[m_snork_e]:monster_base
GroupControlSection		= spawn_group
SpaceRestrictionSection = zone_mosquito_bald
;$spawn					= "monsters\snork"					 ; option for Level Editor
$npc					= on								 ; option for Level Editor
$prefetch 				= 16
visual					= monsters\snork\snork
corpse_visual			= monsters\snork\snork_dead
icon					= ui_npc_monster_snork
DynamicObjectsCount		= 32

Spawn_Inventory_Item_Section = mutant_snork_leg
Spawn_Inventory_Item_Probability = 0.6

;---OFFLINE ALIFE------------------------------------------------------------------
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						= 5.0			; option for ALife Simulator
going_speed						= 5;4.5			; option for ALife Simulator
current_level_going_speed		= 1;2					; option for ALife Simulator
search_speed					= 1.5			; option for ALife Simulator
MaxHealthValue					= 200			; range [0..200]
smart_terrain_choose_interval	= 00:12:00
;-----------------------------------------------------------------------------------

script_binding       = bind_monster.bind

ef_creature_type		= 11						; option for evaluation functions
ef_weapon_type			= 2
ef_detector_type		= 1
panic_threshold		= 0.1

cform					 = skeleton					; collision class
class					 = SM_SNORK					; AI class

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

;---------------------------------------------------------------------
; 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_crash_speed_min			= 100
ph_crash_speed_max			= 300
ph_collision_damage_factor	= 0.1
ph_mass 				= 90

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  = 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,		2.4,			2.4,		1,		1
Velocity_WalkFwdNormal	= 1.05,		1.0,			1.0,		0.02,	2.0
Velocity_WalkFwdDamaged	= 0.9,		1.0,			1.0,		0.02,	2.0			
Velocity_RunFwdNormal	= 3.2,		3.5,			3.5,		0.4,	1	
Velocity_RunFwdDamaged	= 1.7,		2.0,			2.0,		0.2,	1
Velocity_Drag			= 1.0,		1.0,			1.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpGround		= 9.0,		3.0,			0.01,		0.4,	1
Velocity_Jump_Stand     = 9.0,		3.0,			0.01,		0.4,	1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 12.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist			= 1.9	;0.5
MaxAttackDist			= 2.9	;3.8
as_min_dist				= 1.5
as_step					= 0.4
hit_type				= wound				; type of attack

terrain					 = snork_terrain

;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v 				= 0.005			;скорость уменьшения сытости со временем
radiation_v 			= 0.00001		;0.004				;скорость уменьшения радиации
satiety_power_v 		= 0.005		;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 		= 1		;0.8					;процент хита, уходящий на отнимание здоровья
power_hit_part 			= 1		;0.9					;процент хита, уходящий на отнимание силы
psy_health_v = 0.1						;скорость восстановления psy-здоровья

;Immunities 
immunities_sect				= snork_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				=	0.01						; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight		=	10.0						; єьхэ№°хэшх хфv є ЄЁєяр

satiety_threshold		= 0.5							; below this value monster fill hunger

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


;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\snork\snork_idle_	; idle_
sound_eat				= monsters\biting\def_			; eat_
sound_aggressive			= monsters\snork\snork_attack_	; attack_
sound_attack_hit		= monsters\snork\snork_attack_hit_
sound_take_damage		= monsters\snork\snork_idle_	; hit_
sound_die				= monsters\biting\def_			; die_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\biting\def_			; threaten_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\snork\snork_idle_	; hit_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_

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


;Frequency of sounds to be played
idle_sound_delay		= 300000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

sound_distant_idle			= monsters\snork\snork_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

SoundThreshold						= 0.02             ; range [0..1]
max_hear_dist						= 60

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov						= 110	;140
eye_range					= 40	;50	

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 	= 0.2
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
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
material				= creatures\medium
DynamicObjectsCount		= 32

attack_effector			= m_snork_attack_effector

step_params				= m_snork_step_params
damage					= m_snork_damage
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


LegsCount				= 2

DayTime_Begin			= 0			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End				= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety				= 0.4		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety				= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse		= 1.2		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay					= 5000
jump_factor					= 1.5
jump_ground_trace_range		= 1.5
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 6.0
jump_min_distance			= 3.5
jump_max_distance			= 10.0
jump_max_angle				= 0.6
jump_max_height				= 3.5

;species of monster
species						= snork

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

default				= 0.5,	-1,	0.1

bip01_pelvis 		= 1.0, -1, 0.1
bip01_spine 		= 1.0, -1, 0.1
bip01_spine1 		= 1.0, -1, 0.1
bip01_neck 			= 1.0, -1, 0.5
bip01_head 			= 2.0, -1, 0.1, 10

[m_snork_attack_effector]
duality_h			= 0.05;0.01
duality_v			= 0.02;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				= 0.30
time_attack			= 0.05				; fade in
time_release	    = 0.15				; fade out

; camera effects
ce_time				= 0.35				; time 
ce_amplitude		= 10				; head shake after hit
ce_period_number	= 2.0				; camera shake times
ce_power			= 2.5; 2.0			; power 

;===========================================================================
; Step Events
;===========================================================================
[m_snork_step_params]			   
;-------------------------------------------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 	=	  1,    0.01,   1,		 0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_damaged_0=  	  1,	0.2,    1,	     0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_0		 	=  	  1,	0.01,   1,	     0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_damaged_0	=	  1,	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
;===========================================================================
[snork_immunities]
burn_immunity			= 0.8								;коэффициенты иммунитета 
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity			= 0.8	;0.75	;1.0		
radiation_immunity		= 0.01	;0.5
telepatic_immunity		= 1.0
chemical_burn_immunity	= 0.8
explosion_immunity		= 0.8
fire_wound_immunity		= 0.18


;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[snork_weak]:m_snork_e
$spawn				= "monsters\snorks\snork_01_weak"
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
panic_threshold		= 0.5
rank				= 0
immunities_sect		= snork_immunities_weak
attack_params		= snork_attack_params_weak
spec_rank			= weak
community			= snork


[snork_immunities_weak]
burn_immunity			= 0.4								;коэффициенты иммунитета 
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.8
fire_wound_immunity		= 0.3

[snork_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.20,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,								2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.20,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,								2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.20,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,								2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		0.50,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,								2.5

;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[snork_normal]:m_snork_e
$spawn				= "monsters\snorks\snork_02_normal"
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
panic_threshold		= 0.2
rank				= 401
immunities_sect		= snork_immunities_normal
attack_params		= snork_attack_params_normal
spec_rank			= normal
community			= snork


[snork_immunities_normal]
burn_immunity			= 0.4								;коэффициенты иммунитета
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.2
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.6
fire_wound_immunity		= 0.2

[snork_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.40,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,								2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.40,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,								2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.40,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,								2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		0.70,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,								2.5

;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[snork_strong]:m_snork_e
$spawn				= "monsters\snorks\snork_03_strong"
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
panic_threshold		= 0.05
rank				= 801
immunities_sect		= snork_immunities_strong
attack_params		= snork_attack_params_strong
spec_rank			= strong
community			= snork


[snork_immunities_strong]
burn_immunity			= 0.4								;коэффициенты иммунитета 
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		= 0.4
fire_wound_immunity		= 0.12

[snork_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.60,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,								2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.60,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,								2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.60,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,								2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		1.00,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,								2.2


;=================================================================================
; Terrain
;=================================================================================
[snork_terrain]
	255,000,255,255
	010,001,255,255 ;Ограниченный доступ на Янтаре
	
;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************
;=======================================================================================
[aes_snork]:snork_strong
$spawn				= "monsters\snorks\aes_snork"
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
panic_threshold		= 0.0

;=======================================================================================



[snork_arena]:snork_strong
$spawn				= "monsters\arena\snork_arena"
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
panic_threshold		= 0.05
species				= arena_monstr



[snork_indoor]:snork_weak
$spawn			= "monsters\snorks\snork_indoor"
monster_type	= indoor

jump_min_distance			= 2.5
jump_max_angle				= 0.4

[snork_outdoor]:snork_weak
$spawn			= "monsters\snorks\snork_outdoor"
monster_type	= outdoor

[snork_jumper]:snork_weak
$spawn			= "monsters\snorks\snork_jumper"
monster_type	= outdoor
panic_threshold		= 0.05

; jump parameters

jump_factor					= 1.2
jump_min_distance			= 3
jump_max_distance			= 30
jump_max_angle				= 0.8
