[m_chimera_attack_params]

;---------------------------------------------------------------------------------------------------------------------------------------------
;	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 =	  	0.45,		0.70,		    100,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
stand_attack_1 =	  	0.45,		0.60,		    100,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
jump_attack_1  = 		0.45,		0.60,			150,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
stand_run_attack_0 =	0.75,		0.5,			100,       0.0, 1.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,							  2.5

[m_chimera_attack_effector]

duality_h			= 0.1; 0.01 
duality_v			= 0.01; 0.01
blur				= 0.01
gray				= 0.5
noise_intensity		= 0.1;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			= 0.0,0.0,0.0
time				= 3.00
time_attack			= 0.05		; fade in
time_release		= 0.50		; fade out

; camera effects
ce_time				= 0.30 ;time 
ce_amplitude		= 12.0 
ce_period_number	= 2.0 
ce_power		    = 1.0 ;0.7 ; power 

[m_chimera_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	   1,	   0.01,    1,	    0.25,    0.7,    
stand_run_fwd_0	 	=	   1,	   0.01,    1,	    0.25,    0.6,    

;===========================================================================
; IMMUNITIES
;===========================================================================
[chimera_immunities]
burn_immunity = 0.9				;коэффициенты иммунитета 
strike_immunity = 0.5
shock_immunity = 0.5
wound_immunity = 0.15	;0.30	;1.0		
radiation_immunity = 0.0
telepatic_immunity = 0.5
chemical_burn_immunity = 0.9
explosion_immunity = 0.04
fire_wound_immunity  = 0.1


[m_chimera_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\chimera"			; 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\chimera\chimera
corpse_visual		 = monsters\chimera\chimera
icon = ui_npc_monster_chimera	
MaxHealthValue		     = 400			; range [0..200]
DynamicObjectsCount	 = 32

ef_creature_type	= 20							; option for evaluation functions
ef_weapon_type		= 3
ef_detector_type			 = 1
panic_threshold			= 0.1

cform                = skeleton					; collision class
class                = SM_CHIMS					; AI class

script_binding  	= bind_monster.bind

satiety_threshold		= 0.5
jump_max_height = 1.0


critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.
smart_terrain_choose_interval	= 00:15:00

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

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			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 220;170

destroyed_vis_name	 = physics\dead_body\skelet_crash_monster

Particle_Tele_Object	= static\fire_distort
Particle_Gravi_Wave		= anomaly2\burer_wave
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\burer_shield_01

;---------------------------------------------------------------------
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  = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06             ; range [0..1]

max_hear_dist		 = 50


; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1
Velocity_RunFwdNormal	= 10,		2.5,			2.5,		0.2,	1	
Velocity_RunFwdDamaged	= 5.0,  	4.0,			4.0,		0.2,	1
Velocity_WalkFwdDamaged	= 2.0,		2.0,			2.0,		0.5,	2.0	
Velocity_WalkFwdNormal	= 2.3,		1.2,			1.2,		0.02,	3.0
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		2.0,			2.0,		1,		1
Velocity_Walk_Upper		= 0.5,		1.2,			1.2,		0.02,	2.0
Velocity_JumpGround		= 10.0,		0.01,			0.01,		0.4,	1
Velocity_RunAttack		= 10,		0.01,			0.01,		0.2,	1	
Velocity_Run_Attack		= 10,		0.01,			0.01,		0.2,	1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 3.5
Accel_Aggressive		= 9.5

;attack parameters
MinAttackDist		= 2.8;1.2	;0.5
MaxAttackDist		= 4.8;2.7	;3.8

as_min_dist				= 0.9
as_step					= 0.3

RunAttack_PathDistance	= 8.0
RunAttack_StartDistance	= 4.0

DayTime_Begin		= 0			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 0.9		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 1.2		; дист. до трупа, при которой он переходит в состояние еды


;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           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,
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				 = 255,255,255,255,30,40

hit_type = wound

;entity condition


satiety_v = 0.0001				;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.0001		;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 = 0.3		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v				= 0.1						;скорость восстановления psy-здоровья

immunities_sect				= chimera_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		;1.5				;коэффициенты скоростей изменения параметров во время сна
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		; частота укусов в сек
eat_slice			=	0.001	; увеличение сытости при 1 укусе
eat_slice_weight	=	10.0	; уменьшение еды у трупа


; Morale
Morale_Hit_Quant				= 0.2
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	= 0.4


sound_idle				= monsters\bloodsucker\idle_
sound_eat				= monsters\bloodsucker\eat_
sound_aggressive			= monsters\bloodsucker\attack_
sound_attack_hit		= monsters\bloodsucker\attack_hit_
sound_take_damage		= monsters\bloodsucker\hit_
sound_die				= monsters\bloodsucker\die_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\boar\threaten_
sound_landing			= monsters\boar\landing_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\boar\hit_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\boar\die_

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


idle_sound_delay		= 95000
eat_sound_delay			= 3000
attack_sound_delay		= 12000

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


eye_fov						= 110	;150	
eye_range					= 80	;120	

DynamicObjectsCount	 		= 32

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

; jump parameters
jump_delay					= 10000;3000
jump_factor					= 2;1.5
jump_ground_trace_range		= 1.4
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 10.0
jump_min_distance			= 5.5
jump_max_distance			= 12.0
jump_max_angle				= 0.6

DamagedThreshold		= 0.5

material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= m_chimera_attack_effector

attack_params			= m_chimera_attack_params
step_params			= m_chimera_step_params

LegsCount			= 4
damage					= m_chimera_damage

;species of monster
species					= chimera


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

default				= 1.00,	-1,	1.00

bip01_pelvis 		= 1, -1, 0.1
bip01_spine 		= 1, -1, 0.1
bip01_spine1 		= 1, -1, 0.1
bip01_neck 			= 1, -1, 0.1
bip01_head 			= 8, -1, 0.50

[chimera_weak]:m_chimera_e
$spawn               = "monsters\chimera"			; option for Level Editor
monster_type		= indoor
rank				= 0
spec_rank			= weak
community			= chimera
Tele_Time_To_Hold	= 200
