[m_snork_e]:monster_base
GroupControlSection		= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn					= "monsters\snork"					 ; option for Level Editor
$npc					= on								 ; option for Level Editor
$prefetch 				= 16
visual					= monsters\snork\snork
corpse_visual			= monsters\snork\snork_dead
icon					= ui_npc_monster_snork

Spawn_Inventory_Item_Section = mutant_snork_leg
Spawn_Inventory_Item_Probability = 0.0

;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------

fire_max_distance			=	0
fire_max_power				=	5
fire_linear_factor			=	0
fire_quadratic_factor		=	0.025

psy_max_distance			=	0
psy_max_power				=	5
psy_linear_factor			=	0.05
psy_quadratic_factor		=	0

radiation_max_distance		=	0
radiation_max_power			=	0.01
radiation_linear_factor		=	1
radiation_quadratic_factor	=	1
radiation_pp_effector_name	= 	postprocess_rad
radiation_pp_highest_at		= 	0.02

;---OFFLINE ALIFE------------------------------------------------------------------
Scheduled						= on			; option for ALife Simulator
Human		     				= off			; option for ALife Simulator
Health							= 300			; option for ALife Simulator
MinSpeed						= 1.5			; option for ALife Simulator
MaxSpeed						= 6.0			; option for ALife Simulator
going_speed						= 3;4.5			; option for ALife Simulator
current_level_going_speed		= 3;2					; option for ALife Simulator
search_speed					= 1.5			; option for ALife Simulator
MaxHealthValue					= 300			; range [0..200]
smart_terrain_choose_interval	= 00:15:00
;-----------------------------------------------------------------------------------

script_binding       = bind_monster.bind

ef_creature_type		= 11						; option for evaluation functions
ef_weapon_type			= 2
ef_detector_type		= 1
panic_threshold		= 0.1

cform					 = skeleton					; collision class
class					 = SM_SNORK					; AI class

bone_torso				= bip01_spine1 			; bone name
bone_head				= bip01_head				; bone name
bone_fire				= bip01_head				; bone name
weapon_usage			= 0						; boolean

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 			= 0.0,  0.9,  0.0
ph_box0_size 			= 0.35, 0.9,  0.35
ph_box1_center 			= 0.0,  0.6,  0.0
ph_box1_size 			= 0.40, 0.6,  0.40
ph_crash_speed_min			= 100
ph_crash_speed_max			= 300
ph_collision_damage_factor	= 0.1
ph_mass 				= 90

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.40  ;2.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = -0.20  ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	      = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 0.0    ;6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors			linear | angular_real | angular_path | min	 |  max
Velocity_Stand		    = 0,		5.5,			5.2,		1,		1
Velocity_WalkFwdNormal	= 1.05,		3.5,			3.2,		0.02,	2.0
Velocity_WalkFwdDamaged	= 0.9,		3.5,			3.2,		0.02,	2.0
Velocity_RunFwdNormal	= 4.5,		3.5,			3.2,		0.4,	1
Velocity_RunFwdDamaged	= 2.5,		3.5,			3.2,		0.2,	1
Velocity_Drag			= 1.0,		1.0,			1.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpGround		= 6.0,		3.0,			0.01,		0.4,	1
Velocity_Jump_Stand     = 6.0,		3.0,			0.01,		0.4,	1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 12.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist			= 1.9	;0.5
MaxAttackDist			= 2.9	;3.8
as_min_dist				= 1.9
as_step					= 0
hit_type				= wound				; type of attack

;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled						=	1
aom_animation_left         				=	stand_run_attack_right_
aom_animation_right       				=	stand_run_attack_left_ ; stand_attack_
aom_far_radius						=	5 ;10 ;12
aom_max_go_close_time					=	8
aom_prepare_time					=	1 ;4
aom_attack_radius					=	0.8
aom_update_side_period					=	6
aom_prediction_factor					=	0.8


;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay			= 2000
jump_factor			= 2.0
jump_ground_trace_range		= 1.5
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 6.0
jump_min_distance		= 2.0
jump_max_distance		= 7.0
jump_max_angle			= 0.6
jump_max_height			= 13.5
jump_auto_aim_factor		= 0.3


;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v 				= 0.005			;скорость уменьшения сытости со временем
radiation_v 			= 0.00001		;0.004				;скорость уменьшения радиации
satiety_power_v 		= 0.005		;0.01					;увеличение силы при уменьшении сытости
satiety_health_v 		= 0.0001	;0.03						;увеличение здоровья при уменьшении сытости
satiety_critical 		= -1.0		;0.25						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 		= 0.01	;0.006						;уменьшение здоровья при воздействии радиации
morale_v				= 0.01								;скорость восстановления морали
health_hit_part 		= 1		;0.8					;процент хита, уходящий на отнимание здоровья
power_hit_part 			= 1		;0.9					;процент хита, уходящий на отнимание силы
psy_health_v = 0.1						;скорость восстановления psy-здоровья

;открытые раны
bleeding_v					= 0.04						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.05					;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01


;Health from which to play injured animation
DamagedThreshold		= 0.2

;Sleep Settings
sleep_health			= 1.0		;1.5				;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power				= 1.0		;1.5
sleep_satiety			= 1.0		;0.8
sleep_radiation			= 1.0	;1.1
sleep_psy_health = 1.0

;Eat settings
eat_freq				=	5.0							; ўрёЄюЄр єъєёют т ёхъ
eat_slice				=	0.01						; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight		=	10.0						; єьхэ№°хэшх хфv є ЄЁєяр

satiety_threshold		= 0.5							; below this value monster fill hunger

;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant				= 0.1
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.01
Morale_Despondent_Threashold	= 0.5


;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\snork\snork_idle_	; idle_
sound_eat				= monsters\biting\def_			; eat_
sound_aggressive		= monsters\snork\snork_attack_	; attack_
sound_attack_hit		= monsters\snork\snork_attack_hit_
sound_take_damage		= monsters\snork\snork_idle_	; hit_
sound_die				= monsters\biting\def_			; die_
sound_bkgnd				= monsters\biting\def_

;sound_threaten			= monsters\biting\def_			; threaten_
sound_threaten			= monsters\snork\snork_attack_


sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\snork\snork_idle_	; hit_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_

killer_clsids			= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE


;Frequency of sounds to be played
idle_sound_delay		= 300000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

sound_distant_idle			= monsters\snork\snork_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0

SoundThreshold						= 0.02             ; range [0..1]
max_hear_dist						= 60

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
material				= creatures\medium
DynamicObjectsCount		= 32

attack_effector			= m_snork_attack_effector

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

LegsCount				= 2

DayTime_Begin			= 0			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End				= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety				= 0.4		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety				= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse		= 1.2		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

;species of monster
species						= snork
community					= snork

terrain					 	= snork_terrain
step_params					= m_snork_step_params
damage						= m_snork_damage
immunities_sect				= snork_immunities
protections_sect 			= snork_protections

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov						= 110	;140
eye_range					= 50	;50

vision_free_section			= snork_vision_free
vision_danger_section		= snork_vision_danger

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.

[snork_vision_free]
min_view_distance   		= 0.4				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 100.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.2
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[snork_vision_danger]
min_view_distance   		= 0.4				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 100.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.2
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[snork_protections]
skin_armor = 0.5
hit_fraction_monster = 0.3

;=================================================================================
; SNORK Damage
;=================================================================================
[m_Snork_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны
default				= 0.5,	-1,	0.1
bip01_pelvis 		= 0.5, -1, 0.1
bip01_spine 		= 2.0, -1, 0.1
bip01_spine1 		= 2.0, -1, 0.1
bip01_neck 			= 1.0, -1, 0.5
bip01_head 			= 4.3, -1, 0.1, 10

[m_snork_attack_effector]
duality_h			= 0.05;0.01
duality_v			= 0.02;0.01
blur				= 0.01
gray				= 0.5
noise_intensity		= 0.0
noise_grain			= 1
noise_fps			= 30
color_base			= 0.65,0.15,0.1
color_gray			= 0.333,0.333,0.333
color_add			= 0,0,0
time				= 0.30
time_attack			= 0.05				; fade in
time_release	    = 0.15				; fade out

; camera effects
ce_time				= 0.35				; time
ce_amplitude		= 10				; head shake after hit
ce_period_number	= 2.0				; camera shake times
ce_power			= 2.5; 2.0			; power

;===========================================================================
; Step Events
;===========================================================================
[m_snork_step_params]
;-------------------------------------------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 	=	  1,    0.01,   1,		 0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_damaged_0=  	  1,	0.2,    1,	     0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_0		 	=  	  1,	0.01,   1,	     0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_damaged_0	=	  1,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0
stand_steal_0		=	  1,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0
;stand_drag_0		=	  1,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0


;===========================================================================
; IMMUNITIES
;===========================================================================
[snork_immunities]
burn_immunity			= 0.8								;коэффициенты иммунитета
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity			= 0.8	;0.75	;1.0
radiation_immunity		= 0.01	;0.5
telepatic_immunity		= 1.0
chemical_burn_immunity	= 0.8
explosion_immunity		= 0.8
fire_wound_immunity		= 0.3


;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[snork_weak]:m_snork_e
$spawn				= "monsters\snorks\snork_01_weak"
visual				= monsters\snork\snork
corpse_visual			= monsters\snork\snork_dead
icon				= ui_npc_monster_snork
panic_threshold		= 0.5
rank				= 8
immunities_sect		= snork_immunities_weak
attack_params		= snork_attack_params_weak
spec_rank			= weak
community			= snork


[snork_immunities_weak]
burn_immunity			= 0.4								;коэффициенты иммунитета
strike_immunity			= 0.4
shock_immunity			= 0.4
wound_immunity			= 0.8
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.4
explosion_immunity		= 0.4
fire_wound_immunity		= 0.3

[snork_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 =	  	0.30,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5
stand_attack_2_1 =	  	0.30,		0.7,			70,        0.0, 1.0, 2.0,		-1.8, 1.8, -1.8, 1.8,		3.5


stand_run_attack_left_0  =	  	0.40,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5
stand_run_attack_right_0  =	  	0.40,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5














;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[snork_normal]:m_snork_e
$spawn				= "monsters\snorks\snork_02_normal"
visual				= monsters\snork\snork
corpse_visual			= monsters\snork\snork_dead
icon				= ui_npc_monster_snork
panic_threshold		= 0.2
rank				= 9
immunities_sect		= snork_immunities_normal
attack_params		= snork_attack_params_normal
spec_rank			= normal
community			= snork


[snork_immunities_normal]
burn_immunity			= 0.3								;коэффициенты иммунитета
strike_immunity			= 0.3
shock_immunity			= 0.3
wound_immunity			= 0.6
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.3
explosion_immunity		= 0.3
fire_wound_immunity		= 0.3

[snork_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 =	  	0.30,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,				3.5
stand_attack_2_1 =	  	0.30,		0.7,			70,        0.0, 1.0, 2.0,		-1.8, 1.8, -1.8, 1.8,				3.5

stand_run_attack_left_0  =	  	0.40,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5
stand_run_attack_right_0  =	  	0.40,		0.6,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5












;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[snork_strong]:m_snork_e
$spawn				= "monsters\snorks\snork_03_strong"
visual				= monsters\snork\snork
corpse_visual			= monsters\snork\snork_dead
icon				= ui_npc_monster_snork
panic_threshold		= 0.05
rank				= 10
immunities_sect		= snork_immunities_strong
attack_params		= snork_attack_params_strong
spec_rank			= strong
community			= snork


[snork_immunities_strong]
burn_immunity			= 0.2								;коэффициенты иммунитета
strike_immunity			= 0.2
shock_immunity			= 0.2
wound_immunity			= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.2
explosion_immunity		= 0.2
fire_wound_immunity		= 0.27

[snork_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
stand_attack_0 =	  	0.30,		0.7,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,				3.5
stand_attack_2_1 =	  	0.30,		0.8,			70,        0.0, 1.0, 2.0,		-1.8, 1.8, -1.8, 1.8,				3.5
                                                                                                                          
stand_run_attack_left_0  =	  	0.40,		0.7,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5
stand_run_attack_right_0  =	  	0.40,		0.7,			30,        0.0, 0.5, 0.5,		-1.8, 1.8, -1.8, 1.8,		3.5

;=================================================================================
; Terrain
;=================================================================================
[snork_terrain]
	255,000,255,255



;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************
[snork_indoor]:snork_weak
$spawn			= "monsters\snorks\snork_indoor"
monster_type	= indoor
community		= snork


[snork_outdoor]:snork_weak
$spawn			= "monsters\snorks\snork_outdoor"
monster_type	= outdoor
community		= snork

[snork_jumper]:snork_weak
$spawn			= "monsters\snorks\snork_jumper"
monster_type	= outdoor
community		= snork

[snork_indoor_strong]:snork_strong
$spawn			= "monsters\snorks\snork_indoor_strong"

[snork_indoor_normal]:snork_normal
$spawn			= "monsters\snorks\snork_indoor_normal"

[snork_indoor_weak]:snork_weak
$spawn			= "monsters\snorks\snork_indoor_weak"