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so I ended up having
<entity_class name="animalSpider" extends="animalTemplateHostile">
<property name="Tags" value="entity,animal,hostile,snake,perkAT1,perkAT2,perkAT3,perkAT4,perkAT5"/>
<property name="MapIcon" value="ui_game_symbol_tracking_snake"/>
<property name="TrackerIcon" value="ui_game_symbol_tracking_snake"/>
<property name="EntityType" value="Animal"/>
<property name="Class" value="EntityEnemyAnimal"/>
<property name="AvatarController" value="MecanimSDX, Mods" />
<property name="RootMotion" value="false" />
<property name="HasRagdoll" value="true"/>
<property name="Mesh" value="#Spider.unity3d?Tarantula.prefab"/>
<property name="AttackIndexes" value="2" />
<property name="SpecialAttackIndexes" value="0" />
<property name="PainIndexes" value="0" />
<property name="DeathIndexes" value="0" />
<property name="RunIndexes" value="0" />
<property name="WalkIndexes" value="0" />
<property name="IdleIndexes" value="0" />
<property name="Parent" value="Enemies"/>
<property name="Mass" value="30"/>
<property name="Weight" value="70"/>
<property name="Faction" value="undead"/>
<property name="SizeScale" value="1"/>
<property name="AITask-1" value="BreakBlock"/>
<property name="AITask-2" value="Territorial"/>
<property name="AITask-3" value="ApproachAndAttackTarget" data="class=EntityPlayer,15,EntityNPC,15"/>
<property name="AITask-4" value="ApproachSpot"/>
<property name="AITask-5" value="Look"/>
<property name="AITask-6" value="Wander"/>
<property name="AITask-7" value=""/>
<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityNPC,EntityPlayer"/>
<property name="AITarget-2" value="BlockingTargetTask"/>
<property name="AITarget-3" value="SetNearestCorpseAsTarget" data="class=EntityPlayer"/>
<property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=EntityPlayer,12,0,EntityNPC,0,0"/>
<property name="AITarget-5" value=""/>
<property name="WalkType" value="7"/>
<property name="SoundRandom" value="Enemies/Spider_Zombie/spiderroam"/>
<property name="SoundAlert" value="Enemies/Spider_Zombie/spideralert"/>
<property name="SoundAttack" value="Enemies/Spider_Zombie/spiderattack"/>
<property name="SoundDeath" value="Enemies/Spider_Zombie/spiderdeath"/>
<property name="SoundHurt" value="Enemies/Spider_Zombie/spiderpain"/>
<property name="SoundSense" value="Enemies/Spider_Zombie/spidersense"/>
<!-- Gameplay -->
<property name="MaxTurnSpeed" value="100"/>
<property name="MoveSpeed" value="0.3"/>
<property name="MoveSpeedAggro" value="1.2,1.2"/>
<property name="MoveSpeedPanic" value="1.2"/>
<property name="HandItem" value="DFmeleeHandAnimalSpider"/>
<property name="AttackTimeoutDay" value="1.5"/>
<property name="AttackTimeoutNight" value="1.1"/>
<property name="MaxHealth" value="100"/>
<property name="ExperienceGain" value="250"/>
<property name="DeadBodyHitPoints" value="150"/>
<drop event="Harvest" name="foodRottingFlesh" tag="butcherHarvest" count="3"/>
<drop event="Harvest" name="foodRawMeat" count="0" tool_category="Butcher"/>
<drop event="Harvest" name="foodRawMeat" tag="butcherHarvest" count="5"/> <!-- animalBoar -->
<drop event="Harvest" name="foodRottingFlesh" tag="butcherHarvest" count="5"/>
<drop event="Harvest" name="resourceLeather" tag="butcherHarvest" count="10"/>
<drop event="Harvest" name="resourceAnimalFat" count="3" tag="butcherHarvest"/>
<drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="3"/>
<drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="1"/>
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="100"/>
<passive_effect name="HealthMax" operation="perc_add" value="0"/> <!-- Animal HP scale -->
</effect_group>
</entity_class>