;===========================================================================
; BLOODSUCKER
;===========================================================================
[m_bloodsucker_e]:monster_base
GroupControlSection      = spawn_group
SpaceRestrictionSection    = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn                    = "monsters\bloodsuckers\bloodsucker_base"   ; option for Level Editor
$npc               = on             ; option for Level Editor

;$prefetch           = 16
visual             = monsters\krovosos\krovosos
corpse_visual        = monsters\krovosos\krovosos_dead
icon             = ui_npc_monster_krovosos
MaxHealthValue         = 2.0              ; range [0..200]


ef_creature_type       = 13             ; option for evaluation functions
ef_weapon_type         = 2
ef_detector_type       = 1
panic_threshold        = 0.1

cform                    = skeleton           ; collision class
class                    = SM_BLOOD           ; AI class

script_binding        = bind_monster.bind

bone_head          = bip01_head         ; bone name
bone_fire          = bip01_head
bone_eye_left	   = bip01_ponytail1
bone_eye_right	   = bip01_ponytail2
weapon_usage         = 0              ; boolean

Spawn_Inventory_Item_Section = ;mutant_krovosos_jaw
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               = 400              ; option for ALife Simulator
MinSpeed             = 2.0  ;1.0          ; option for ALife Simulator
MaxSpeed             = 4.5  ;1.5          ; option for ALife Simulator
going_speed              = 3.0  ;1.0                    ; option for ALife Simulator
current_level_going_speed   = 3.0;2         ; option for ALife Simulator
search_speed             = .5                         ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00

;---------------------------------------------------------------------
; 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_foot_size            = 0.20, 0.23, 0.20
ph_crash_speed_min        = 100
ph_crash_speed_max        = 200
ph_collision_damage_factor    = 0.1
ph_mass             = 150;120

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 (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  ;12.0
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,     5.0,          5.0,         1,       1
Velocity_RunFwdNormal   = 6.0,    5.0,          5.0,         0.5,     1
Velocity_RunFwdDamaged  = 5.0,    5.0,          5.0,         0.5,     1
Velocity_WalkFwdNormal  = 2.15,   5.0,          5.0,         0.2,     2.0
Velocity_WalkFwdDamaged = 1.4,    5.0,          5.0,         0.2,     2.0
Velocity_Drag           = 1.5,    4.0,          4.0,         1,       1
Velocity_Steal          = 0.7,    4.0,          4.0,         1,       1

; Speed factors while invisible
Velocity_Invisible_Linear   = 8.0
Velocity_Invisible_Angular  = 5.0

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors       linear | angular_real | angular_path | min   |  max
;Velocity_Stand     	 = 0,      3.05,          3.05,        1,       1
;Velocity_RunFwdNormal   = 5.0,    4.0,           4.0,         0.5,     1
;Velocity_RunFwdDamaged  = 1.90,   3.0,           3.0,         0.5,     1
;Velocity_WalkFwdNormal  = 2.15,   3.5,           3.5,         0.2,     2.0
;Velocity_WalkFwdDamaged = 1.4,    4.0,           4.0,         0.2,     2.0
;Velocity_Drag           = 1.5,    3.0,           3.0,         1,       1
;Velocity_Steal          = 0.7,    3.0,           3.0,         1,       1

; Speed factors while invisible
;Velocity_Invisible_Linear   = 5.0
;Velocity_Invisible_Angular  = 4.62

; acceleration
Accel_Generic         = 1.5
Accel_Calm            = 2.5
Accel_Aggressive      = 20.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist       = 2.0 ;2.4
MaxAttackDist       = 2.8 ;3.8
EffectDistance      = 20.0
hit_type            = wound         ; type of attack
as_min_dist         = 2.0
as_step             = 0.0

Run_Attack_Dist     = 3.5,    4.5
Run_Attack_Delay    = 1000,   3000

attack_params       = m_bloodsucker_attack_params

attack_effector     = m_bloodsucker_attack_effector
vampire_effector    = m_bloodsucker_vampire_effector
Melee_Rotation_Factor = 2.0

;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------

aom_enabled								=	1
aom_only_jump							=	1
aom_animation_left         				=	stand_run_attack_right_
aom_animation_right       				=	stand_run_attack_left_
aom_far_radius							=	10
aom_max_go_close_time					=	8
aom_prepare_time						=	5
aom_attack_radius						=	1
aom_update_side_period					=	4
aom_prediction_factor					=	1.2

;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v           = 0.0001      ;0.01 ;скорость уменьшения сытости со временем [0...1]
radiation_v         = 0.00001   ;0.004    ;скорость уменьшения радиации [0...1]
satiety_power_v     = 0.005   ;0.01     ;увеличение силы при уменьшении сытости [0...1]
satiety_health_v    = 0.001   ;0.03     ;увеличение здоровья при уменьшении сытости [0...1]
satiety_critical    = -1.0    ;0.25     ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v  = 0.0 ;0.006        ;уменьшение здоровья при воздействии радиации [0...1]
morale_v          	= 0.01            ;скорость восстановления морали [0...1]
health_hit_part     = 1.0   ;0.8      ;процент хита, уходящий на отнимание здоровья [0...1]
power_hit_part      = 1.0   ;0.9      ;процент хита, уходящий на отнимание силы [0...1]
psy_health_v        = 0.1           ;скорость восстановления psy-здоровья

immunities_sect     = bloodsucker_immunities

;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         	= 0.05            ; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight    = 10.0            ; єьхэ№°хэшх хфv є ЄЁєяр

satiety_threshold   = 0.2           ; below this value monster fill hunger

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle          = monsters\bloodsucker\idle_
sound_eat         	= monsters\bloodsucker\eat_
sound_aggressive    = monsters\bloodsucker\sucker_breath_mix_
sound_attack_hit    = monsters\bloodsucker\attack_hit_
sound_take_damage   = monsters\bloodsucker\hit_
sound_die         	= monsters\bloodsucker\die_
sound_panic         = monsters\bloodsucker\hit_
sound_die_in_anomaly = monsters\bloodsucker\die_

sound_distant_idle  = monsters\bloodsucker\idle_
distant_idle_sound_delay  = 80000
distant_idle_sound_range  = 100.0



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

;Frequency of sounds to be played
idle_sound_delay      = 95000
eat_sound_delay       = 3000
attack_sound_delay      = 1000 ;6000

Sound_Invisibility_Change_State   = monsters\bloodsucker\invisible
Sound_Vampire_Grasp         = monsters\bloodsucker\vampire_grasp
Sound_Vampire_Sucking       = monsters\bloodsucker\vampire_sucking
Sound_Vampire_Hit         = monsters\bloodsucker\vampire_hit
Sound_Vampire_StartHunt       = monsters\bloodsucker\vampire_grasp
Sound_Growl             = monsters\bloodsucker\sucker_growl_
Sound_Alien             = monsters\bloodsucker\sucker_breath_

SoundThreshold        = 0.05                 ; range [0..1]
max_hear_dist       = 80


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

;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
damage          = m_bloodsucker_damage


critical_wound_threshold    = -1; 1.1 ;1.1
critical_wound_decrease_quant = 0.

critical_wound_anim_head  = critical_hit_torso_0
critical_wound_bones_head = bloodsucker_critical_wound_bones_head

critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso  = bloodsucker_critical_wound_bones_torso

critical_wound_anim_legs  = critical_hit_torso_0
critical_wound_bones_legs = bloodsucker_critical_wound_bones_legs

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin         = 6     ;6      ; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End           = 23          ; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety           = 0.000055  ;0.06   ; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety           = 1.0 ;0.9      ; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)
distance_to_corpse        = 0.8         ; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

; spin spin sugar
bone_spin           = bip01_spine1

;                 fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_approach       =      20.0,            1.0,           1000.0,             0.0,               0.0,              1000.0,       10000.0,


terrain             = bloodsucker_terrain
material            = creatures\medium

step_params           = m_bloodsucker_step_params
LegsCount           = 2

;species of monster
species             = bloodsucker

;-------------------------------------------------------------------------
; Invisible Ability
;-------------------------------------------------------------------------
Particle_Invisible        = anomaly2\bloodsucker_shield
Particles_Invisible_Tracks    = monsters\bloodsucker_step
Particles_Invisible_Tracks_Freq = 70;100

Invisibility_BlinkTime                = 300
Invisibility_BlinkMicroInterval           = 30
Invisibility_EnergySpeed              = 0.05

full_visibility_radius = 4 		;5
partial_visibility_radius = 7	;10
no_visibility_radius   = 10 	;15

visibility_state_change_min_delay = 1000 ; ms

;-------------------------------------------------------------------------
; Vampire Ability
;-------------------------------------------------------------------------

Vampire_Delay      = 5000
Vampire_Want_Speed = 0.1
Vampire_Wound      = 0.2
Vampire_GainHealth = 0.5 ; how many hp to restore?
Vampire_Sufficient_Hits = 5
Vampire_Distance   = 1 ; may artifact when < 1

;-------------------------------------------------------------------------
; Predator Ability
;-------------------------------------------------------------------------
Predator_Visual = monsters\krovosos\krovosos_xray



;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov           = 150 ;150
eye_range         = 100  ;120

DynamicObjectsCount     = 32

vision_free_section			= bloodsucker_vision_free
vision_danger_section		= bloodsucker_vision_danger

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

[bloodsucker_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   = 0.3
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

[bloodsucker_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   = 0.3
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


;=================================================================================
; Bloodsucker Damage
;=================================================================================
[m_bloodsucker_damage]
;bone_name     = <hit_scale>,-1,<wound_scale>
;<hit_scale>  - коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>  - коэфф. изменения величины открытой раны
default       = 0.2, -1, 0.5
bip01_spine     = 0.3, -1, 0.5
bip01_spine1    = 0.3, -1, 0.5
bip01_spine2    = 0.5, -1, 0.5
bip01_spine3    = 0.5, -1, 0.5
bip01_neck      = 2.0, -1, 1.5
bip01_head      = 5.0, -1, 0.5


[bloodsucker_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone03
bone04
bone14
bone10
bone11
bone12
bone19
bone15
bone16
bone17
bone24
bone20
bone21
bone22

[bloodsucker_critical_wound_bones_torso]
bip01_spine
bip01_spine1
bip01_spine2
bip01_spine3
bip01_pelvis
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger1
bip01_l_finger11
bip01_l_finger2
bip01_l_finger21
bip01_l_finger3
bip01_l_finger31
bip01_l_finger4
bip01_l_finger41
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger1
bip01_r_finger11
bip01_r_finger2
bip01_r_finger21
bip01_r_finger3
bip01_r_finger31
bip01_r_finger4
bip01_r_finger41


[bloodsucker_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe1
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe1




;=================================================================================
; Bloodsucker Terrain
;=================================================================================
[bloodsucker_terrain]
  255,000,255,255

;===========================================================================
; Step Events
;===========================================================================
[m_bloodsucker_step_params]
; order: front_left, front_right
;--------------------------------------------------------------------------
; anim      Cycles  | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
stand_run_0     		= 1,    0.15,    1.0,    0.70,     1.0,
stand_run_dmg_0   		= 1,    0.15,    1.0,    0.40,     1.0,
stand_walk_fwd_0  		= 1,    0.05,    1.0,    0.50,     1.0
stand_walk_fwd_dmg_0  	= 1,    0.05,    1.0,    0.60,     1.0,
stand_steal_0   		= 2,    0.15,    0.2,    0.50,     0.2,
;stand_drag_0   		= 1,    0.2,     1.0,    0.25,     0.7,


;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_bloodsucker_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim      | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, top, bottom) |  Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 =      0.30,   0.3,       50,        3.5, 2.0, 0.5,     -0.6, 0.6, -0.6, 0.6,          2.2
;Both hands Strike
stand_attack_1 =      0.30,   0.4,       50,        0.0, 2.0, 4.0,     -0.6, 0.6, -0.6, 0.6,          2.2
;Right hand Strike
stand_attack_2 =      0.30,   0.3,       50,       -4.0, 2.5, 0.50,    -0.6, 0.6, -0.6, 0.6,          2.2
;Right hand Strike
vampire_2   =     	  0.60,   0.5,       50,        0.0, 2.5, 4.50,    -1.2, 1.2, -1.2, 1.2,	       4.5

stand_run_attack_left_0  = 0.30,   0.4,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5
stand_run_attack_right_0 = 0.30,   0.4,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5


;===========================================================================
; Immunities
;===========================================================================
[bloodsucker_immunities]
burn_immunity     		= 0.1
strike_immunity     	= 1.5
shock_immunity			= 0.1
wound_immunity         	= 0.3
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity 	= 0.1
explosion_immunity      = 0.1
fire_wound_immunity     = 0.17




;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_bloodsucker_vampire_effector]
duality_h     	= 0.08
duality_v     	= 0.06
blur        	= 0.71
gray        	= 0.5
noise_intensity = 0.5
noise_grain     = 0.3
noise_fps     	= 30
color_base      = 0.255,0.0,0.0
color_gray      = 0.333,0.333,0.333
color_add     	= 0,0,0

[m_bloodsucker_attack_effector]
duality_h     	= 0.08
duality_v     	= 0.06
blur        	= 0.01
gray        	= 0.5
noise_intensity = 0.0
noise_grain     = 0.1 ;1.0
noise_fps     	= 30
color_base      = 0.255,0.0,0.0
color_gray      = 0.333,0.333,0.333
color_add     	= 0,0,0
time        	= 0.65 ;0.3
time_attack     = 0.1   ; fade in
time_release    = 0.45    ; fade out

; camera effects
ce_time       	= 1; 0.65 ;time
ce_amplitude    = 15;12.0
ce_period_number = 2.0;3.0
ce_power      	= 3.0 ;0.7 ; power


















[bloodsucker_protections]
skin_armor = 0.5
hit_fraction_monster = 0.3


;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[bloodsucker_weak]:m_bloodsucker_e
$spawn        	= "monsters\bloodsuckers\bloodsucker_01_weak"
visual        	= monsters\krovosos\krovosos
corpse_visual        = monsters\krovosos\krovosos_dead
icon        	= ui_npc_monster_krovosos
panic_threshold = 0.5
rank        	= 14
immunities_sect = bloodsucker_immunities_weak
attack_params   = bloodsucker_attack_params_weak
spec_rank     	= weak
community     	= bloodsucker
protections_sect = bloodsucker_protections

invisibility_activate_delay = 5000

[bloodsucker_immunities_weak]
burn_immunity   		= 0.1
strike_immunity 		= 1.4
shock_immunity  		= 0.1
wound_immunity  		= 0.6
radiation_immunity		= 0.0
telepatic_immunity  	= 0.0
chemical_burn_immunity  = 0.1
explosion_immunity    	= 0.3
fire_wound_immunity   	= 0.3

[bloodsucker_attack_params_weak]:m_bloodsucker_attack_params
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim      | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, top, bottom) |  Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
;stand_attack_0 =      0.30,   0.7,      50,        3.5, 2.0, 0.5,     	-1.0, 1.0, -1.0, 1.0,         2.5
;Both hands Strike
stand_attack_1 =      0.30,   0.7,      50,        0.0, 2.0, 4.0,     	-0.8, 0.8, -1.2, 1.2,         2.5
;Right hand Strike
;stand_attack_2 =      0.30,   0.7,      50,       -4.0, 2.5, 0.50,   	-1.0, 1.0, -1.0, 1.0,         2.5
;Right hand Strike
;vampire_2   =     	  0.60,   0.7,      50,        0.0, 2.5, 4.50,     -1.2, 1.2, -1.2, 1.2,         4.5


stand_run_attack_left_0  = 0.30,   0.7,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5
stand_run_attack_right_0 = 0.30,   0.7,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5


;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[bloodsucker_normal]:m_bloodsucker_e
$spawn        = "monsters\bloodsuckers\bloodsucker_02_normal"
visual        = monsters\krovosos\krovosos_green
corpse_visual        = monsters\krovosos\krovosos_green_dead
Predator_Visual   = monsters\krovosos\krovosos_green_xray


icon        = ui_npc_monster_krovosos
panic_threshold   = 0.2
rank        = 15
immunities_sect   = bloodsucker_immunities_normal
attack_params   = bloodsucker_attack_params_normal
spec_rank     = normal
community     = bloodsucker
invisibility_activate_delay = 3500
protections_sect = bloodsucker_protections

[bloodsucker_immunities_normal]
burn_immunity     		= 0.1
strike_immunity     	= 1.1
shock_immunity      	= 0.1
wound_immunity      	= 0.1
radiation_immunity   	= 0.0
telepatic_immunity    	= 0.0
chemical_burn_immunity  = 0.1
explosion_immunity    	= 0.2
fire_wound_immunity   	= 0.2

[bloodsucker_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 =      0.30,   0.8,     50,        3.5, 2.0, 0.5,     	-1.0, 1.0, -1.0, 1.0,          	2.5
;Both hands Strike
stand_attack_1 =      0.30,   0.8,     50,        0.0, 2.0, 4.0,     	-0.8, 0.8, -1.2, 1.2,          	2.5
;Right hand Strike
stand_attack_2 =      0.30,   0.8,     50,        -4.0, 2.5, 0.50,   	-1.0, 1.0, -1.0, 1.0,          	2.5
;Right hand Strike
vampire_2   =     	  0.60,   0.8,      50,        0.0, 2.5, 4.50,     -1.2, 1.2, -1.2, 1.2,         	2 ;4.5
;Right hand Strike

stand_run_attack_left_0  = 0.30,   0.8,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5
stand_run_attack_right_0 = 0.30,   0.8,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5



;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[bloodsucker_strong]:m_bloodsucker_e
$spawn        = "monsters\bloodsuckers\bloodsucker_03_strong"
visual        = monsters\krovosos\krovosos_strong
corpse_visual        = monsters\krovosos\krovosos_dead
icon        = ui_npc_monster_krovosos_strong
Predator_Visual   = monsters\krovosos\krovosos_strong_xray
panic_threshold   = 0.05
rank        = 16
immunities_sect   = bloodsucker_immunities_strong
attack_params   = bloodsucker_attack_params_strong
spec_rank     = strong
community     = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections

[bloodsucker_immunities_strong]
burn_immunity     		= 0.05
strike_immunity    	 	= 0.95
shock_immunity      	= 0.2
wound_immunity      	= 0.3
radiation_immunity    	= 0.0
telepatic_immunity    	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity    	= 0.2
fire_wound_immunity  	= 0.15

[bloodsucker_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim      | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, top, bottom) |  Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 =      0.30,   0.9,      50,        3.5, 2.0, 0.5,     	-1.0, 1.0, -1.0, 1.0,          	2.5
;Both hands Strike
stand_attack_1 =      0.30,   0.9,    	50,        0.0, 2.0, 4.0,     	-0.8, 0.8, -1.2, 1.2,          	2.5
;Right hand Strike
stand_attack_2 =      0.30,   0.9,      50,       -4.0, 2.5, 0.50,   	-1.0, 1.0, -1.0, 1.0,          	2.5
;Right hand Strike
vampire_2      =      0.60,   0.9,    	50,        0.0, 2.5, 4.50,     -1.2, 1.2, -1.2, 1.2,         	4.5


stand_run_attack_left_0  = 0.30,   0.9,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5
stand_run_attack_right_0 = 0.30,   0.9,       50,        3.5, 2.0, 0.5,     -1.0, 1.0, -1.0, 1.0,     2.5



;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************
