
; Настройки респавнов здесь
; Альтернатива секции [respawn] в custom_data

#include "_respawners_monster.ltx"

;==============================DEAD CITY==============================
[dc_respawn_killer_1]
respawn_section = dc_killer_respawn_1
min_count = 5
max_count = 23
max_spawn = 10
idle_spawn = medium, medium_max

[dc_respawn_killer_2]
respawn_section = dc_killer_respawn_2
min_count = 2
max_count = 5
max_spawn = 1,2
idle_spawn = seldom, seldom_max
allow_levels = l09_deadcity,l15_red_forest,l16_limansk,l17_hospital

[dc_respawn_killer_3]
respawn_section = dc_killer_respawn_1
min_count = 1
max_count = 5
max_spawn = 3
idle_spawn = medium, seldom_max

[dc_respawn_zombied_1]
respawn_section = dc_zombied_respawn_1,10,dc_zombied_respawn_2,10
max_count = 10
min_count = 3
max_spawn = 4,5
idle_spawn = medium, seldom
respawn_radius = 40
allow_levels = l09_deadcity,l15_red_forest

[dc_respawn_zombied_2]
respawn_section = dc_zombied_respawn_1,30,dc_zombied_respawn_2,15
max_count = 10
min_count = 3
max_spawn = 3,4
idle_spawn = medium, seldom
respawn_radius = 180
allow_levels = l09_deadcity,l15_red_forest


;==============================DARKSCAPE==============================
[ds_soldier_respawn_1]
cond = {-bar_deactivate_radar_done} 100, 0
respawn_section = esc_soldier_respawn_1, 80, esc_soldier_respawn_specnaz, 20
max_count = 3
max_spawn = 3
idle_spawn = often, medium
insert_smart = ds_bridge

[ds_respawn_hunter_1]
respawn_section = ds_hunter_respawn_1, 21, ds_hunter_respawn_2, 18
min_count = 3
max_count = 9
max_spawn = 2,4
idle_spawn = often_max, medium_max

[ds_bandit_respawn_1]
;conditions = {+val_chase_start} 80, 0
respawn_section = val_bandit_respawn_1,40,val_bandit_respawn_2,40,val_bandit_respawn_3,20
max_count = 12
max_spawn = 3,4
idle_spawn = medium, medium_max


;==============================HOSPITAL==============================


;==============================LIMANSK==============================
; todo: 8 зомбей-сталкеров 71 монолит 6 бандитов
; lim_respawn_monolith_1
; lim_respawn_monolith_2
; lim_respawn_bandit_1
; lim_respawn_zombied_1
[lim_respawn_monolith_1]
respawn_section = rad_monolith_respawn_1, 13, rad_monolith_respawn_2, 17, rad_monolith_respawn_3,13
max_spawn = 4
idle_spawn = often, medium_max
conditions = {+freeplay} 0, {+bar_deactivate_radar_done} 20, 100
allow_levels = l06_rostok,l08_yantar,l09_deadcity,l15_red_forest,l16_limansk,l17_hospital

[lim_respawn_monolith_2]
respawn_section = rad_monolith_respawn_1, 13, rad_monolith_respawn_2, 17, rad_monolith_respawn_3,13
max_count = 36
min_count = 2
max_spawn = 5,6
idle_spawn = medium, medium_max
conditions = {+freeplay} 0, {+bar_deactivate_radar_done} 20, 100

[lim_respawn_bandit_1]
respawn_section = ros_bandit_respawn_2,10,ros_bandit_respawn_3,22,ros_bandit_respawn_4,46
respawn_radius = 100
max_spawn = 5, 6
idle_spawn = medium, medium_max
allow_levels = l06_rostok,l09_deadcity,l15_red_forest,l16_limansk	;l08_yantar,l17_hospital

[lim_respawn_zombied_1]
respawn_section = lim_zombied_respawn_1,10,lim_zombied_respawn_2,15
respawn_radius = 100
max_spawn = 3,4
idle_spawn = often, medium
allow_levels = l16_limansk,l17_hospital


;==============================RED FOREST==============================
[red_respawn_killer_1]
respawn_section = red_killer_respawn_1,20,red_killer_respawn_2,40
max_spawn = 6
max_count = 24
min_count = 10
idle_spawn = often_max, medium_max

[red_respawn_hunter_1]
; conditions = {+bar_deactivate_radar_done} 100, 0
respawn_section = red_hunter_respawn_1,30,red_hunter_respawn_2,10
respawn_radius = 30
max_spawn = 4
max_count = 13
min_count = 2
idle_spawn = medium, medium_max

; todo: 1 химера 3 пси-дога 16 зомбей-сталкеров 1 бюрер 10 снорков 7 зомби
[red_respawn_zombied_1]
respawn_section = lim_zombied_respawn_1,10,lim_zombied_respawn_2,10
respawn_radius = 150
max_spawn = 3,5
idle_spawn = medium, medium_max
allow_levels = l10_radar,l09_deadcity,l15_red_forest,l16_limansk


;==============================MARSH==============================
[mar_stalker_respawn_1]
respawn_section = mar_stalker_respawn_1,15, mar_stalker_respawn_2,6
max_spawn = 2,3
idle_spawn = medium, medium_max

[mar_csky_respawn_1]
respawn_section = mar_csky_respawn_1,11, mar_csky_respawn_2,4
;max_count = 12
max_spawn = 3
idle_spawn = medium, medium_max

[mar_military_respawn]
respawn_section = mar_military_respawn_1,90,mar_military_respawn_2,10
max_count = 9
max_spawn = 5
idle_spawn = often, often_max

[mar_bandit_nev_respawn]
respawn_section = mar_bandit_respawn_1,12, mar_bandit_respawn_2,9, mar_bandit_respawn_3,3
;max_count = 11
max_spawn = 3, 5
idle_spawn = often, medium

[mar_bandit_burnt_respawn]; removed
conditions = 0
respawn_section = mar_bandit_respawn_1,12, mar_bandit_respawn_2,9, mar_bandit_respawn_3,3
max_spawn = 4
idle_spawn = medium, medium_max


;==============================FOG==============================
[fog_dolg_respawn_1]
respawn_section = fog_dolg_respawn_1, fog_dolg_respawn_2
max_spawn = 6
idle_spawn = medium, seldom_max
respawn_radius = 150
insert_smart = fog_dolg_vagon


;==============================ESCAPE==============================
[esc2_respawn_bandits_fabrika]
respawn_section = esc_bandit_respawn_2,12, esc_bandit_respawn_1,9, val_bandit_respawn_3,3, esc_killer_respawn_1,2
;max_count = 8
;min_count = 1
max_spawn = 3, 6
idle_spawn = medium,medium_max
;conditions = {+esc_kill_bandits_quest_kill} 80, 0

[esc2_village_stalker_respawn]
respawn_section = esc_stalker_respawn_1,14, esc_stalker_respawn_2,7
max_spawn = 1,2
idle_spawn = medium, medium_max
;conditions = 80

[esc2_respawn_ds_exit]
respawn_section = ds_hunter_respawn_1,5, esc_killer_respawn_1,4
max_spawn = 1, 2
idle_spawn = medium, medium_max
conditions = {+esc_kill_bandits_quest_done} 100, 0
respawn_radius = 100

[esc2_blockpost_soldier_respawn]
respawn_section = esc_soldier_respawn_1, 13, esc_soldier_respawn_specnaz, 4
;max_count = 17
;min_count = 3
max_spawn = 8
idle_spawn = medium


;==============================GARBAGE==============================
[gar_stalker_respawn_1]
;conditions = {-agroprom_military_case_have} 80, 0
respawn_section = gar_stalker_respawn_1,10,gar_stalker_respawn_2,5
max_spawn = 2,4
idle_spawn = medium, seldom

[gar_bandit_respawn_1]
conditions = 0
respawn_section = gar_bandit_respawn_1,3,gar_bandit_respawn_2,2
max_spawn = 6
idle_spawn = medium, medium_max

[gar_dolg_respawn_1]
;conditions = {+gar_hellcar_dialog_end +gar_hellcar_death +garbage_meetstalker_end} 80, 0
respawn_section = gar_dolg_respawn_1
;max_count = 8
;min_count = 5
max_spawn = 3,5
idle_spawn = often_max, medium


;==============================AGROPROM==============================
[agr2_respawn_factory]
respawn_section = agr_bandit_respawn_1,20,agr_bandit_respawn_2,10
;max_count = 38
;min_count = 5 
max_spawn = 4,6
idle_spawn = medium, medium_max
conditions = {+agroprom_military_case_have} 80, 0

[agr2_respawn_nii]
respawn_section = agr_soldier_regular,13,agr_soldier_veteran,4
;max_count = 17
;min_count = 5 
max_spawn = 12 
idle_spawn = medium
conditions = {+agroprom_military_case_done} 90, 0


;==============================DARKVALLEY==============================
[val_bandit_respawn_1]
;conditions = {+val_chase_start} 80, 0
respawn_section = val_bandit_respawn_1,10,val_bandit_respawn_2,8,val_bandit_respawn_3,6,val_bandit_respawn_4,2
max_spawn = 5, 7
idle_spawn = often, medium

[val_hunter_respawn_1]
conditions = {+val_chase_start} 50, 0
respawn_section = ds_hunter_respawn_1
min_count = 4
max_count = 7
max_spawn = 1
idle_spawn = medium, seldom


;==============================BAR==============================
[bar_stalker_respawn_1]
respawn_section = bar_stalker_respawn_1,bar_stalker_respawn_2
;max_count = 12
;min_count = 5
max_spawn = 3,4
idle_spawn = medium, seldom

[bar_stalker_respawn_2]
respawn_section = bar_stalker_respawn_3,bar_stalker_respawn_4
;max_count = 10
;min_count = 5
max_spawn = 3,4
idle_spawn = medium, seldom

[bar_dolg_respawn_1]
respawn_section = bar_dolg_respawn_1,10,bar_dolg_respawn_2,5,bar_dolg_respawn_3,2
;max_count = 42
;min_count = 5
max_spawn = 3,6
idle_spawn = often, medium


;==============================ROSTOK==============================
[rostok_respawn_bandit]
respawn_section = ros_bandit_respawn_2,20,ros_bandit_respawn_3,12,ros_bandit_respawn_4,12
;min_count = 10 
respawn_radius = 60
max_spawn = 4,5
idle_spawn = often_max, medium
;conditions = {+bar_rescue_research_done} 80, {+bar_rescue_research_fail} 80, 0

[rostok_respawn_killer]
respawn_section = ros_killer_respawn_1,5,ros_killer_respawn_2,10,ros_killer_respawn_3,3,ros_killer_respawn_4,1
;min_count = 10 
max_spawn = 10
idle_spawn = often, medium
;conditions = {+yan_find_scientist_done} 100, 0


;==============================YANTAR==============================
[yantar2_respawn_dolg]
respawn_section = bar_dolg_respawn_2,8,bar_dolg_respawn_3,18
max_spawn = 5
idle_spawn = medium, medium_max
conditions = {+yan_kill_brain_done} 80, 0

[yan_respawn]
respawn_section = yan_zombied_respawn_1, 12, yan_zombied_respawn_2, 2
max_spawn = 2,4
idle_spawn = medium, medium_max
;conditions = {+yan_kill_brain_done} 70, 0

[yantar2_respawn_zombied]
respawn_section = yan_zombied_respawn_1, 10, yan_zombied_respawn_2, 3, yan_zombied_respawn_3, 1
respawn_radius = 100
max_spawn = 3,4
idle_spawn = medium, medium_max
;conditions = {+yan_kill_brain_done} 70, 0


;==============================MILITARY==============================
[mil_freedom_barier_respawn_1]
conditions = {-mil_lukash_dead} 100, 20
respawn_section = mil_freedom_barier_respawn_1
;max_count = 10
;min_count = 4
max_spawn = 4
idle_spawn = medium, seldom

[mil_freedom_respawn_1]
conditions = {-mil_lukash_dead} 100, 25
respawn_section = mil_freedom_respawn_1,3,mil_freedom_respawn_2,4,mil_freedom_respawn_3,3
;max_count = 8
;min_count = 7
idle_spawn = often, medium
max_spawn = 6
respawn_radius = 200

[mil_killer_respawn_1]
respawn_section = mil_killer_respawn_1,5,mil_killer_respawn_2,1,mil_killer_respawn_3,10,mil_killer_respawn_4,1
;max_count = 30
;min_count = 5
respawn_radius = 40
max_spawn = 5
idle_spawn = medium

[mil_stalker_respawn_1]
respawn_section = mil_stalker_respawn_2,mil_stalker_respawn_3
;respawn_radius = 70
max_spawn = 3,4
idle_spawn = medium, medium_max

[mil_stalker_respawn_2] ;removed
conditions = 0
respawn_section = mil_stalker_respawn_3
respawn_radius = 40
max_spawn = 3
idle_spawn = medium, medium_max

[mil_stalker_respawn_3] ;removed
conditions = 0
respawn_section = mil_stalker_respawn_2
respawn_radius = 40
max_spawn = 3
idle_spawn = medium, medium_max


;==============================RADAR==============================
[rad2_respawn_monolith]
respawn_section = rad_monolith_respawn_1, 13, rad_monolith_respawn_2, 17, rad_monolith_respawn_3,13
max_spawn = 5,7
idle_spawn = often, often_max
conditions = {+freeplay} 0, {+pri_stadium_scene_start} 0, {+bar_deactivate_radar_done} 30, 80

[rad2_respawn_freedom]
respawn_section = rad_freedom_respawn_2, 10, rad_freedom_respawn_3, 5
;max_count = 17
;min_count = 6
max_spawn = 6
idle_spawn = medium		;often
conditions = 0			;{+rad_start_monolith_vs_military} 80, 0

[rad2_respawn_stalker]
respawn_section = rad_freedom_respawn_1
respawn_radius = 120
max_spawn = 3
idle_spawn = medium, medium_max
conditions = {+bar_deactivate_radar_done} 80, 0

[rad2_respawn_specnaz]
respawn_section = rad_specnaz_respawn_specnaz, 10, rad_soldier_master, 5
;max_count = 17
;min_count = 6
max_spawn = 6 
idle_spawn = medium
conditions = {+rad_start_monolith_vs_military} 80, 0

[rad2_respawn_zombied]
respawn_section = rad_zombied_respawn_1,10,rad_zombied_respawn_2,8,rad_zombied_respawn_3,6
max_spawn = 3
idle_spawn = often_max, medium
conditions = {+bar_deactivate_radar_done} 90, 0


;==============================PRIPYAT==============================
[pri_respawn_dolg]
respawn_section = pri_respawn_dolg
max_count = 7
min_count = 2
max_spawn = 7
idle_spawn = often, often_max
respawn_radius = 50
conditions = {+pri_undeground_respawn_start} 80, 0

[pri_respawn_freedom]
respawn_section = pri_respawn_freedom
max_count = 7
min_count = 2
max_spawn = 7
idle_spawn = often, often_max
respawn_radius = 100

[pri_respawn_military]
respawn_section = pri_respawn_military
max_count = 4
min_count = 2
max_spawn = 2
idle_spawn = often, often_max
respawn_radius = 100

[pri_monolith_respawn_1]
conditions = {+pri_stadium_scene_start} 80, {+freeplay} 25, 0
respawn_section = pri_monolith_respawn_1,pri_monolith_respawn_2,pri_monolith_respawn_3
respawn_radius = 120
max_spawn = 4,6
idle_spawn = often, often_max




