[m_pseudodog_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn               = "monsters\pseudodog"		; option for Level Editor
$npc			     = on						; option for Level Editor
;$prefetch 			 = 16
Scheduled		     = on						; option for ALife Simulator
Human		     	 = off						; option for ALife Simulator
Health			     = 250						; option for ALife Simulator
MinSpeed		     = 1.3						; option for ALife Simulator
MaxSpeed		     = 2.5						; option for ALife Simulator
going_speed          = 3.0                      ; option for ALife Simulator
current_level_going_speed		= 3;2					; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\pseudodog\pseudodog
corpse_visual		 = monsters\pseudodog\pseudodog_dead
icon				 = ui_npc_monster_pseudodog
MaxHealthValue		     = 1.0			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00

Spawn_Inventory_Item_Section = mutant_pseudodog_tail
Spawn_Inventory_Item_Probability = 0.0

ef_creature_type	 = 21							; option for evaluation functions
ef_weapon_type		 = 2
ef_detector_type	 = 1
panic_threshold		= 0.1

cform                = skeleton					; collision class
class                = SM_P_DOG					; AI class

script_binding       = bind_monster.bind

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
bone_fire			 = bip01_head				; bone name
bone_eye_left	     = bip01_ponytail1
bone_eye_right	     = bip01_ponytail2

weapon_usage		 = 0						; boolean

;------------------------------------------------------------------------
; 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

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 		 = 0.0,  0.2,  0.0	;0.0,  0.9,  0.0
ph_box0_size 		 = 0.50, 0.4,  0.50
ph_box1_center 		 = 0.0,  0.2,  0.0
ph_box1_size 		 = 0.50, 0.4,  0.50
ph_crash_speed_min			= 100
ph_crash_speed_max			= 300
ph_collision_damage_factor	= 0.1
ph_mass 		     = 75;50					; also it's the food

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.41   ;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 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Tремя изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 1.0     ;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,		1.4,			1.4,		1,		1
Velocity_RunFwdNormal	= 6.5,		2.0,			2.0,		0.05,	1.0
Velocity_RunFwdDamaged	= 4.3,  	2.0,			2.0,		0.5,	1.0
Velocity_WalkFwdNormal	= 5.0,		2.0,			2.0,		0.1,	1.0
Velocity_WalkFwdDamaged	= 2.2,		3.0,			3.0,		0.1,	2.2
Velocity_Drag			= 0.6,		0.8,			0.8,		1,		1
Velocity_Steal			= 1.6,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 14.5

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist		= 1.6
MaxAttackDist		= 2.0

as_min_dist				= 1.0
as_step					= 0.2

DayTime_Begin		= 0	;6			; эрўрvр фэ  фv  ьіэїЄЁр
DayTime_End			= 21		; ъіэхЎ фэ  фv  ьіэїЄЁр
Min_Satiety			= 0.95	;0.3	;0.6		; ьшэ. эіЁьр їvЄіїЄш (ьхэі-х - іцх уіvіфэv	)
Max_Satiety			= 1.0		; ьръї. эіЁьр їvЄіїЄш (сіvі-х - іўхэі їvЄv	)

distance_to_corpse	= 1.8		; фшїЄ. фі ЄЁіяр, яЁш ъіЄіЁі	 іэ яхЁхїіфшЄ т їіїЄі эшх хфv

;terrain				 = 255,255,255,255,30,40
terrain				 = pseudodogs_terrain

hit_type = wound

Melee_Rotation_Factor	= 2.6
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v 		= 0.0001				;0.01			;скорость уменьшения сvтости со временем
radiation_v 		= 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v 	= 0.005		;0.01			;увеличение силv при уменьшении сvтости
satiety_health_v 	= 0.00001	;0.03			;увеличение здоровья при уменьшении сvтости
satiety_critical 	= -1.0		;0.25			;критическое значения сvтости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 	= 0.01	;0.006			;уменьшение здоровья при воздействии радиации
morale_v		= 0.1					;скорость восстановления морали
health_hit_part 	= 1.0		;0.8			;процент хита, уходя	ий на отнимание здоровья
power_hit_part 		= 1.0		;0.9			;процент хита, уходя	ий на отнимание силv
psy_health_v = 0.1						;скорость восстановления psy-здоровья


immunities_sect				= pseudodog_immunities
protections_sect			= pseudodog_protections

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


sleep_health = 1.0		;1.5				;ъі¤ЇЇшЎшхэЄv їъіЁіїЄх	 шчьхэхэш  ярЁрьхЄЁіт ті тЁхь  їэр
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1
sleep_psy_health = 1.0

eat_freq			=	5.0		; ўрїЄіЄр іъіїіт т їхъ
eat_slice			=	0.01	; ітхvшўхэшх їvЄіїЄш яЁш 1 іъіїх
eat_slice_weight	=	10.0	; іьхэі-хэшх хфv і ЄЁіяр

satiety_threshold	= 0.5							; below this value monster fill hunger

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\pseudodog\pdog_idle_
sound_eat				= monsters\pseudodog\pdog_chew_
sound_aggressive		= monsters\pseudodog\pdog_aggression_
sound_attack_hit		= monsters\pseudodog\pdog_attack_
sound_take_damage		= monsters\pseudodog\pdog_hurt_
sound_die				= monsters\pseudodog\pdog_death_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\pseudodog\pdog_threaten_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_psy_attack		= monsters\pseudodog\psy_attack_
sound_die_in_anomaly	= monsters\pseudodog\pdog_death_

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


idle_sound_delay		= 92000
eat_sound_delay			= 3000
attack_sound_delay		= 28500

sound_distant_idle			= monsters\pseudodog\pdog_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0


SoundThreshold		 = 0.05						; range [0..1]
max_hear_dist		 = 60

;-------------------------------------------------------------------------
; 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

;----------------------------------------------------------------------------
; Jump Parameters
;----------------------------------------------------------------------------
jump_delay					= 3000 ;3000
jump_factor					= 2.5
jump_ground_trace_range		= 1.0
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 1.0
jump_min_distance			= 3.0
jump_max_distance			= 8.0
jump_max_angle				= 0.5
jump_max_height				= 3.5
jump_auto_aim_factor		= 0.2

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold		= 0.2
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1

attack_effector			= m_pseudodog_attack_effector
damage					= m_pseudodog_damage

attack_params			= m_pseudodog_attack_params
step_params			= m_pseudodog_step_params

LegsCount				= 4

anger_hunger_threshold	= 0.1
anger_loud_threshold	= 0.7

;species of monster
species					= pseudodog
rank					= 7
spec_rank				= weak
community				= pseudodog

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov				 = 110	;150
eye_range			 = 60	;100


vision_free_section			= pseudodog_vision_free
vision_danger_section		= pseudodog_vision_danger

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

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

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

[m_pseudodog_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0	=	  	0.35,		0.6,		    100,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
;Jump attack
run_jamp_1		=		0.55,		0.6,		    120,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,								  1.0

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_pseudodog_attack_effector]

duality_h		= 0.01
duality_v		= 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			= 0.3
time_attack		= 0.05		; fade in
time_release	        = 0.25		; fade out

; camera effects
ce_time				= 0.45 ;time
ce_amplitude		= -15.0
ce_period_number	= 2.0
ce_power			= 1.0 ;0.7 ; power

;===========================================================================
; Step Events
;===========================================================================
[m_pseudodog_step_params]                left             right            right           left
;------------------------------------------------------------------------------------------------------------------
;	anim					cycles |	time1 | power1 |	time2 | power2 | time3 | power3 | time4     | power4 |
;-----------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0		=   	1,		0.1,      1,	  	0.34,    1,		 0.6,	 1,			0.84,		1
stand_walk_dmg_0		=   	1,		0.2,      1,	  	0.25,    1,		 0.5,	 1,			0.7,		1
stand_run_0				=		1,		0.1,      1,	  	0.3,     1,		 0.5,	 1,			0.55,		1
stand_run_dmg_0			=		1,		0.2,      1,	  	0.25,    1,		 0.7,	 1,			0.75,		1
stand_drag_0			=		1,		0.2,      1,	  	0.25,    1,		 0.7,	 1,			0.75,		1



;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[pseudodog_protections]
skin_armor				= 0.2
hit_fraction_monster	= 0.4


;===========================================================================
; IMMUNITIES
;===========================================================================
[pseudodog_immunities]
burn_immunity 		= 1.0				;коэффициентv иммунитета
strike_immunity 	= 0.7
shock_immunity 		= 0.5
wound_immunity 		= 0.5	;0.75	;1.0
radiation_immunity 	= 0.0000001	;1.0
telepatic_immunity 	= 1.0
chemical_burn_immunity 	= 0.8
explosion_immunity 	= 0.4
fire_wound_immunity  	= 0.5

;=================================================================================
; PSEUDO-DOG Damage
;=================================================================================
[m_Pseudodog_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величинv открvтой ранv

default				= 0.3, -1, 0.1

bip01_pelvis 		= 0.3, -1, 0.1
bip01_spine 		= 0.8, -1, 0.1
bip01_spine1 		= 0.8, -1, 0.1
bip01_neck 			= 0.4, -1, 1.5
bip01_head 			= 2.5, -1, 0.3, 10

;=================================================================================
; PSEUDO-DOG Terrain
;=================================================================================
[pseudodogs_terrain]
	255,000,255,255


;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[pseudodog_normal]:m_pseudodog_e
$spawn				= "monsters\pseudodogs\pseudodog_02_normal"
visual				= monsters\pseudodog\pseudodog
corpse_visual		 = monsters\pseudodog\pseudodog_dead
icon				= ui_npc_monster_pseudodog
panic_threshold		= 0; 0.2
rank				= 7
immunities_sect		= pseudodog_immunities_normal
attack_params		= pseudodog_attack_params_normal
spec_rank			= normal
community			= pseudodog


[pseudodog_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.9
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.5
fire_wound_immunity		= 0.3

[pseudodog_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0	=	  	0.45,		0.5,		    50,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  1.6
;Jump attack
run_jamp_1		=		0.55,		0.6,		    250,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,								  1.0


;---------------------------------------------------------------------------------
;-- PSY DOG
;---------------------------------------------------------------------------------
[psy_dog_aura_effector]
duality_h		= 0.00
duality_v		= 0.00
blur			= 10
gray			= 0.0
noise_intensity = 10.0
noise_grain		= 1
noise_fps		= 25
color_base		= 0.9,0.9,1.0
color_gray		= 0.33,0.330,0.33
color_add		= 0.00,0.00,0.015


[psy_dog]:pseudodog_normal
$spawn				= "monsters\psy_dog\psy_dog"
visual				= monsters\pseudodog\pseudodog_grey
corpse_visual		 = monsters\pseudodog\pseudodog_grey_dead
icon				= ui_npc_monster_pseudodog_grey
class               = SM_DOG_P

aura_effector		= psy_dog_aura_effector
Phantoms_Count	= 3
Time_Phantom_Respawn = 1000

;---------------------------------------------------------------------------------
;-- PSY DOG PHANTOM
;---------------------------------------------------------------------------------
;=========================================================================================
; Appear Effector
;=========================================================================================
[psy_dog_phantom_appear_effector]
duality_h		= 0.028	;0.31
duality_v		= 0.028	;0.31
blur			= 0.00
gray			= 0	;0.5
noise_intensity = 1
noise_grain		= 0.1
noise_fps		= 50
color_base		= 0.5,0.5,0.5	;0.1,0.15,0.4
color_gray		= 0.333,0.333,0.333	;0.333,0.333,0.333
color_add		= 0.00,0.00,0.00
time			= 0.5		;1.5
time_attack		= 0.05	;0.5		; fade in
time_release	= 0.3		; fade out

; camera effects
ce_time				= 0 ;0.2	;1.5
ce_amplitude		= 0 ;1.0
ce_period_number	= 0	;2.0
ce_power			= 0 ;0.3 ;0.7


;=========================================================================================
; Base Definition
;=========================================================================================
[psy_dog_phantom]:pseudodog_normal
$spawn				= "monsters\psy_dog\psy_dog_phantom"
visual				= monsters\pseudodog\pseudodog_grey
icon				= ui_npc_monster_pseudodog_grey
class               = SM_DOG_F
rank				= 1

;jump_delay					= 3000 ;3000
;jump_factor					= 3
;jump_min_distance			= 4.0
;jump_max_distance			= 10.0
;jump_max_angle				= 0.2


appear_effector		= psy_dog_phantom_appear_effector
particles_appear	= monsters\pseudo_phantom_birth_00
particles_disappear	= monsters\pseudo_phantom_death_00
attack_params		= psydog_attack_params_phantom

hit_type = telepatic

[psydog_attack_params_phantom]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0	=	  	0.45,		0.55,		    10,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  1.6
;Jump attack
run_jamp_1		=		0.55,		0.55,			10,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,								  1.0

;=========================================================================================
[zat_b18_dog]:pseudodog_normal
$spawn				= "monsters\psy_dog\zat_b18_dog"
community				= pseudodog

radiation_max_distance		=	0


;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.0,			3.0,     	1,		1
Velocity_RunFwdNormal	= 6.6,		5.0,			5.0,		0.05,	1.0
Velocity_RunFwdDamaged	= 4.3,  	5.0,			5.0,		0.5,	1.0
Velocity_WalkFwdNormal	= 5.0,		5.0,			5.0,		0.1,	1.0
Velocity_WalkFwdDamaged	= 2.2,		6.0,			6.0,		0.1,	2.2



;*********************************************************************************
; FEARLESS PROFILES FOR GARBAGE
;*********************************************************************************
[psy_dog_normal]:pseudodog_normal
$spawn				= "monsters\psy_dog\psy_dog_normal"
visual				= monsters\pseudodog\pseudodog_grey
corpse_visual		 = monsters\pseudodog\pseudodog_grey_dead
icon				= ui_npc_monster_pseudodog_grey
class               = SM_DOG_P
rank				= 13

aura_effector		= psy_dog_aura_effector
Phantoms_Count	= 2
Time_Phantom_Respawn = 5000
Max_Phantoms_Count	= 3
Min_Phantoms_Count	= 2
Time_Phantom_Appear = 3000
