;===========================================================================
; 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				 = 3
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
weapon_usage				 = 0							; boolean

Spawn_Inventory_Item_Section = mutant_krovosos_jaw
Spawn_Inventory_Item_Probability = 0.8

;------------------------------------------------------------------------
; 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          		 	= 5.0	;1.0                   	; option for ALife Simulator
current_level_going_speed	 	= 0.5   ;1;2					; option for ALife Simulator
search_speed         		 	= 0.5                      		; option for ALife Simulator
smart_terrain_choose_interval	= 00:12:00

;---------------------------------------------------------------------
; 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				= physics\Dead_Body\trupik_crash

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

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors			linear | angular_real | angular_path | min	 |  max
Velocity_Stand			= 0,		3.05,		3.05,			1,		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_RunFwdNormal	= 5.84,		4.0,		4.0,			0.5,	1	
Velocity_RunFwdDamaged	= 1.90,		3.0,		3.0,			0.5,	1
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		= 8.0 
Velocity_Invisible_Angular		= 4.62

; acceleration
Accel_Generic					= 1.5
Accel_Calm						= 2.5
Accel_Aggressive				= 20.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist					= 2.3 	;2.4    
MaxAttackDist					= 2.8	;3.8	
EffectDistance					= 20.0
hit_type						= wound					; type of attack 
as_min_dist						= 1.7    
as_step				 			= 0.3

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
berserk_always			= true
;-------------------------------------------------------------------------
; 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			= 0.1

;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 

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
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

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


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

Vampire_Delay			= 100000
Vampire_Want_Speed		= 0.01
Vampire_Wound			= 0.2

;--- OUTDATED :: REMOVE THIS PARAM ---------------
Vampire_Reach_Time		= 15000
;-------------------------------------------------


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



;=================================================================================
; 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				= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_spine2 		= 1.0, -1, 0.5
bip01_spine3 		= 1.0, -1, 0.5
bip01_neck 			= 1.0, -1, 1.5
bip01_head 			= 2.0, -1, 0.5, 10


[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_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,		0.15,		    150,        3.5, 2.0, 0.5,		 -0.6, 0.6, -0.6, 0.6,				  2.2
;Both hands Strike
stand_attack_1 =	  	0.30,		0.25,		    160,        0.0, 2.0, 4.0,		 -0.6, 0.6, -0.6, 0.6,				  2.2
;Right hand Strike
stand_attack_2 =	  	0.30,		0.15,		    150,        -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,		    550,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
;Right hand Strike
stand_attack_run_0 =	bloodsucker_run_attack_sect

[bloodsucker_run_attack_sect]
value1			= 0.20,		0.1,		    550,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
value2			= 0.60,		0.2,		    550,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5

;===========================================================================
; Immunities
;===========================================================================
[bloodsucker_immunities]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0					
wound_immunity 				= 0.4	;0.75	;1.0		
radiation_immunity 			= 0.0	;0.5
telepatic_immunity 			= 1.0
chemical_burn_immunity		= 0.5
explosion_immunity 			= 0.4
fire_wound_immunity  		= 0.07

;===========================================================================
; 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				= 0.65 ;time 
ce_amplitude		= 15;12.0 
ce_period_number	= 2.0;3.0 
ce_power			= 3.0 ;0.7 ; power 


;*********************************************************************************
; BASE PROFILES
;*********************************************************************************

[bloodsucker_weak]:m_bloodsucker_e
$spawn				= "monsters\bloodsuckers\bloodsucker_01_weak"
visual				= monsters\krovosos\krovosos
icon				= ui_npc_monster_krovosos
panic_threshold		= 0.5
rank				= 0
immunities_sect		= bloodsucker_immunities_weak
attack_params		= bloodsucker_attack_params_weak
spec_rank			= weak
community			= bloodsucker

[bloodsucker_immunities_weak]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.1	;0.50
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.7
fire_wound_immunity		= 0.18

;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[bloodsucker_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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,		0.15,		    150,        3.5, 2.0, 0.5,		 -1.0, 1.0, -1.0, 1.0,				  2.5
;Both hands Strike
stand_attack_1 =	  	0.30,		0.25,		    160,        0.0, 2.0, 4.0,		 -0.8, 0.8, -1.2, 1.2,				  2.5
;Right hand Strike
stand_attack_2 =	  	0.30,		0.15,		    150,        -4.0, 2.5, 0.50,	 -1.0, 1.0, -1.0, 1.0,				  2.5
;Right hand Strike
vampire_2		=	  	0.60,		0.3,		    750,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
;Right hand Strike
stand_attack_run_0 =	bloodsucker_weak_run_attack_sect

[bloodsucker_weak_run_attack_sect]
value1			= 0.20,		0.1,		    150,        0.0, 0.5, 1.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2
value2			= 0.60,		0.2,		    200,        0.0, 0.5, 1.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2

[bloodsucker_normal]:m_bloodsucker_e
$spawn				= "monsters\bloodsuckers\bloodsucker_02_normal"
visual				= monsters\krovosos\krovosos
icon				= ui_npc_monster_krovosos
panic_threshold		= 0.2
rank				= 401
immunities_sect		= bloodsucker_immunities_normal
attack_params		= bloodsucker_attack_params_normal
spec_rank			= normal
community			= bloodsucker

[bloodsucker_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.5
fire_wound_immunity		= 0.12

;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[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,		0.3,		    150,        3.5, 2.0, 0.5,		 -1.0, 1.0, -1.0, 1.0,				  2.5
;Both hands Strike
stand_attack_1 =	  	0.30,		0.4,		    160,        0.0, 2.0, 4.0,		 -0.8, 0.8, -1.2, 1.2,				  2.5
;Right hand Strike
stand_attack_2 =	  	0.30,		0.3,		    150,        -4.0, 2.5, 0.50,	 -1.0, 1.0, -1.0, 1.0,				  2.5
;Right hand Strike
vampire_2		=	  	0.60,		0.5,			750,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
;Right hand Strike
stand_attack_run_0 =	bloodsucker_normal_run_attack_sect

[bloodsucker_normal_run_attack_sect]
value1			= 0.20,		0.2,		    250,        0.0, 0.5, 3.00,		  -1.2, 1.2, -1.2, 1.2,				  2.2
value2			= 0.60,		0.4,		    300,        0.0, 0.5, 3.00,		  -1.2, 1.2, -1.2, 1.2,				  2.2


[bloodsucker_strong]:m_bloodsucker_e
$spawn				= "monsters\bloodsuckers\bloodsucker_03_strong"
visual				= monsters\krovosos\krovosos_strong
icon				= ui_npc_monster_krovosos_strong
Predator_Visual		= monsters\krovosos\krovosos_strong_xray
panic_threshold		= 0.05
rank				= 401
immunities_sect		= bloodsucker_immunities_strong
attack_params		= bloodsucker_attack_params_strong
spec_rank			= strong
community			= bloodsucker


[bloodsucker_immunities_strong]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.10
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.3
fire_wound_immunity		= 0.09

;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[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,		0.4,		    150,        3.5, 2.0, 0.5,		 -1.0, 1.0, -1.0, 1.0,				  2.5
;Both hands Strike
stand_attack_1 =	  	0.30,		0.6,		160,        0.0, 2.0, 4.0,		 -0.8, 0.8, -1.2, 1.2,				  2.5
;Right hand Strike
stand_attack_2 =	  	0.30,		0.4,		    150,        -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,	    750,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
;Right hand Strike
stand_attack_run_0 =	bloodsucker_strong_run_attack_sect

[bloodsucker_strong_run_attack_sect]
value1			= 0.20,		0.4,		    350,        0.0, 0.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2
value2			= 0.60,		0.8,		    400,        0.0, 0.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2


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

;-------------------------------------------------------------------------------------------
; FIX IT: 
;   - use custom immunities section to set custom immunity params
;-------------------------------------------------------------------------------------------
[bloodsucker_arena]:bloodsucker_strong
$spawn				= "monsters\bloodsuckers\arena\bloodsucker_arena"
visual				= monsters\krovosos\krovosos
icon				= ui_npc_monster_krovosos
panic_threshold		= 0.05
species				= arena_monstr


[bloodsucker_mil]:bloodsucker_strong
$spawn				= "monsters\military\bloodsucker_mil"
visual				= monsters\krovosos\krovosos
icon				= ui_npc_monster_krovosos
panic_threshold		= 0.05

[bloodsucker_hell]:m_bloodsucker_e
$spawn				= "monsters\bloodsuckers\bloodsucker_hell"
visual				= monsters\bloodhell\bloodhell_strong
icon				= ui_npc_monster_krovosos_strong
Predator_Visual		= monsters\krovosos\krovosos_strong_xray
; corpse_visual		= monsters\bloodhell\bloodhell_dead
panic_threshold		= 0.05
rank				= 401
immunities_sect		= bloodhell_immunities_strong
attack_params		= bloodhell_attack_params_strong
spec_rank			= strong
community			= bloodsucker

Particles_Invisible_Tracks_Freq	= 90;70
Invisibility_BlinkTime		    = 800
Invisibility_BlinkMicroInterval = 30
Invisibility_EnergySpeed		= 0.05

; acceleration
Accel_Generic					= 1.7
Accel_Calm						= 2.5
Accel_Aggressive				= 30.0

[bloodhell_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,		0.5,		    170,        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,		180,        0.0, 2.0, 4.0,		 -0.8, 0.8, -1.2, 1.2,				  2.5
;Right hand Strike
stand_attack_2 =	  	0.30,		0.5,		    170,        -4.0, 2.5, 0.50,	 -1.0, 1.0, -1.0, 1.0,				  2.5
;Right hand Strike
vampire_2		=	  	0.40,		0.8,	    800,        0.0, 2.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  4.5
;Right hand Strike
stand_attack_run_0 =	bloodhell_strong_run_attack_sect

[bloodhell_strong_run_attack_sect]
value1			= 0.20,		0.4,		    400,        0.0, 0.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2
value2			= 0.60,		0.8,		    450,        0.0, 0.5, 4.50,		  -1.2, 1.2, -1.2, 1.2,				  2.2

[bloodhell_immunities_strong]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.10
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.3
fire_wound_immunity		= 0.08

