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Marvel Super Hero Squad Online

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Marvel Super Hero Squad Online

Developers: Gazillion Entertainment, The Amazing Society
Publisher: Disney Games
Platform: Unity Web Player
Released internationally: November 4, 2011
Released in US: April 29, 2011
Released in EU: November 4, 2011


AnimationsIcon.png This game has unused animations.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.


DevelopmentIcon.png This game has a development article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • Fix formatting for most of the code.
  • There's images of Professor X and Whiplash in the files; upload them!
See, this is why game preservation is important.
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 several (as in, over 100) characters from the Marvel comics and movies. The game was successful enough to outlive the source material, before eventually shutting down in 2017, alongside Gazillion Entertainment, its developers.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prerelease information and/or media for this game.
Prerelease Info
ThoughtBubble PrizeWheel SHSO.png
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.

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.

 <ai_hq_controller>
 <name>mr_placeholder</name>
 </ai_hq_controller>

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.

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

Hmmm...
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.

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, barring Mr. Placeholder, who's fittingly a placeholder character.

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 = ""

Amadeus Cho's code, which is empty placeholder stats. These are also the stats for Yin, Yang, Mr. Placeholder and Whiplash:

<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>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>"

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
Big guy 89 SHSO.png SHSO Hulk Final.png

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
SHSO Ockbot.png Final Troublebot SHSO.png

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.

Unused Mission Newspapers

Unused "newspapers" for missions exist. Newspapers were essentially just covers for missions.

Graphics

There are leftover graphics in the game's files.

Food Items

Zones

Characters

Status Effects

Currency

Hmmm...
To do:
  • Document silver and tickets.

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)
SHS Gameworld Hubframe.png Original Sidekick Frame SHS.png

Another Player Frame, used before they added the green level bar into the experience bar.

Updated (Unused) Updated (Used)
Original Sidekick Frame SHS.png Used sidekick frame SHS.png

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.