>SuperSkrullFlamesAttack</attack_name> <impact> <recoil>0</recoil> <pushback_duration>0</pushback_duration> <damage>5</damage> <hits_friends>true</hits_friends> <hits_enemies>false</hits_enemies> </impact> </attack> <attack> <attack_name>ChemicalTankDOT</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>15</damage> </impact> </attack>
<attack> <attack_name>shockDOT</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>7</recoil>
<recoil_duration>5</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>5</damage> </impact> </attack> <attack> <attack_name>flameDOT</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>5</damage> </impact> </attack> <attack> <attack_name>rustbombDOT</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>0</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>4</damage> </impact> </attack>
<attack>
<attack_name>RocketDOT</attack_name> <impact> <impact_matrix_type>0</impact_matrix_type> <recoil>7</recoil>
<recoil_duration>0</recoil_duration>
<pushback_duration>0</pushback_duration> <damage>70</damage> </impact> </attack> <attack> <attack_name>GliderDefaultAttack</attack_name> <impact> <impact_type>1</impact_type> <impact_effect>BoomEffect</impact_effect> <damage>35</damage> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <projectile_name>Glider Default Attack</projectile_name> <projectile_lifespan>20</projectile_lifespan> <projectile_speed>0</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <projectile_aimed>false</projectile_aimed> <projectile_attached>true</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_destroy_on_impact>false</projectile_destroy_on_impact> <projectile_destroy_on_collision>false</projectile_destroy_on_collision> <pushback_duration>0</pushback_duration> <recoil>4</recoil> <knockdown_duration>1</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>true</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>true</pushback_from_collider> <firing_time>0</firing_time> </impact> <impact> <impact_type>1</impact_type> <impact_effect>BoomEffect</impact_effect> <damage>0</damage> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <hits_friends>true</hits_friends> <hits_enemies>false</hits_enemies> <projectile_name>Glider Default Attack</projectile_name> <projectile_lifespan>20</projectile_lifespan> <projectile_speed>0</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <projectile_aimed>false</projectile_aimed> <projectile_attached>true</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_destroy_on_impact>false</projectile_destroy_on_impact> <projectile_destroy_on_collision>false</projectile_destroy_on_collision> <pushback_duration>0</pushback_duration> <recoil>4</recoil> <knockdown_duration>1</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>true</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>true</pushback_from_collider> <firing_time>0</firing_time> </impact> </attack>
<attack> <attack_name>DebugCheatKillAttack</attack_name> <impact> <impact_type>3</impact_type> <damage>1000000</damage> <pushback_duration>0</pushback_duration> <recoil>0</recoil> </impact> </attack>
<attack> <attack_name>PlayerRespawnAttack</attack_name> <impact> <impact_type>3</impact_type> <damage>0</damage> <pushback_duration>0</pushback_duration> <recoil>4</recoil> <recoil_duration>0</recoil_duration> </impact> </attack>
<attack> <attack_name>Throwablerust</attack_name> <anim>pickup_throw</anim> <desired_range>10</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by>
<effect>Throwable sequence</effect>
<impact> <impact_type>1</impact_type> <impact_effect>BoomEffect</impact_effect> <damage>1</damage> <projectile_lifespan>3</projectile_lifespan> <projectile_speed>15</projectile_speed> <projectile_rotate_to_velocity>false</projectile_rotate_to_velocity> <pushback_duration>0</pushback_duration> <recoil>0</recoil> </impact> </attack>
<attack> <attack_name>generic_villain_attack</attack_name> <anim>attack_1</anim> <desired_range>0.5</desired_range> <maximum_range>1</maximum_range> </attack>
<attack> <attack_name>generic_hero_attack</attack_name> <anim>attack_L1</anim> <desired_range>0.5</desired_range> <maximum_range>1</maximum_range> </attack>
<attack> <attack_name>generic_idle_attack</attack_name> <anim>movement_idle</anim> <desired_range>0.5</desired_range> <maximum_range>1</maximum_range> </attack>
</attack_data>
Loading Screens
Loading screens found in the files. Slightly rough.
Debug Mode
There are debug leftovers. A lot, especially for a online game.
DebugFlyCam (Freecam)
using System.Collections.Generic; using UnityEngine;
public class DebugFlyCam : MonoBehaviour, ICaptureHandler, IInputHandler { public static DebugFlyCam _current;
private static KeyBank? _myKeyBank;
private static Dictionary<KeyCodeEntry, SHSInput.KeyEventDelegate> _activeKeyDictionary;
private CameraLiteManager _cameraManager;
private ICaptureManager manager;
private float _oldFOV;
private float _oldDOFRange;
private float _oldDOFTarget;
private bool _paused;
private bool _goSlow;
public float sensitivityX = 10f;
public float sensitivityY = 10f;
public float minimumX = -360f;
public float maximumX = 360f;
public float minimumY = -60f;
public float maximumY = 60f;
private float rotationX;
private float rotationY;
public ICaptureManager Manager { get { return manager; } set { manager = value; } }
public SHSInput.InputRequestorType InputRequestorType { get { return SHSInput.InputRequestorType.World; } }
public bool CanHandleInput { get { return true; } }
public static void Toggle() { if (_current != null) { Object.Destroy(_current.gameObject); _current = null; } else { GameObject gameObject = new GameObject(); gameObject.name = "DebugFlyCam"; _current = Utils.AddComponent<DebugFlyCam>(gameObject); } }
private void OnEnable() { _cameraManager = CameraLiteManager.Instance; if (_cameraManager != null) { if (!_cameraManager.enabled) { _cameraManager = null; } else { _cameraManager.enabled = false; } } KeyBank? myKeyBank = _myKeyBank; if (!myKeyBank.HasValue) { _myKeyBank = new KeyBank(this, GUIControl.KeyInputState.Active, KeyBank.KeyBankTypeEnum.Additive, GetKeyList(GUIControl.KeyInputState.Active)); } HookKeys(true); Quaternion rotation = Camera.main.transform.rotation; Vector3 eulerAngles = rotation.eulerAngles; rotationX = eulerAngles.y; Vector3 eulerAngles2 = rotation.eulerAngles; rotationY = eulerAngles2.x; AOSceneCamera aOSceneCamera = Object.FindObjectOfType(typeof(AOSceneCamera)) as AOSceneCamera; if (aOSceneCamera != null) { _oldDOFRange = aOSceneCamera.DOFRange; _oldDOFTarget = aOSceneCamera.DOFTarget; } _oldFOV = Camera.main.fov; }
private void OnDisable() { if (_cameraManager != null) { _cameraManager.enabled = true; } if (!_paused) { HookKeys(false); } AOSceneCamera aOSceneCamera = Object.FindObjectOfType(typeof(AOSceneCamera)) as AOSceneCamera; if (aOSceneCamera != null) { aOSceneCamera.DOFRange = _oldDOFRange; aOSceneCamera.DOFTarget = _oldDOFTarget; } Camera.main.fov = _oldFOV; }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { _paused = !_paused; HookKeys(!_paused); } if (_paused) { return; } if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)) { _goSlow = !_goSlow; } Transform transform = Camera.main.transform; rotationX += Input.GetAxis("Mouse X") * sensitivityX * ((!_goSlow) ? 1f : 0.1f); rotationY += Input.GetAxis("Mouse Y") * (0f - sensitivityY) * ((!_goSlow) ? 1f : 0.1f); rotationX = ClampAngle(rotationX, minimumX, maximumX); rotationY = ClampAngle(rotationY, minimumY, maximumY); transform.rotation = Quaternion.Euler(rotationY, rotationX, 0f); Vector3 vector = default(Vector3); if (Input.GetKey(KeyCode.W)) { vector += transform.forward; } if (Input.GetKey(KeyCode.S)) { vector -= transform.forward; } if (Input.GetKey(KeyCode.A)) { Vector3 a = vector; Vector3 right = transform.right; float x = right.x; Vector3 right2 = transform.right; Vector3 vector2 = new Vector3(x, 0f, right2.z); vector = a - vector2.normalized; } if (Input.GetKey(KeyCode.D)) { Vector3 a2 = vector; Vector3 right3 = transform.right; float x2 = right3.x; Vector3 right4 = transform.right; Vector3 vector3 = new Vector3(x2, 0f, right4.z); vector = a2 + vector3.normalized; } if (Input.GetKey(KeyCode.Q)) { vector -= Vector3.up; } if (Input.GetKey(KeyCode.E)) { vector += Vector3.up; } float num = (!_goSlow) ? 10f : 1f; transform.position += vector * (num * Time.deltaTime); float num2 = Input.GetAxis("Mouse ScrollWheel"); if (num2 == 0f) { return; } bool flag = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl); if (flag) { num2 *= -1f; } float num3 = Mathf.Abs(num2 * 10f) * 1.1f; float num4 = (!(num2 >= 0f)) ? (1f / num3) : num3; if (flag) { Camera.main.fov *= num4; return; } AOSceneCamera aOSceneCamera = Object.FindObjectOfType(typeof(AOSceneCamera)) as AOSceneCamera; if (aOSceneCamera != null) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { aOSceneCamera.DOFRange *= num4; } else { aOSceneCamera.DOFTarget *= num4; } CspUtils.DebugLog(string.Format("DOF Target: {0} DOF Range: {1}", aOSceneCamera.DOFTarget, aOSceneCamera.DOFRange)); } }
public static float ClampAngle(float angle, float min, float max) { if (angle < -360f) { angle += 360f; } if (angle > 360f) { angle -= 360f; } return Mathf.Clamp(angle, min, max); }
private void HookKeys(bool hook) { if (hook) { SHSInput.RegisterListener(_myKeyBank.Value, true); SHSDebugInput.Inst.DeactivateDebugKeys(); } else { SHSInput.UnregisterListener(_myKeyBank.Value); SHSDebugInput.Inst.ActivateDebugKeys(); } }
public CaptureHandlerResponse HandleCapture(SHSKeyCode keycode) { if (_paused) { return (keycode.code != KeyCode.Space) ? CaptureHandlerResponse.Passthrough : CaptureHandlerResponse.Block; } return (!_activeKeyDictionary.ContainsKey(new KeyCodeEntry(keycode.code, false, false, false))) ? CaptureHandlerResponse.Passthrough : CaptureHandlerResponse.Block; }
public void OnCaptureAcquired() { }
public void OnCaptureUnacquired() { }
public Dictionary<KeyCodeEntry, SHSInput.KeyEventDelegate> GetKeyList(GUIControl.KeyInputState inputState) { if (inputState != 0) { return new Dictionary<KeyCodeEntry, SHSInput.KeyEventDelegate>(); } if (_activeKeyDictionary == null) { _activeKeyDictionary = new Dictionary<KeyCodeEntry, SHSInput.KeyEventDelegate>(); KeyCode[] array = new KeyCode[7] { KeyCode.W, KeyCode.S, KeyCode.A, KeyCode.D, KeyCode.Q, KeyCode.E, KeyCode.Space }; KeyCode[] array2 = array; foreach (KeyCode code in array2) { _activeKeyDictionary.Add(new KeyCodeEntry(code, false, false, false), delegate { }); _activeKeyDictionary.Add(new KeyCodeEntry(code, false, false, true), delegate { }); } } return _activeKeyDictionary; }
public void ConfigureKeyBanks() { }
public bool IsDescendantHandler(IInputHandler handler) { return false; } }
DebugUtil (Debug Utilities)
using System; using System.Collections.Generic; using System.Reflection; using System.Text; using UnityEngine;
internal class DebugUtil { private const string LineIndent = " ";
public static UnityEngine.Object[] GetTopLevelObjects() { List<Transform> list = new List<Transform>(); Transform[] array = (Transform[])UnityEngine.Object.FindObjectsOfType(typeof(Transform)); Transform[] array2 = array; foreach (Transform transform in array2) { Transform root = transform.root; if (!list.Contains(root)) { list.Add(root); } } UnityEngine.Object[] array3 = new UnityEngine.Object[list.Count]; for (int j = 0; j < list.Count; j++) { if (list[j] == null) { array3[j] = null; } else { array3[j] = list[j].gameObject; } } Array.Sort(array3, delegate(UnityEngine.Object o1, UnityEngine.Object o2) { return string.Compare(o1.name, o2.name); }); return array3; }
public static UnityEngine.Object[] GetUnityObjectsWithName(string ChildName, UnityEngine.Object Parent) { List<UnityEngine.Object> list = new List<UnityEngine.Object>(); if (Parent == null) { Transform[] array = (Transform[])UnityEngine.Object.FindObjectsOfType(typeof(Transform)); Transform[] array2 = array; foreach (Transform transform in array2) { if (string.Compare(transform.name, ChildName) == 0) { list.Add(transform.gameObject); } } } else { GameObject gameObject = Parent as GameObject; if (gameObject == null) { return new UnityEngine.Object[0]; } int childCount = gameObject.transform.childCount; for (int j = 0; j < childCount; j++) { if (string.Compare(gameObject.transform.GetChild(j).name, ChildName) == 0) { list.Add(gameObject.transform.GetChild(j).gameObject); } } if (list.Count == 0) { Component[] components = gameObject.transform.GetComponents(typeof(Component)); Component[] array3 = components; foreach (Component component in array3) { if (string.Compare(component.GetType().ToString(), ChildName) == 0) { list.Add(component); } } } } if (list.Count == 0 && ChildName[ChildName.Length - 1] == ']') { int num = ChildName.IndexOf('['); if (num > 0) { string childName = ChildName.Substring(0, num); return GetUnityObjectsWithName(childName, Parent); } } return list.ToArray(); }
public static bool GetMemberWithName(string ChildName, object Parent, out object ResultingValue) { bool result = false; ResultingValue = null; Type type = Parent.GetType(); int num = IndexFromName(ChildName); FieldInfo field = type.GetField(ChildName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy); if (field == null && num >= 0) { ChildName = ChildName.Substring(0, ChildName.IndexOf('[')); field = type.GetField(ChildName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy); if (field.FieldType == typeof(Array)) { Array array = (Array)field.GetValue(Parent); if (array != null) { ResultingValue = array.GetValue(num); result = true; } } } else if (field != null) { ResultingValue = field.GetValue(Parent); result = true; } return result; }
private static int IndexFromName(string Name) { int result = -1; if (Name[Name.Length - 1] == ']') { int num = Name.IndexOf('['); if (num > 0 && !int.TryParse(Name.Substring(num + 1, Name.Length - num - 2), out result)) { result = -1; } } return result; }
public static bool GetObjectFromObjPathString(object Context, string Children, out string Error, out object ResultingValue) { Error = string.Empty; string[] array = Children.Split('/'); if (Children.Length == 0 || array.Length == 0) { ResultingValue = Context; return true; } string text = array[0]; object ResultingValue2 = null; if (Context is GameObject || Context == null) { UnityEngine.Object[] unityObjectsWithName = GetUnityObjectsWithName(text, (GameObject)Context); if (unityObjectsWithName.Length == 0) { Error = "ERROR: Couldn't find object or component named \"" + text + "\""; ResultingValue = null; return false; } if (unityObjectsWithName.Length > 1) { if (IndexFromName(text) < 0) { Error = "ERROR: More than one \"" + text + "\" found. Must specify an indexer."; ResultingValue = null; return false; } ResultingValue2 = unityObjectsWithName[IndexFromName(text)]; } else { ResultingValue2 = unityObjectsWithName[0]; } } else if (!GetMemberWithName(text, Context, out ResultingValue2)) { Error = "ERROR: Couldn't find object member named \"" + text + "\""; } else if (ResultingValue2 == null) { if (Children.Length == text.Length) { ResultingValue = null; return true; } Error = "ERROR: \"" + text + "\" is null\n"; } if (ResultingValue2 != null) { return GetObjectFromObjPathString(ResultingValue2, Children.Substring(Math.Min(Children.Length, text.Length + 1)), out Error, out ResultingValue); } ResultingValue = null; return false; }
public static void DumpArray(StringBuilder sb, int Indent, Array a) { string text = string.Empty; for (int i = 0; i < Indent; i++) { text += " "; } for (int j = 0; j < a.Length; j++) { sb.Append(text + "[" + j + "]: " + a.GetValue(j).ToString() + "\n"); } }
public static string Dump(string Obj, bool OutputErrors) { string Error = string.Empty; StringBuilder stringBuilder = new StringBuilder(); if (string.IsNullOrEmpty(Obj)) { stringBuilder.Append(" Top-Level Scene Objects\n"); stringBuilder.Append(" ------------------------------------------------------------\n"); UnityEngine.Object[] topLevelObjects = GetTopLevelObjects(); UnityEngine.Object[] array = topLevelObjects; foreach (UnityEngine.Object @object in array) { stringBuilder.Append(" " + @object.name + "\n"); } return stringBuilder.ToString(); } object ResultingValue = null; if (!GetObjectFromObjPathString(null, Obj, out Error, out ResultingValue)) { if (OutputErrors) { return Error; } return string.Empty; } if (ResultingValue is GameObject) { GameObject gameObject = (GameObject)ResultingValue; stringBuilder.Append(" Childen\n"); stringBuilder.Append(" ------------------------------------------------------------\n"); int childCount = gameObject.transform.childCount; if (childCount == 0) { stringBuilder.Append(" <no children found>\n"); } else { for (int j = 0; j < childCount; j++) { Transform child = gameObject.transform.GetChild(j); stringBuilder.Append(" " + child.name + "\n"); } } stringBuilder.Append("\n"); stringBuilder.Append(" Components\n"); stringBuilder.Append(" ------------------------------------------------------------\n"); Component[] components = gameObject.GetComponents(typeof(Component)); if (components == null || components.Length == 0) { stringBuilder.Append(" <no components found>\n"); } else { Component[] array2 = components; foreach (Component component in array2) { if (component != null) { stringBuilder.Append(" " + component.GetType().ToString() + "\n"); } else { stringBuilder.Append(" <null component>\n"); } } } } else if (ResultingValue == null) { stringBuilder.Append(" null\n"); } else if (ResultingValue.GetType().IsPrimitive) { stringBuilder.Append(" " + ResultingValue.ToString()); } else { stringBuilder.Append(" Members of " + ResultingValue.ToString() + " (" + ResultingValue.GetType().ToString() + ")\n"); stringBuilder.Append(" ------------------------------------------------------------\n"); FieldInfo[] fields = ResultingValue.GetType().GetFields(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.FlattenHierarchy); Array.Sort(fields, delegate(FieldInfo f1, FieldInfo f2) { return string.Compare(f1.Name, f2.Name); }); FieldInfo[] array3 = fields; foreach (FieldInfo fieldInfo in array3) { object value = fieldInfo.GetValue(ResultingValue); stringBuilder.Append(" " + fieldInfo.Name + ": " + ((value != null) ? value.ToString() : "null") + "\n"); if (value is Array) { DumpArray(stringBuilder, 6 + fieldInfo.Name.Length, (Array)value); } } } return stringBuilder.ToString(); } }
DebugHistory
using System.Collections.Generic; using UnityEngine;
public class DebugHistory : MonoBehaviour { System.Security.Cryptography.MD5CryptoServiceProvider md = null; protected class Event { protected float time;
public Event() { time = Time.time; }
public virtual void Log(GameObject owner) { CspUtils.DebugLog(owner.name + " : " + time); } }
protected class PositionEvent : Event { protected Vector3 pos;
public PositionEvent(Vector3 pos) { this.pos = pos; }
public override void Log(GameObject owner) { CspUtils.DebugLog(owner.name + " : " + time + " : " + pos); } }
protected class OwnershipEvent : Event { protected int oldOwner;
protected int newOwner;
public OwnershipEvent(int oldOwner, int newOwner) { this.oldOwner = oldOwner; this.newOwner = newOwner; }
public override void Log(GameObject owner) { CspUtils.DebugLog(owner.name + " : " + time + " : old = " + oldOwner.ToString() + " : " + newOwner.ToString()); } }
protected class NetActionLog : Event { protected string dump;
public NetActionLog(NetAction action) { dump = action.ToString(); }
public override void Log(GameObject owner) { CspUtils.DebugLog(owner.name + " : " + time + " : NetAction = " + dump); } }
public int maxEventCount = 5000;
public bool dumpNow;
protected CharacterGlobals charGlobals;
protected Queue<Event> history;
protected Vector3 lastPosition = Vector3.zero;
protected int lastOwner = -1;
public void Awake() { history = new Queue<Event>(); lastPosition = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); lastOwner = -1; }
public void Start() { charGlobals = Utils.GetComponent<CharacterGlobals>(base.gameObject); }
public void Update() { if ((base.transform.position - lastPosition).sqrMagnitude >= 0.001f) { AddEvent(new PositionEvent(base.transform.position)); lastPosition = base.transform.position; } if (lastOwner != charGlobals.networkComponent.NetOwnerId) { AddEvent(new OwnershipEvent(lastOwner, charGlobals.networkComponent.NetOwnerId)); lastOwner = charGlobals.networkComponent.NetOwnerId; } if (dumpNow) { dumpNow = false; Dump(); } }
public void Dump() { foreach (Event item in history) { item.Log(base.gameObject); } }
public void AddAction(NetAction action) { AddEvent(new NetActionLog(action)); }
protected void DebugCollision() { CspUtils.DebugLog("Handling DebugCollision message on " + base.gameObject.name); Dump(); }
protected void AddEvent(Event evt) { history.Enqueue(evt); if (history.Count > maxEventCount) { history.Dequeue(); } } }
In the Placeholder Animation file, a Debug attack can be found named "DebugCheatKillAttack" that deals 1000000 damage; no enemy in the game has a HP bar as large as this, meaning that this is in essence a OHKO button.
DebugCheatKillAttack (Debug OHKO)
<attack> <attack_name>DebugCheatKillAttack</attack_name> <impact> <impact_type>3</impact_type> <damage>1000000</damage> <pushback_duration>0</pushback_duration> <recoil>0</recoil> </impact> </attack>
Headquarters
All of the maps for the Headquarters are still in the game's files, as is the AI for EVERY. SINGLE. CHARACTER. The AI is mostly(if not exactly) the same for all of them, so only one character's code is displayed to show the code.
Headquarters AI (Impossible Man as example):
string m_Name = "hq_impossible_man_playable" string m_Script = "<ai_hq_controller>
<name>impossible_man_playable</name> <item_keyword_affinities> <item> <key> <int>1</int> </key> <value> <int>4</int> </value> </item> <item> <key> <int>2</int> </key> <value> <int>2</int> </value> </item> <item> <key> <int>10</int> </key> <value> <int>5</int> </value> </item> <item> <key> <int>22</int> </key> <value> <int>5</int> </value> </item> <item> <key> <int>14</int> </key> <value> <int>1</int> </value> </item> </item_keyword_affinities> <room_affinities> <item> <key> <string>lab</string> </key> <value> <int>10</int> </value> </item> <item> <key> <string>bridge</string> </key> <value> <int>10</int> </value> </item> </room_affinities> <marvel_squad>1</marvel_squad> <affiliation>Hero</affiliation> <destroy_sequence_id>74</destroy_sequence_id> <strength>35</strength> <hunger_max>100</hunger_max> <anger_frequency>55</anger_frequency> <anger_duration>5</anger_duration> <relationship_emotes> <item> <key> <RelationshipType>like</RelationshipType> </key> <value> <ArrayOfEmote> <emote> <id>54</id> </emote> <emote> <id>55</id> </emote> <emote> <id>56</id> </emote> <emote> <id>57</id> </emote> </ArrayOfEmote> </value> </item> <item> <key> <RelationshipType>dislike</RelationshipType> </key> <value> <ArrayOfEmote> <emote> <id>51</id> </emote> <emote> <id>52</id> </emote> <emote> <id>53</id> </emote> <emote> <id>70</id> </emote> </ArrayOfEmote> </value> </item> </relationship_emotes>
</ai_hq_controller>
Leftovers for Cut Characters
Leftover Relationship Voice Lines
To do:
|
There are several VO files related to heroes who never made it into the game, even mentioning characters that didn't get any placeholder stats.
Unused Characters
To do:
|
Whiplash
Whiplash has one unused image of him in the files.
Professor X
To do:
|
Leftover Stats
A handful cut characters have leftover stats in the files; some of them have placeholder stats. No models for them exist in the game unless they were a Playable variant of a boss/enemy, or Mr. Placeholder, whose model is two triangles without a UV map.
Professor X uses Modok's stats and model as placeholders.
Professor X Stats:
<character_stats> <stat> <stat_type>Health</stat_type> <stat_change_pusle_rate>0</stat_change_pusle_rate> <stat_change_amount>0</stat_change_amount> <initial_value>230</initial_value> <Tool_initial_value_table_setting>Player_Health_Ranged</Tool_initial_value_table_setting> <initial_maximum>230</initial_maximum> <Tool_initial_maximum_table_setting>Player_Health_Ranged</Tool_initial_maximum_table_setting> </stat> <stat> <stat_type>Power</stat_type> <stat_change_pusle_rate>0</stat_change_pusle_rate> <stat_change_amount>0</stat_change_amount> <initial_value>0</initial_value> <initial_maximum>100</initial_maximum> <Tool_initial_maximum_table_setting>Hero_BasePower</Tool_initial_maximum_table_setting> </stat> </character_stats> <name>professor_x</name> <asset_bundle>Characters/modok_04</asset_bundle> <inventory_icon_name>inventory_character_professor_x</inventory_icon_name> <behavior_manager> <default_behavior_type>BehaviorBase</default_behavior_type> </behavior_manager> <click_box> <height>0</height> <radius>0</radius>
<x>0</x> <y>0</y> <z>0</z>
</click_box> <character_controller> <height>2</height> <radius>0.5</radius> <slope_limit>50</slope_limit> <step_offset>0.3</step_offset>
<x>0</x> <y>1.1</y> <z>0</z>
<pickup_bone>fx_Rpalm</pickup_bone> </character_controller> <effect_sequence_list> <character_fx>FX/modok_fx</character_fx> <shared_fx>FX/character_shared_fx</shared_fx> <logical_effect> <name>Power Emote 1</name> <prefab_name>Power Emote 1</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 2</name> <prefab_name>Power Emote 2</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 3</name> <prefab_name>Power Emote 3</prefab_name> </logical_effect> <logical_effect> <name>Transport</name> <prefab_name>transport</prefab_name> </logical_effect> <logical_effect> <name>Splash</name> <prefab_name>Splash sequence</prefab_name> </logical_effect> <logical_effect> <name>Hot Spot Launch</name> <prefab_name>Hot Spot Anticipate</prefab_name> </logical_effect> </effect_sequence_list> <character_model> <model_name>modok_04_prefab</model_name> <size_rank>0</size_rank> <effect_name>persistent sequence</effect_name> <disable_shadow>false</disable_shadow> <collider> <name>HeadBullet</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_head_ray</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>HeadLaser</name> <collider_prefab>_AttackColliderBeam</collider_prefab> <node>fx_head_ray</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>RightHandCollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>RArmPalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>LeftHandCollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_Lpalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>AOECollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>Pelvis</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>RightHandMissile</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_Rpalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>LeftHandMissile</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_Lpalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> </character_model> <character_motion_controller> <landing_effect_name>landing</landing_effect_name> <falling_effect_name>fall_trail_sequence</falling_effect_name> <speed>6</speed> <run_animation_speed>1</run_animation_speed> <deceleration_distance>0.4</deceleration_distance> <gravity>20</gravity> <jump_height>10</jump_height> <gw_jump_height>10</gw_jump_height> <jump_timeout>0.15</jump_timeout> <second_jump_height>12</second_jump_height> <double_jump>false</double_jump> <double_jump_anim_index>-1</double_jump_anim_index> <hold_jump>false</hold_jump> <use_jump_sequence>false</use_jump_sequence> <rotate_speed>500</rotate_speed> <fall_tolerance>0.5</fall_tolerance> <pickup_strength>4</pickup_strength> <hot_spots> <hot_spot>Flying</hot_spot> </hot_spots> <can_swing>false</can_swing> <sit_override /> </character_motion_controller> <lod> <enabled>true</enabled> <animate_offscreen>false</animate_offscreen> </lod> <scoring> <defeat>0</defeat> </scoring> <player_combat_controller> <power_attack_1>modok_playble_attack_super</power_attack_1> <power_attack_2>modok_playble_attack_super_Tier2</power_attack_2> <power_attack_3>modok_playble_attack_super_Tier3</power_attack_3> <health_increase_1>20</health_increase_1> <health_increase_2>20</health_increase_2> <health_increase_3>20</health_increase_3> <health_increase_4>10</health_increase_4> <health_increase_5>10</health_increase_5> <health_increase_6>10</health_increase_6> <health_increase_7>10</health_increase_7> <health_increase_8>10</health_increase_8> <power_damage_received_multiplier>0.5</power_damage_received_multiplier> <power_damage_dealt_multiplier>0.5</power_damage_dealt_multiplier> <combat_controller> <faction>Player</faction> <ignore_height>false</ignore_height> <show_attack_chain_numbers>false</show_attack_chain_numbers> <show_attack_colliders>false</show_attack_colliders> <recoil_resistance>0</recoil_resistance> <pushback_resistance>0</pushback_resistance> <launch_resistance>0</launch_resistance> <knockdown_effect>knockdown</knockdown_effect> <launch_land_effect>launch_land_sequence</launch_land_effect> <despawn_effect>despawn_sequence</despawn_effect> <death_effect>death_effect_sequence</death_effect> <stun_effect>stun1</stun_effect> <recoil_small_interruptible_by>2</recoil_small_interruptible_by> <recoil_large_interruptible_by>4</recoil_large_interruptible_by> <recoil_getup_interruptible_by>4</recoil_getup_interruptible_by> <recoil_knockdown_interruptible_by>10</recoil_knockdown_interruptible_by> <recoil_launch_interruptible_by>10</recoil_launch_interruptible_by> <recoil_dance_interruptible_by>1</recoil_dance_interruptible_by> <recoil_stun_interruptible_by>10</recoil_stun_interruptible_by> <recoil_limit>0</recoil_limit> <default_impact_matrix_type>3</default_impact_matrix_type> <impact_matrix_type>2</impact_matrix_type> <attack> <name>modok_playable_attack_L1</name> <chance>0</chance> <bonus_chance_per_extra_target>0</bonus_chance_per_extra_target> <extra_target_maximum_distance>0</extra_target_maximum_distance> <extra_target_measured_from_attacker>false</extra_target_measured_from_attacker> <minimum_range>0</minimum_range> <maximum_range>0</maximum_range> <minimum_health_percent>0</minimum_health_percent> <maximum_health_percent>100</maximum_health_percent> <minimum_players>1</minimum_players> <maximum_players>4</maximum_players> <cooldown_start_available>true</cooldown_start_available> <cooldown_refresh_time>0</cooldown_refresh_time> <cooldown_expire_time>0</cooldown_expire_time> </attack> <attack> <name>modok_playable_attack_L2</name> <chance>0</chance> <bonus_chance_per_extra_target>0</bonus_chance_per_extra_target> <extra_target_maximum_distance>0</extra_target_maximum_distance> <extra_target_measured_from_attacker>false</extra_target_measured_from_attacker> <minimum_range>0</minimum_range> <maximum_range>0</maximum_range> <minimum_health_percent>0</minimum_health_percent> <maximum_health_percent>100</maximum_health_percent> <minimum_players>1</minimum_players> <maximum_players>4</maximum_players> <cooldown_start_available>true</cooldown_start_available> <cooldown_refresh_time>0</cooldown_refresh_time> <cooldown_expire_time>0</cooldown_expire_time> </attack> <attack> <name>modok_playable_attack_L3</name> <chance>0</chance> <bonus_chance_per_extra_target>0</bonus_chance_per_extra_target> <extra_target_maximum_distance>0</extra_target_maximum_distance> <extra_target_measured_from_attacker>false</extra_target_measured_from_attacker> <minimum_range>0</minimum_range> <maximum_range>0</maximum_range> <minimum_health_percent>0</minimum_health_percent> <maximum_health_percent>100</maximum_health_percent> <minimum_players>1</minimum_players> <maximum_players>4</maximum_players> <cooldown_start_available>true</cooldown_start_available> <cooldown_refresh_time>0</cooldown_refresh_time> <cooldown_expire_time>0</cooldown_expire_time> </attack> <attack> <name>modok_playable_attack_L4</name> <chance>0</chance> <bonus_chance_per_extra_target>0</bonus_chance_per_extra_target> <extra_target_maximum_distance>0</extra_target_maximum_distance> <extra_target_measured_from_attacker>false</extra_target_measured_from_attacker> <minimum_range>0</minimum_range> <maximum_range>0</maximum_range> <minimum_health_percent>0</minimum_health_percent> <maximum_health_percent>100</maximum_health_percent> <minimum_players>1</minimum_players> <maximum_players>4</maximum_players> <cooldown_start_available>true</cooldown_start_available> <cooldown_refresh_time>0</cooldown_refresh_time> <cooldown_expire_time>0</cooldown_expire_time> </attack> <attack> <name>modok_playable_attack_L5</name> <chance>0</chance> <bonus_chance_per_extra_target>0</bonus_chance_per_extra_target> <extra_target_maximum_distance>0</extra_target_maximum_distance> <extra_target_measured_from_attacker>false</extra_target_measured_from_attacker> <minimum_range>0</minimum_range> <maximum_range>0</maximum_range> <minimum_health_percent>0</minimum_health_percent> <maximum_health_percent>100</maximum_health_percent> <minimum_players>1</minimum_players> <maximum_players>4</maximum_players> <cooldown_start_available>true</cooldown_start_available> <cooldown_refresh_time>0</cooldown_refresh_time> <cooldown_expire_time>0</cooldown_expire_time> </attack> <secondary_attack> <rank> <number>0</number> <name>modok_playable_attack_R1</name> <display_name>modok_playable_attack_R1</display_name> </rank> <rank> <number>1</number> <name>modok_playable_attack_R1_Tier2</name> <display_name>modok_playable_attack_R1_Tier2</display_name> </rank> <rank> <number>2</number> <name>modok_playable_attack_R1_Tier3</name> <display_name>modok_playable_attack_R1_Tier3</display_name> </rank> </secondary_attack> <secondary_attack> <rank> <number>0</number> <name>modok_playable_attack_R2</name> <display_name>modok_playable_attack_R2</display_name> </rank> <rank> <number>1</number> <name>modok_playable_attack_R2_Tier2</name> <display_name>modok_playable_attack_R2_Tier2</display_name> </rank> <rank> <number>2</number> <name>modok_playable_attack_R2_Tier3</name> <display_name>modok_playable_attack_R2_Tier3</display_name> </rank> </secondary_attack> <secondary_attack> <rank> <number>0</number> <name>modok_playable_attack_R3</name> <display_name>modok_playable_attack_R3</display_name> </rank> <rank> <number>1</number> <name>modok_playable_attack_R3_Tier2</name> <display_name>modok_playable_attack_R3_Tier2</display_name> </rank> <rank> <number>2</number> <name>modok_playable_attack_R3_Tier3</name> <display_name>modok_playable_attack_R3_Tier3</display_name> </rank> </secondary_attack> <target_bone>Pelvis</target_bone> </combat_controller> </player_combat_controller> <attack_data> <attack> <attack_name>modok_playable_attack_L1</attack_name> <behavior>BehaviorAttackBase</behavior> <anim>attack_L1</anim> <summons /> <desired_range>5</desired_range> <maximum_range>9</maximum_range> <interruptible_by>4</interruptible_by> <effect>L1 head beam</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>0</power_cost> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>1.5</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L1 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>1</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L1</Tool_damage_table_setting> <damage>7.38</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>0.5</collider_scale> <pushback_from_collider>true</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_L2</attack_name> <behavior>BehaviorAttackBase</behavior> <anim>attack_L2</anim> <summons /> <desired_range>6</desired_range> <maximum_range>50</maximum_range> <interruptible_by>4</interruptible_by> <effect>L2 head beam</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>0</power_cost> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>1.5</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L2 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L2</Tool_damage_table_setting> <damage>14.4000006</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L2 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L2</Tool_damage_table_setting> <damage>14.4000006</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L2 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L2</Tool_damage_table_setting> <damage>14.4000006</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_L3</attack_name> <behavior>BehaviorAttackBase</behavior> <anim>attack_L3</anim> <summons /> <desired_range>4</desired_range> <maximum_range>15</maximum_range> <interruptible_by>4</interruptible_by> <effect>L3 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>0</power_cost> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L3</Tool_damage_table_setting> <damage>18.7200012</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>5</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>3</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>4</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_L4</attack_name> <behavior>BehaviorAttackBase</behavior> <anim>attack_L4</anim> <summons /> <desired_range>7</desired_range> <maximum_range>15</maximum_range> <interruptible_by>4</interruptible_by> <effect>L4 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>0</power_cost> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>1.5</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>1</impact_type> <collider>LeftHandCollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_L4</Tool_damage_table_setting> <damage>31.2480011</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>true</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>L4 bullet</projectile_name> <projectile_speed>20</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>3</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_L5</attack_name> <behavior>BehaviorAttackBase</behavior> <anim>attack_L5</anim> <summons /> <desired_range>1</desired_range> <maximum_range>15</maximum_range> <interruptible_by>4</interruptible_by> <effect>L5 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>0</power_cost> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>1.5</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>1</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Melee_L5</Tool_damage_table_setting> <damage>45</damage> <Tool_damage_scale>1.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>5</pushback_velocity> <recoil>5</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>2.5</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>2</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R1</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R1</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>R1 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>20</power_cost> <Tools_powercost_table_value>R1_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>1</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R1</Tool_damage_table_setting> <damage>26.25</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.25</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>5</recoil> <knockdown_duration>1</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <collider_angle_limit>360</collider_angle_limit> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>4</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R2</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R2</anim> <summons /> <desired_range>0</desired_range> <maximum_range>20</maximum_range> <interruptible_by>4</interruptible_by> <effect>R2 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>40</power_cost> <Tools_powercost_table_value>R2_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>12</projectile_speed> <projectile_lifespan>5</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>false</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2</Tool_damage_table_setting> <damage>25.9199982</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R3</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R3</anim> <summons /> <desired_range>4</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by> <effect>R3 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>60</power_cost> <Tools_powercost_table_value>R3_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L1 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R3</Tool_damage_table_setting> <damage>9.3</damage> <Tool_damage_scale>0.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playble_attack_super</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_super</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>Super sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>100</power_cost> <Tools_powercost_table_value>Super</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Super1_Ranged_AOE</Tool_damage_table_setting> <damage>62.425</damage> <Tool_damage_scale>1.1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <target_combat_effect>MODOK_Confusion</target_combat_effect> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>1.2</impact_start_time> <impact_end_time>1.3</impact_end_time> <collider_scale>6</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R1_Tier2</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R1</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>R1 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>20</power_cost> <Tools_powercost_table_value>R1_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>1</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R1_Tier2</Tool_damage_table_setting> <damage>32.0833359</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.25</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>5</recoil> <knockdown_duration>1</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <collider_angle_limit>360</collider_angle_limit> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>4</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R2_Tier2</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R2</anim> <summons /> <desired_range>0</desired_range> <maximum_range>20</maximum_range> <interruptible_by>4</interruptible_by> <effect>R2 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>40</power_cost> <Tools_powercost_table_value>R2_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>12</projectile_speed> <projectile_lifespan>5</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>false</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier2</Tool_damage_table_setting> <damage>33.12</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R3_Tier2</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R3</anim> <summons /> <desired_range>4</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by> <effect>R3 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>60</power_cost> <Tools_powercost_table_value>R3_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L2 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R3_Tier2</Tool_damage_table_setting> <damage>10.333333</damage> <Tool_damage_scale>0.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playble_attack_super_Tier2</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_super</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>Super sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>100</power_cost> <Tools_powercost_table_value>Super</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Super2_Ranged_AOE</Tool_damage_table_setting> <damage>104.041672</damage> <Tool_damage_scale>1.1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <target_combat_effect>MODOK_Confusion</target_combat_effect> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>1.2</impact_start_time> <impact_end_time>1.3</impact_end_time> <collider_scale>6</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R1_Tier3</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R1</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>R1 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>20</power_cost> <Tools_powercost_table_value>R1_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>1</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R1_Tier3</Tool_damage_table_setting> <damage>43.75</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.25</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>5</recoil> <knockdown_duration>1</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>10</launch_velocity> <collider_angle_limit>360</collider_angle_limit> <rotate_target_to_impact>false</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>4</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R2_Tier3</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R2</anim> <summons /> <desired_range>0</desired_range> <maximum_range>20</maximum_range> <interruptible_by>4</interruptible_by> <effect>R2 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>40</power_cost> <Tools_powercost_table_value>R2_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>12</projectile_speed> <projectile_lifespan>5</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>false</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>RightHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <impact> <impact_type>1</impact_type> <collider>LeftHandMissile</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R2_Tier3</Tool_damage_table_setting> <damage>47.5199966</damage> <Tool_damage_scale>1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_name>R2 missile</projectile_name> <projectile_speed>15</projectile_speed> <projectile_lifespan>2</projectile_lifespan> <projectile_aimed>false</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playable_attack_R3_Tier3</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_R3</anim> <summons /> <desired_range>4</desired_range> <maximum_range>10</maximum_range> <interruptible_by>4</interruptible_by> <effect>R3 sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>60</power_cost> <Tools_powercost_table_value>R3_Range</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>2</impact_type> <collider>HeadLaser</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <effect>L2 beam</effect> <impact_effect>impact sequence</impact_effect> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Ranged_R3_Tier3</Tool_damage_table_setting> <damage>12.4</damage> <Tool_damage_scale>0.2</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>0</impact_start_time> <impact_end_time>0</impact_end_time> <collider_scale>1</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> <attack> <attack_name>modok_playble_attack_super_Tier3</attack_name> <behavior>BehaviorAttackSpecial</behavior> <anim>attack_super</anim> <summons /> <desired_range>0</desired_range> <maximum_range>1.5</maximum_range> <interruptible_by>4</interruptible_by> <effect>Super sequence</effect> <stop_effect_on_chain>false</stop_effect_on_chain> <power_cost>100</power_cost> <Tools_powercost_table_value>Super</Tools_powercost_table_value> <move_start_time>0</move_start_time> <move_arrive_time>0</move_arrive_time> <collision_off_time>-1</collision_off_time> <collision_on_time>-1</collision_on_time> <move_speed>0</move_speed> <chain_start_time>0</chain_start_time> <chain_end_time>0</chain_end_time> <chain_requires_impact>false</chain_requires_impact> <face_target>true</face_target> <track_target>true</track_target> <attack_duration>0</attack_duration> <forward_speed>0</forward_speed> <forward_on_hit>false</forward_on_hit> <environmental_attack>false</environmental_attack> <targetless_attack>false</targetless_attack> <ignore_height_difference>false</ignore_height_difference> <hide_on_teleport>false</hide_on_teleport> <has_shot_info_tag>false</has_shot_info_tag> <arc_multiplier>0</arc_multiplier> <total_targets>-1</total_targets> <attack_delay>0</attack_delay> <minimum_delay>0</minimum_delay> <pinball_pause>0</pinball_pause> <linear_pinball>false</linear_pinball> <pinball_turn_duration>0</pinball_turn_duration> <pinball_cannot_be_hit>false</pinball_cannot_be_hit> <always_render_max_beam>false</always_render_max_beam> <stop_on_enemy_collision>true</stop_on_enemy_collision> <impact> <impact_type>0</impact_type> <collider>AOECollider</collider> <collider_offset> <x>0</x> <y>0</y> <z>0</z> </collider_offset> <summons /> <hits_friends>false</hits_friends> <maximum_hits_per_target>0</maximum_hits_per_target> <maximum_targets_hit>1</maximum_targets_hit> <minimum_distance>0</minimum_distance> <Tool_damage_table_setting>DPS_Super3_Ranged_AOE</Tool_damage_table_setting> <damage>145.65834</damage> <Tool_damage_scale>1.1</Tool_damage_scale> <pushback_duration>0.5</pushback_duration> <pushback_velocity>2</pushback_velocity> <recoil>1</recoil> <knockdown_duration>0</knockdown_duration> <recoil_duration>1</recoil_duration> <launch_velocity>0</launch_velocity> <target_combat_effect>MODOK_Confusion</target_combat_effect> <collider_angle_limit>45</collider_angle_limit> <rotate_target_to_impact>true</rotate_target_to_impact> <show_collider>false</show_collider> <impact_start_time>1.2</impact_start_time> <impact_end_time>1.3</impact_end_time> <collider_scale>6</collider_scale> <pushback_from_collider>false</pushback_from_collider> <force_attach>false</force_attach> <firing_time>0</firing_time> <projectile_speed>0</projectile_speed> <projectile_lifespan>0</projectile_lifespan> <projectile_aimed>true</projectile_aimed> <projectile_rotate_to_velocity>true</projectile_rotate_to_velocity> <projectile_attached>false</projectile_attached> <projectile_gravity>0</projectile_gravity> <projectile_explosion_radius>0</projectile_explosion_radius> <projectile_destroy_on_impact>true</projectile_destroy_on_impact> <projectile_destroy_on_collision>true</projectile_destroy_on_collision> <projectile_impact_stick_time>0</projectile_impact_stick_time> <projectile_collision_stick_time>0</projectile_collision_stick_time> <projectile_environmental>false</projectile_environmental> <projectile_create_immediate>false</projectile_create_immediate> <projectile_additional_targets>0</projectile_additional_targets> <projectile_return_arc>0</projectile_return_arc> <projectile_ballistic>false</projectile_ballistic> <projectile_ballistic_lob>false</projectile_ballistic_lob> <projectile_scaled_to_owner>false</projectile_scaled_to_owner> <target_aim_offset>0</target_aim_offset> <hits_enemies>true</hits_enemies> <impact_matrix_type>0</impact_matrix_type> <impact_face_camera>true</impact_face_camera> <use_recoil_duration_on_attach>false</use_recoil_duration_on_attach> <attach_uses_rotation>false</attach_uses_rotation> <stun_anim_speed>-1</stun_anim_speed> </impact> <chance>0</chance> <allow_lateral_translation>false</allow_lateral_translation> </attack> </attack_data> <components /> <offset_data> <default_offset>2.6</default_offset> </offset_data> </character>" string m_PathName = ""
There are also placeholder stats for several playable characters, including placeholder stats for... Mole-Man, who never became playable, though he did become a boss.
Amadeus Cho's code, which is empty placeholder stats. These are also the stats for Yin, Yang, Mr. Placeholder, Mole-Man(Playable) and Whiplash(Playable):
<stat> <stat_type>Health</stat_type> <stat_change_pusle_rate>0</stat_change_pusle_rate> <stat_change_amount>0</stat_change_amount> <initial_value>200</initial_value> <Tool_initial_value_table_setting>Player_Health</Tool_initial_value_table_setting> <initial_maximum>200</initial_maximum> <Tool_initial_maximum_table_setting>Player_Health</Tool_initial_maximum_table_setting> </stat> <stat> <stat_type>Power</stat_type> <stat_change_pusle_rate>0</stat_change_pusle_rate> <stat_change_amount>0</stat_change_amount> <initial_value>0</initial_value> <initial_maximum>100</initial_maximum> </stat> </character_stats> <name>amadeus_cho</name> <asset_bundle>Characters/amadeus_cho_01</asset_bundle> <behavior_manager> <default_behavior_type>BehaviorBase</default_behavior_type> </behavior_manager> <click_box> <height>0</height> <radius>0</radius>
<x>0</x> <y>0</y> <z>0</z>
</click_box> <character_controller> <height>2</height> <radius>0.5</radius> <slope_limit>50</slope_limit> <step_offset>0.3</step_offset>
<x>0</x> <y>1.1</y> <z>0</z>
<pickup_bone>fx_Rpalm</pickup_bone> </character_controller> <effect_sequence_list> <character_fx>FX/amadeus_cho_fx</character_fx> <shared_fx>FX/character_shared_fx</shared_fx> <logical_effect> <name>Power Emote 1</name> <prefab_name>Power Emote 1</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 2</name> <prefab_name>Power Emote 2</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 3</name> <prefab_name>Power Emote 3</prefab_name> </logical_effect> <logical_effect> <name>Transport</name> <prefab_name>transport</prefab_name> </logical_effect> <logical_effect> <name>Splash</name> <prefab_name>Splash sequence</prefab_name> </logical_effect> </effect_sequence_list> <character_model> <model_name>amadeus_cho_01_prefab</model_name> <size_rank>0</size_rank> <collider> <name>RightHandCollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_Rpalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>LeftHandCollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>fx_Lpalm</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> <collider> <name>AOECollider</name> <collider_prefab>_AttackCollider</collider_prefab> <node>RLegDigit11</node> <offset> <x>0</x> <y>0</y> <z>0</z> </offset> <scale>1</scale> </collider> </character_model> <character_motion_controller> <landing_effect_name>landing</landing_effect_name> <speed>6</speed> <run_animation_speed>1</run_animation_speed> <deceleration_distance>0.4</deceleration_distance> <gravity>20</gravity> <jump_height>10</jump_height> <gw_jump_height>10</gw_jump_height> <jump_timeout>0.15</jump_timeout> <second_jump_height>12</second_jump_height> <double_jump>false</double_jump> <hold_jump>false</hold_jump> <rotate_speed>500</rotate_speed> <fall_tolerance>0.5</fall_tolerance> <pickup_strength>4</pickup_strength> <can_swing>false</can_swing> </character_motion_controller> <lod> <enabled>true</enabled> <animate_offscreen>false</animate_offscreen> </lod> <scoring> <defeat>0</defeat> </scoring> <player_combat_controller> <health_increase_1>50</health_increase_1> <health_increase_2>50</health_increase_2> <health_increase_3>0</health_increase_3> <power_damage_received_multiplier>0.5</power_damage_received_multiplier> <power_damage_dealt_multiplier>0.5</power_damage_dealt_multiplier> <combat_controller> <faction>Player</faction> <ignore_height>false</ignore_height> <show_attack_chain_numbers>false</show_attack_chain_numbers> <show_attack_colliders>false</show_attack_colliders> <recoil_resistance>0</recoil_resistance> <pushback_resistance>0</pushback_resistance> <launch_resistance>0</launch_resistance> <knockdown_effect>knockdown</knockdown_effect> <launch_land_effect>launch_land_sequence</launch_land_effect> <despawn_effect>despawn_sequence</despawn_effect> <death_effect>death_effect_sequence</death_effect> <stun_effect>stun1</stun_effect> <recoil_small_interruptible_by>2</recoil_small_interruptible_by> <recoil_large_interruptible_by>4</recoil_large_interruptible_by> <recoil_getup_interruptible_by>4</recoil_getup_interruptible_by> <recoil_knockdown_interruptible_by>10</recoil_knockdown_interruptible_by> <recoil_launch_interruptible_by>10</recoil_launch_interruptible_by> <recoil_dance_interruptible_by>1</recoil_dance_interruptible_by> <recoil_stun_interruptible_by>10</recoil_stun_interruptible_by> <recoil_limit>0</recoil_limit> <impact_matrix_type>0</impact_matrix_type> <target_bone>Pelvis</target_bone> </combat_controller> </player_combat_controller> <attack_data /> <offset_data> <default_offset>2.01</default_offset> <animation_offset_data> <animation_offset> <name>jump_up</name> <offset>2.50</offset> <mode>normal</mode> </animation_offset> <animation_offset> <name>jump_run_up</name> <offset>2.50</offset> <mode>normal</mode> </animation_offset> </animation_offset_data> </offset_data></character>"
Leftovers of "Oscorp"(unreleased version of Daily Bugle Hub Zone)
The original hub world of this game, before the Daily Bugle was shrunk down excessively. This map was shown off in trailers and prerelease footage quite extensively, but it was cut before release and, unlike most of the games cut content, most of it has been taken out; but still not everything.
The zone file for the Daily Bugle is named daily_bugle2 internally; this implies that the original zone would've been called daily_bugle, as the other Hub world zones are referred to as asgard, villainville and baxter instead.
Unused Bosses
Leftover data exists for a unused Boss in Whiplash.
Whiplash Boss Code:
<character_stats> <stat> <stat_type>Health</stat_type> <stat_change_pusle_rate>5</stat_change_pusle_rate> <stat_change_amount>20</stat_change_amount> <initial_value>200</initial_value> <initial_maximum>200</initial_maximum> </stat> <stat> <stat_type>Power</stat_type> <stat_change_pusle_rate>0</stat_change_pusle_rate> <stat_change_amount>0</stat_change_amount> <initial_value>0</initial_value> <initial_maximum>100</initial_maximum> </stat> </character_stats> <name>whiplash_boss</name> <asset_bundle>Characters/whiplash_01</asset_bundle> <behavior_manager> <default_behavior_type>BehaviorBase</default_behavior_type> </behavior_manager> <click_box> <height>0</height> <radius>0</radius>
<x>0</x> <y>0</y> <z>0</z>
</click_box> <character_controller> <height>2</height> <radius>0.5</radius> <slope_limit>50</slope_limit> <step_offset>0.3</step_offset>
<x>0</x> <y>1.1</y> <z>0</z>
<pickup_bone>fx_Rpalm</pickup_bone> </character_controller> <effect_sequence_list> <character_fx>FX/whiplash_fx</character_fx> <shared_fx>FX/character_shared_fx</shared_fx> <logical_effect> <name>Power Emote 1</name> <prefab_name>Power Emote 1</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 2</name> <prefab_name>Power Emote 2</prefab_name> </logical_effect> <logical_effect> <name>Power Emote 3</name> <prefab_name>Power Emote 3</prefab_name> </logical_effect> <logical_effect> <name>Transport</name> <prefab_name>transport</prefab_name> </logical_effect> </effect_sequence_list> <character_model> <model_name>whiplash_01_prefab</model_name> <size_rank>0</size_rank> </character_model> <character_motion_controller> <landing_effect_name>landing</landing_effect_name> <speed>6</speed> <run_animation_speed>1</run_animation_speed> <deceleration_distance>0.4</deceleration_distance> <gravity>20</gravity> <jump_height>10</jump_height> <gw_jump_height>10</gw_jump_height> <jump_timeout>0.15</jump_timeout> <second_jump_height>12</second_jump_height> <double_jump>false</double_jump> <hold_jump>false</hold_jump> <rotate_speed>500</rotate_speed> <fall_tolerance>0.5</fall_tolerance> <pickup_strength>4</pickup_strength> <can_swing>false</can_swing> </character_motion_controller> <lod> <enabled>true</enabled> <animate_offscreen>false</animate_offscreen> </lod> <scoring> <defeat>0</defeat> </scoring> <player_combat_controller> <health_increase_1>50</health_increase_1> <health_increase_2>50</health_increase_2> <health_increase_3>0</health_increase_3> <power_damage_received_multiplier>0.5</power_damage_received_multiplier> <power_damage_dealt_multiplier>0.5</power_damage_dealt_multiplier> <combat_controller> <faction>Player</faction> <ignore_height>false</ignore_height> <show_attack_chain_numbers>false</show_attack_chain_numbers> <show_attack_colliders>false</show_attack_colliders> <recoil_resistance>0</recoil_resistance> <pushback_resistance>0</pushback_resistance> <launch_resistance>0</launch_resistance> <knockdown_effect>knockdown</knockdown_effect> <launch_land_effect>launch_land</launch_land_effect> <stun_effect>stun1</stun_effect> <recoil_small_interruptible_by>0</recoil_small_interruptible_by> <recoil_large_interruptible_by>0</recoil_large_interruptible_by> <recoil_getup_interruptible_by>0</recoil_getup_interruptible_by> <recoil_knockdown_interruptible_by>0</recoil_knockdown_interruptible_by> <recoil_launch_interruptible_by>0</recoil_launch_interruptible_by> <recoil_dance_interruptible_by>0</recoil_dance_interruptible_by> <recoil_stun_interruptible_by>0</recoil_stun_interruptible_by> <recoil_limit>0</recoil_limit> <impact_matrix_type>0</impact_matrix_type> <target_bone>Pelvis</target_bone> </combat_controller> </player_combat_controller> <attack_data /> <offset_data> <default_offset>2.01</default_offset> <animation_offset_data> <animation_offset> <name>jump_up</name> <offset>2.50</offset> <mode>normal</mode> </animation_offset> <animation_offset> <name>jump_run_up</name> <offset>2.50</offset> <mode>normal</mode> </animation_offset> </animation_offset_data> </offset_data></character>"
Models
There are leftover models in the game's files.
Hulk
Hulk has a leftover model called "Big Guy" (of which five identical copies were found in the same file), likely from when the character meshes were being made. The early model lacks bones (causing it to be unplayable/unusable), lacks any textures that could be associated with it, and was oddly enough found in a Scenario file, which contains objects found in the hub world, instead of the expected Character files.
The changes between the models are small, with the most notable being the hair. Other changes are the feet details and the small tie on Hulk's pants on the Big Guy model.
Early | Final |
---|---|
SHS Logotoken
Cafeteria
Ockbot Troublebot
ocktrouble_bot_mesh in the files. Was replaced by the final's troublebot, which comes right after it internally. Was used as a Troublebot during development, as evidenced by promotional screenshots, but went unused in final. The Ockbot also still has all of its animations, bones and anything it'd need to be functional.
Early | Final |
---|---|
Unused Text
Early Tutorial Text
Early dialogue for the Tutorial. Notably has bad capitalization, a very casual way of writing, and lacks punctuation. Unlike most other strings, including the formerly used final game's Tutorial text, is not located in the strings file, but instead its own. Also, it'll make your armpits explode.
Early Tutorial dialogue:
<tutorials>
<tutorial name="master">
<step id="start">
<dialog>Welcome to Super Hero Squad! Did you know that we've got awesome stuff that will make your armpits explode? We do!</dialog>
<advanceEvent>TutorialDialogCloseButton</advanceEvent>
</step>
<step>
<dialog>click to move your hero around, eh?</dialog>
<advanceEvent>playerMove</advanceEvent>
</step>
<step>
<dialog>now jump using the spacebar</dialog>
<advanceEvent>jumpPressed</advanceEvent>
</step>
<step>
<dialog>ok let's get some bad guys</dialog>
<advanceEvent>TutorialDialogCloseButton</advanceEvent>
</step>
<step id="brawler1_load">
<load>tutorial_mission</load>
<advanceEvent>missionLoaded</advanceEvent>
</step>
<step id="brawler1_start">
<dialog>Welcome to your first mission! Click on an enemy to attack</dialog>
<advanceEvent>TutorialDialogCloseButton</advanceEvent>
</step>
</tutorial>
</tutorials>
Unused Text Strings
Unused text strings located in the "strings" file.
Text String ID | Text | Notes |
---|---|---|
#MIS_NAME_M_XXXX_DATABASETEST | NameNameNameName | Seems to be a placeholder string; fittingly, named "DATABASETEST", and has no mission number(XXXX instead of, for example, Symbi-Oh-No!'s 1019). First string in the Strings file, and seems unrelated to WIP Land (supposedly mission ID 9999). |
#TIP_0_TIP | This is a good tip | Seems to be a placeholder for the text shown on the tips seen on loading screens. Obviously not a good tip. |
#TT_SHOPPING_7 | Coming Soon | Comes right before the "Buy more Heroes" string. |
#MYSTERYBOX_SUMMER_BOX_NAME | Spectacular Summer Box | |
#MYSTERYBOX_SUMMER_BOX_DESC | Missing some of the removed Heroes? Well, this box has them - and the Badge for Ends of the Earth Spider-Man! It’s available until August 31. | It's been August 31 a few times now for a while. Also, Super Hero Squad Online shut down in January of 2017; not exactly a summer period. |
#CQE_NAME_377 | Asgard test quest | Test quest. |
#CQE_NAME_378 | Fire test quest | Test quest. |
#CQE_NAME_379 | Frost test quest | Test quest. |
#CQE_ST_377 | Testing Asgard | Description for Asgard test quest. |
#CQE_ST_378 | Testing Fire | Description for Fire test quest. |
#CQE_ST_379 | Testing Frost | Description for Frost test quest. |
#CIN_THING_R1 | r1 | No other strings mention a R1 barring Thor, who's using them as move names? Use unknown, but based on R3, these are test strings. |
#CIN_THING_R2 | r2 | No other strings mention a R2 barring Thor. Use unknown, but based on R3, these are test strings. |
#CIN_THING_R3 | test | No other strings mention a R3 barring Thor. Very likely test string used during the game's development. |
#CIN_DR_DOOM_PLAYABLE_GIANT_FMLY | Giant Doombot | Doombots were never playable, yet these strings suggest they are. |
#CIN_DR_DOOM_PLAYABLE_GIANT_EXNM | ||
#TESTTEST | teststest | Obvious test string. |
#TEST_IAN | ian | Test string mentioning a Ian. |
#TESTSTRING4 | Testy4 | Test string. There seem to be no previous test strings. |
#HQE_NAME_179868 | TEST_ITEM | HQ furniture test item name. Little known. |
#HQE_DESC_179868 | TEST_DESCRIPTION | HQ furniture test item description. Little known. |
#CARDGAME_NOT_AVAILABLE_TITLE | Coming Soon | These two features have since been released, so the "Coming Soon" is obviously not in use anymore. |
#OPENCHAT_NOT_AVAILABLE_TITLE | ||
#SUBSCRIPTION_SOON | Membership is not yet available. | S.H.I.E.L.D. Memberships were released, so this string is not in use anymore. |
#SUB_UNAVAILABLE_TITLE | Membership... | S.H.I.E.L.D. Memberships were released, so this string is not in use anymore. |
#SUB_UNAVAILABLE | Sorry, Recruit! Our Membership system is not yet available. | S.H.I.E.L.D. Memberships were released, so this string is not in use anymore. |
#ZOMG_TEST | wtffff | Use unknown. Swearing! |
#ZOMG2 | wth? | Use unknown. Slightly less severe swear word. |
#TIP_119_TIP | test | A obvious test "tip". Just as unused as tip 0. |
#GW_BRIEFING_FALLENASGARD | Loki has used the Cosmic Cube to take over Asgard! Now he's hiding somewhere in this area and we can't get to him. The Avengers and the Super Hero Squad need to work together to find a way into Loki's castle. Good luck, hero! | Would have been used during "Fallen" events if entering the hub world, said by Avengers Nick Fury. |
#GW_BRIEFING_FALLENBAXTER | Baxter Plaza has fallen! We've got to do something to stop Loki and his new toy, the Cosmic Cube. Go to the Casket of Ancient Winters and use its power to find a way to fight back against the Master of Mischief! | Would have been used during "Fallen" events if entering the Baxter Plaza hub world, said by Avengers Nick Fury. |
#GW_BRIEFING_FALLENBUGLE | This is it, heroes. Loki has taken over Asgard and blown up Baxter Plaza. But this might be the worst of all - the Daily Bugle has fallen! Assemble your squad, help the citizens of Super Hero City, and never give up the fight! | Would have been used during "Fallen" events if entering the Daily Bugle hub world, said by Avengers Nick Fury. |
#MIS_X_1002_BAXTERMINIMISSION_DESC | Baxter Plaza has fallen, but now's your chance to get some payback against Loki! Watch out for frost giants and fight your way to the Master of Mischief! | The Baxter Plaza Has Fallen! mission was only available during the Fallen events. |
#MIS_X_1002_BAXTERMINIMISSION_NAME | Baxter Plaza Has Fallen! | The Baxter Plaza Has Fallen! mission was only available during the Fallen events. Notably, labeled as Mission 1002. |
#MIS_X_1002_BAXTERMINIMISSION_S1_ORDERS | Fight your way through Baxter Plaza to reach Loki and teach him not to mess with Super Hero City! | The Baxter Plaza Has Fallen! mission was only available during the Fallen events. |
#VO_CAPTAIN_AMERICA_AVENGERS_MISSIONBRIEFING_NE_1001_1_LOKI002 | Loki is using power of the Cosmic Cube to wreak havoc on Earth. He may think he's got Super Hero City beat, but he didn't count on two things - the Avengers and the Super Hero Squad! Let's get him! | The Baxter Plaza Has Fallen! mission was only available during the Fallen events. |
#POTION_NAME_118158 | test_timed_player_potion | Seems to have been used for a test potion, and how long this potion would last on a player? The difference between this and the Hero potion is unknown. |
#POTION_DESC_118158 | testing, player potion lasting a duration of play time | Seems to have been used for a test potion, and how long this potion would last on a player? The difference between this and the Hero potion is unknown. |
#POTION_NAME_118158 | test_timed_hero_potion | Seems to have been used for a test potion, and how long this potion would last on a Hero. |
#POTION_DESC_118158 | testing, hero potion lasting a duration of play time | Seems to have been used for a test potion, and how long this potion would last on a Hero. |
#CARDGAME_NOT_AVAILABLE_TEXT | Sorry! The Card Game is not currently available. | The Card Game is released, so this string is not in use anymore. |
#OPENCHAT_NOT_AVAILABLE_TEXT | Sorry! Safe Chat is not currently available. | Safe Chat is released, so this string is not in use anymore. |
#CIN_YIN_FMLY | Yin | Yin's name. Both strings their text are identical. |
#CIN_YIN_EXNM | ||
#CIN_YANG_FMLY | Yang | Yang's name. Both strings their text are identical. |
#CIN_YANG_EXNM | ||
#MEDALLION_NAME_FAVHERO_PROFESSOR_X | Favorite Hero: Professor X | Professor X was never released as a Hero, causing this string to go unused. |
#HQE_NAME_847 | AAA 5m Test Object | Name for a HQ test object. |
#HQE_DESC_847 | This object is for testing purposes. This is only a test. Object is 5m x 5m x 5m | Description for said HQ test object. |
#HQE_NAME_848 | AAA 0.5m Test Object | Name for a small HQ test object. |
#HQE_DESC_848 | This object is for testing purposes. This is only a test. Object is 0.5m x 0.5m x 0.5m | Description for said small HQ test object. |
#HQE_NAME_4318 | Import_Item_Test | The name of a HQ test item that's... a import? The purpose of said item test is, so far, not known. |
#HQE_DESC_4318 | Item_Description | A placeholder item description for the Import item. |
#HQE_NAME_-1 | Psylocke Paint | Used variant is NAME 2540(Psylocke's Paint). Notably uses a negative number, instead of a positive number. |
#HQE_DESC_-1 | Item_Description | Notably uses a negative number, instead of a positive number. Notably far away from its NAME in the strings file. Used for a early version of Psylocke's Paint. |
#M_9999_1_WIPLAND001_NAME | WORK IN PROGRESS LAND | Mission name for mission 9999/WIPLAND. |
#M_9999_1_WIPLAND001_DESC | Behold the glory of upcoming enemies, gimmicks, and environments! | Mission description for WORK IN PROGRESS LAND. |
#M_9999_1_WIPLAND001_S1_ORDERS | Look at all this new stuff! | No character is appointed to say this. This message would probably appear if you entered WORK IN PROGRESS LAND. |
Unused Mission Newspapers
Unused "newspapers" for missions exist. Newspapers were essentially just covers for missions.
A unused header for a level, Work-In-Progress Land; has a crudely drawn Watcher on it. Named L_gameworld_m_9999_1_WipLand001_Headline_Image in the files, so it was very likely used as a WIP placeholder. Supposedly mission 9999, and also looks vastly different from any of the other Headlines, even as crudely as it is drawn.
Graphics
There are leftover graphics in the game's files.
Food Items
Zones
Characters
Status Effects
Currency
To do:
|
A texture for a Token with the logo on it; there was never such a logo and any currency was rewarded by completing the mission, instead of collecting. Features a earlier logo that featured stars; these stars are not present in the final logo. This texture is applied on the 3D model of the Token in the 3D model section of this page.
GUI
Player Frame
Also present in the files are the Player Frames that were used before they got updated when a new feature got added. The original from 2011; went unused upon the introduction of the Sidekick feature.
Original (Unused) | Updated (Unused) |
---|---|
Another Player Frame, used before they added the green level bar into the experience bar.
Updated (Unused) | Updated (Used) |
---|---|
Thought Bubbles
Tutorial
Believe it or not, there's a entire tutorial that was made in the very beginning of the game's lifetime... before the game released. It stuck around in the files for over 7 years. The health bar is wildly different compared to the one that was used, signaling that this screenshot and its predecessors are from a stage of development during or before 2010.
Internal Name
Internally, the game refers to itself as either MSHS or SHS.
The Marvel series
| |
---|---|
Arcade | Marvel Super Heroes |
SNES | Marvel Super Heroes in War of the Gems |
GameCube, Xbox, PlayStation 2 | Marvel Nemesis: Rise of the Imperfects |
Windows | LEGO Marvel Super Heroes • LEGO Marvel's Avengers • LEGO Marvel Super Heroes 2 • Marvel Snap |
Android, iOS | Marvel Snap |
Ultimate Alliance | |
PlayStation 2, PlayStation 3, PlayStation 4, Wii, Xbox, Xbox 360, Xbox One, Windows | Ultimate Alliance (Prototype) |
PlayStation Portable | Ultimate Alliance • Ultimate Alliance 2 |
Game Boy Advance | Ultimate Alliance |
Nintendo DS | Ultimate Alliance 2 |
Super Hero Squad | |
Nintendo DS | Marvel Super Hero Squad |
Unity Web Player | Marvel Super Hero Squad Online |
Miscellaneous | |
NES | Silver Surfer |
Game Boy Color | Blade |
Game Boy Advance | Daredevil • Ghost Rider |
PlayStation Portable | Ghost Rider |
Windows | Deadpool |
J2ME | Elektra • Blade Trinity |
See Also | |
Captain America • Fantastic Four • The Hulk • Iron Man • Marvel vs. Capcom • The Punisher • Spider-Man • X-Men |
- Missing title screens
- Pages missing developer references
- Games developed by Gazillion Entertainment
- Games developed by The Amazing Society
- Pages missing publisher references
- Games published by Disney Games
- Unity Web Player games
- Pages missing date references
- Games released in 2011
- Games released in November
- Games released on November 4
- Games released in April
- Games released on April 29
- Games with unused animations
- Games with unused characters
- Games with unused code
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with unused sounds
- Games with debugging functions
- To do
- Defunct games
- Marvel series
Cleanup > Missing title screens
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Defunct games
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Gazillion Entertainment
Games > Games by developer > Games developed by The Amazing Society
Games > Games by platform > Unity Web Player games
Games > Games by publisher > Games published by The Walt Disney Company > Games published by Disney Games
Games > Games by release date > Games released in 2011
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 29
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 4
Games > Games by series > Marvel series