
[m_cat_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 leg strike
stand_attack_0 =	  	0.25,		0.15,		    20,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;Both leg strike
stand_attack_1 =	  	0.30,		0.15,		    30,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0  =	0.40,		0.20,			40,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2		=	0.50,		0.20,			30,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0


[m_cat_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		= -10.0 
ce_period_number	= 2.0 
ce_power			= 1.5	; power 

[m_cat_step_params]
;-------------------------------------------------------------------------------------------------------------
;	anim			| cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0	=	   8,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_walk_dmg_0	=      7,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_0			=	   6,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_dmg_0		=	   6,	    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
;===========================================================================
[cat_immunities]
burn_immunity 					= 1.0				;ъю¤ЇЇшЎшхэЄv шььєэшЄхЄр 
strike_immunity 				= 1.0
shock_immunity 					= 1.0
wound_immunity 					= 0.9
radiation_immunity 				= 0.01
telepatic_immunity 				= 1.0
chemical_burn_immunity 			= 1.0
explosion_immunity 				= 1.0
fire_wound_immunity  			= 1.0


[m_cat_e]:monster_base
GroupControlSection	= spawn_group
;$spawn              = "monsters\cat"			; 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				= 400						; option for ALife Simulator
MinSpeed		    = 1.0						; option for ALife Simulator
MaxSpeed		    = 1.5						; option for ALife Simulator
going_speed         = 1.0                      ; option for ALife Simulator
search_speed        = .5                       ; option for ALife Simulator
visual				= monsters\cat\cat
corpse_visual		= monsters\cat\cat
icon = ui_npc_monster_cat	
MaxHealthValue		= 400			; range [0..200]
DynamicObjectsCount	= 32

cform                = skeleton					; collision class
class                = SM_CAT_S					; AI class

ef_creature_type	 = 2				; option for evaluation functions
ef_weapon_type		 = 2
ef_detector_type			 = 1
panic_threshold			= 0.0

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

; movement
ph_box0_center 		 = 0.0,  0.3,  0.0
ph_box0_size 		 = 0.30, 0.3,  0.30
ph_box1_center 		 = 0.0,  0.3,  0.0
ph_box1_size 		 = 0.30, 0.3,  0.30
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 50;30						; also it's the food

smart_terrain_choose_interval	= 00:15:00
satiety_threshold		= 0.5							; below this value monster fill hunger
critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.

destroyed_vis_name	 = physics\dead_body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = 0.0 ;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  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06						; range [0..1]


eye_fov				 = 110	;140
eye_range			 = 30	;50	;40;

min_view_distance   		= 0.7				; 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 	= 0.4
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

max_hear_dist		 = 60



; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.0,			3.0,		1,		1		;0,	1.79,	1,		1
Velocity_WalkFwdNormal	= 1.2,		1.5,			1.5,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.2,		2.14,			2.14,		0.2,	2.0	
Velocity_RunFwdNormal	= 7.5,		2.5,			2.5,		0.2,	1	
Velocity_RunFwdDamaged	= 4.5,  	3.0,			3.0,		0.2,	1
Velocity_Drag			= 1.5,		2.14,			2.14,		1,		1
Velocity_Steal			= 1.3,		2.14,			2.14,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 1.5
Accel_Aggressive		= 4.5

;attack parameters
MinAttackDist		= 1.4
MaxAttackDist		= 2.0

as_min_dist				= 0.3
as_step					= 0.4

DayTime_Begin		= 6			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety		= 0.4	;0.6		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety		= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse	= 1.5		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

;							  fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,


;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =     20.0,            20.0,               1000.0,             0.0,               10000.0,					1000.0,             10000.0,      
selector_hear_sound		=      20.0,            1.0,				1000.0,             0.0,               0.0,						1000.0,             10000.0,      
selector_getaway		=      20.0,            20.0,               1000.0,             0.0,               10000.0,					1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                1000.0,             0.0,               0.0,						1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      


terrain				 = 255,000,255,255

hit_type = strike

;entity condition

satiety_v 						= 0.01				;ёъюЁюёЄ№ єьхэ№°хэш  ёvЄюёЄш ёю тЁхьхэхь
radiation_v 					= 0.00001			;ёъюЁюёЄ№ єьхэ№°хэш  ЁрфшрЎшш
satiety_power_v 				= 0.005				;єтхышўхэшх ёшыv яЁш єьхэ№°хэшш ёvЄюёЄш 
satiety_health_v 				= 0.001				;єтхышўхэшх чфюЁют№  яЁш єьхэ№°хэшш ёvЄюёЄш 
satiety_critical 				= -1.0				;ъЁшЄшўхёъюх чэрўхэш  ёvЄюёЄш (т яЁюЎхэЄрї юЄ 0..1) ъюуфр чфюЁют№х эрўшрэрхЄ єьхэ№°рЄ№ё 
radiation_health_v 				= 0.01				;єьхэ№°хэшх чфюЁют№  яЁш тючфхщёЄтшш ЁрфшрЎшш
morale_v						= 0.01				;ёъюЁюёЄ№ тюёёЄрэютыхэш  ьюЁрыш
health_hit_part 				= 1.0				;яЁюЎхэЄ їшЄр, єїюф шщ эр юЄэшьрэшх чфюЁют№ 
power_hit_part 					= 1.0				;яЁюЎхэЄ їшЄр, єїюф шщ эр юЄэшьрэшх ёшыv
psy_health_v					= 0.1						;скорость восстановления psy-здоровья

immunities_sect					= cat_immunities


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


sleep_health 					= 1.0				;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power 					= 1.0
sleep_satiety 					= 1.0
sleep_radiation 				= 1.0
sleep_psy_health			= 1.0

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

; 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				= 0.05
Morale_Despondent_Threashold	= 0.5


; Sounds
sound_idle				= monsters\cat\1
sound_eat				= monsters\cat\2
sound_aggressive			= monsters\cat\3
sound_attack_hit		= monsters\cat\4
sound_take_damage		= monsters\cat\5
sound_die				= monsters\cat\6
sound_threaten			= monsters\cat\7
sound_landing			= monsters\cat\8
sound_steal				= monsters\cat\9
sound_panic				= monsters\cat\10
sound_growling			= monsters\cat\11
sound_die_in_anomaly	= monsters\cat\12

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


; jump parameters
jump_delay					= 3000
jump_factor					= 2.0
jump_ground_trace_range		= 0.8
jump_hit_trace_range		= 1.0
jump_build_line_distance	= 0.0
jump_min_distance			= 3.5
jump_max_distance			= 6.0
jump_max_angle				= 0.6

idle_sound_delay		= 55000
eat_sound_delay			= 3000
attack_sound_delay		= 6000

sound_distant_idle			= monsters\cat\1
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.2

material				= creatures\small

min_view_distance   		= 0.8				; 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			= 1.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25


DynamicObjectsCount		= 32

squad_attack_algorithm	= 1

attack_effector			= m_cat_attack_effector

attack_params			= m_cat_attack_params
step_params				= m_cat_step_params
damage					= m_cat_damage

LegsCount				= 4

script_binding  		= bind_monster.bind

;species of monster
species					= cat
rank					= 0
spec_rank				= weak
community				= cat
;monster_type			= indoor



[m_cat_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 1, -1, 0.10 ;0.15, -1, 0.10

bip01_pelvis 		= 0.2, -1, 0.05
bip01_spine 		= 0.2, -1, 0.05
bip01_spine1 		= 0.2, -1, 0.05
bip01_neck 			= 0.25, -1, 0.05
bip01_head 			= 0.2, -1, 0.30
bone01 				= 0.2, -1, 0.30
bone03 				= 0.2, -1, 0.30
bone05 				= 0.2, -1, 0.30
bip01_ponytail1 	= 0.2, -1, 0.30
bip01_ponytail2		= 0.2, -1, 0.30

[cat_weak]:m_cat_e	
$spawn = "monsters\cat"	
monster_type		= indoor
rank = 0	
spec_rank = weak	
community = cat	
Tele_Time_To_Hold	= 200


