[m_chimera_e]:monster_base
GroupControlSection				= spawn_group
SpaceRestrictionSection			= space_restrictor
$spawn							= "monsters\chimera\chimera_default"		; option for Level Editor
$npc							= on										; option for Level Editor
$prefetch 						= 16

class				= SM_CHIMS		; AI class

visual				= monsters\chimera\chimera
corpse_visual		= monsters\chimera\chimera
icon				= ui_npc_monster_chimera

script_binding		= bind_monster.bind

species				= chimera

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

bone_torso			= bip01_spine
bone_head			= bip01_head
bone_fire			= bip01_head
bone_drag			= bip01_l_calf

parts_cut_count		= 40
parts_data			= chimerka
max_threat_distance	= 30		; для сталкеров, расстояние, до которого не допускается игнор монстра

;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled						= on			; option for ALife Simulator
Human		     				= off			; option for ALife Simulator
Health							= 1000			; option for ALife Simulator
MinSpeed						= 1.0			; option for ALife Simulator
MaxSpeed						= 5.0			; option for ALife Simulator
going_speed						= 2.0			; option for ALife Simulator
current_level_going_speed		= 2.0			; option for ALife Simulator
MaxHealthValue					= 1000			; range [0..200]
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
acidic_max_distance			= 5.0
acidic_max_power			= 0.03
acidic_linear_factor		= 1
acidic_quadratic_factor		= 1

psy_max_distance			= 6.0
psy_max_power				= 0

radiation_max_distance		= 6.0
radiation_max_power			= 0.025
radiation_linear_factor		= 1
radiation_quadratic_factor	= 0

;------------------------------------------------------------------------
; Physics
;------------------------------------------------------------------------
ph_box0_center				= 0.0,  0.7,  0.0
ph_box0_size				= 0.45, 0.7,  0.45
ph_box1_center				= 0.0,  0.6,  0.0
ph_box1_size				= 0.45, 0.6,  0.45

ph_crash_speed_min			= 50
ph_crash_speed_max			= 100
ph_collision_damage_factor	= 0.1
ph_mass						= 220

;destroyed_vis_name			= physics\dead_body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_collision_enabled		= true
ph_skel_fatal_impulse_factor		= 3.0
;ph_after_death_velocity_factor		= 1.1
ph_skel_shot_up_factor				= 0.25

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors            linear | angular_real | angular_path | min |  max
Velocity_Stand			=	0,			2.9,			2.6,		1,		1
Velocity_RunFwdNormal	=	10,			3.1,			3.0,		0.25,	1
Velocity_RunFwdDamaged	=	6.0,		3.5,			3.5,		0.2,	1
Velocity_WalkFwdNormal	=	2.0,		2.2,			2.1,		0.02,	3.0
Velocity_WalkFwdDamaged	=	1.9,		1.6,			1.5,		0.5,	2.0
Velocity_Drag			=	1.0,		1.0,			1.0,		1,		1
Velocity_Steal			=	0.9,		2.1,			2.0,		1,		3.0
Velocity_Walk_Upper		=	0.5,		0.5,			0.5,		0.02,	2.0
Velocity_JumpGround		=	9.1,		2.0,			2.0,		0.2,	1.2
;Velocity_RunFast		=	14,			2.5,			2.5,		0.2,	1
;Velocity_RunFastDamaged=	10,			2.5,			2.5,		0.2,	1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 3.5
Accel_Aggressive		= 9.5

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
;attack_effector		= m_chimera_attack_effector
attack_params			= m_chimera_attack_params

MinAttackDist			= 2.0
MaxAttackDist			= 2.5	;	max  2*MinAttackDist-as_min_dist
as_min_dist				= 1.5
as_step					= 0.3

Melee_Rotation_Factor	= 1.8

hit_type				= wound

Run_Attack_Dist			= 3.5,	5.5
Run_Attack_Delay		= 2000,	3000
Run_Attack_Anim			= stand_run_attack_0

enemy_accessible_range	= 12, 7		; hor,ver
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_enabled				= 1
jump_delay					= 10000
jump_factor					= 2		;1.5
jump_ground_trace_range		= 1.3	;1.5
jump_hit_trace_range		= 2.1
jump_min_distance			= 3
jump_max_distance			= 14
jump_max_angle				= 0.8	;0.6
jump_max_height				= 8.0
jump_predict_prob			= 0.75
;jump_auto_aim_factor		= 1.0

;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v				= 0.0001			;скорость уменьшения сытости со временем
radiation_v				= 0.00001			;скорость уменьшения радиации
radiation_health_v		= 0.01				;уменьшение здоровья при воздействии радиации
morale_v				= 0.01				;скорость восстановления морали
health_hit_part			= 0.5				;процент хита, уходящий на отнимание здоровья
power_hit_part			= 0.3				;процент хита, уходящий на отнимание силы
psy_health_v			= 0.1				;скорость восстановления psy-здоровья

immunities_sect			= chimera_immunities
hit_factor_stalker		= 0.75

;открытые раны
bleeding_v				= 0.005		;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.004		;заживление ран в игровую секунду
min_wound_size			= 0.01

;Eat settings
eat_freq				= 1.0		; частота укусов в сек
eat_slice				= 0.01		; увеличение сытости при 1 укусе
eat_health				= 0.005		; увеличение здоровья при 1 укусе
eat_slice_weight		= 150		; уменьшение еды у трупа
satiety_threshold		= 0.7		; below this value monster fill hunger

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

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\chimera\chimera_idle_
sound_eat				= monsters\biting\def_
sound_aggressive		= monsters\chimera\chimera_attack_
sound_attack_hit		= monsters\chimera\chimera_attack_hit_
sound_take_damage		= monsters\biting\def_
sound_die				= monsters\chimera\chimera_death_
sound_threaten			= monsters\chimera\chimera_attack_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\biting\def_
;sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\chimera\chimera_death_
sound_distant_idle		= monsters\snork\snork_idle_

killer_clsids			= ZS_AMEBA,ZS_HAIRS,ZS_MBALD,ZS_MINEF,ZS_GALAN,ZS_MINCE,ZS_GRAVI,ZS_CAMPF,ZS_TORRD

idle_sound_delay		= 95000
eat_sound_delay			= 3000
attack_sound_delay		= 12000

distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100

SoundThreshold			= 0.03		; range [0..1]
SoundThreshold_Sleep	= 0.08
max_hear_dist			= 80

;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
DamagedThreshold		= 0.3		;Health from which to play injured animation
damage					= m_chimera_damage

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0

;--------------------------------------------------------------------------
DayTime_Begin			= 2			; начала дня для монстра
DayTime_End				= 16		; конец дня для монстра
sleep_time				= 6.0		; сколько часов нужно спать

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

particles_sect		= particles_corpse_generic
terrain				= 255,000,255,255
material			= creatures\medium

step_params			= m_chimera_step_params
LegsCount			= 4
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov							= 120
eye_range						= 90
use_eye_direction				= false

vision_free_section				= chimera_vision_free
vision_danger_section			= chimera_vision_danger

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.

[chimera_vision_free]
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					= 0.3
luminocity_factor				= 0.1 				; фактор освещения (только для Актёра)
transparency_threshold			= 0.25

[chimera_vision_danger]
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				= 0.1 				; фактор освещения (только для Актёра)
transparency_threshold			= 0.25

[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, -1, 0.1

bip01_pelvis		= 1, -1, 0.1
bip01_spine			= 1, -1, 0.1
bip01_spine1		= 1, -1, 0.1
bip01_head			= 4, -1, 0.5
bone25				= 3, -1, 0.5	; second head


[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		=		0.26,		0.6,	1500,		0.6, 0.3, 0.1,			-1.0, 1.0, -1.0, 1.0,							2.2
stand_attack_1		=		0.42,		0.9,	2000,		0.0, 0.0, 1.0,			-1.0, 1.0, -1.0, 1.2,							2.5
jump_attack_1		=		0.45,		1.2,	1500,		0.0, 0.3, 0.7,			-1.0, 1.0, -1.0, 1.2,							0
stand_run_attack_0	=		0.50,		1.0,	1500,		0.0, 0.0, 1.0,			-0.8, 0.8, -0.6, 1.2,							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	| time3 | power3	| time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0	 =	6,		0.52,	0.6,		0.96,	0.6,		0.5,	0.6,		1.0,	0.6
stand_walk_fwd_dmg_0 =	6,		0.6,	0.7,		0.96,	0.7,		0.35,	0.9,		1.0,	0.1
stand_walk_bwd_0	 =	1,		1.0,	0.5,		0.52,	0.5,		1.0,	0.5,		0.48,	0.5
stand_walk_fwd_dmg_0 =	1,		1.0,	0.5,		0.50,	0.5,		1.0,	0.7,		0.27,	0.1

stand_run_fwd_0		=	5,		0.12,	1.0,		0.27,	1.0,		1.0,	1.0,		0.91,	1.0
stand_run_dmg_0		=	5,		0.12,	1.0,		0.36,	1.0,		1.0,	1.5,		1.0,	0.1
stand_run_fst_0		=	5,		0.35,	1.3,		0.14,	1.3,		0.71,	1.5,		0.71,	1.5
stand_run_fst_dmg_0	=	5,		0.35,	1.3,		0.14,	1.3,		0.61,	1.8,		0.42,	0.1

stand_steal_0		=	3,		0.18,	0.3,		0.68,	0.3,		0.18,	0.3,		0.68,	0.3
stand_drag_0		=	3,		0.57,	0.4,		1.0,	0.4,		0.6,	0.4,		0.15,	0.4
stand_eat_to_drag_0	=	1,		0.52,	0.4,		0.78,	0.4,		0.51,	0.4,		0.88,	0.4
jump_attack_2		=	4,		0.44,	1.0,		0.6,	1.0,		0.26,	1.0,		0.08,	1.0
stand_look_around_0	=	1,		0.81,	1.0,		0.81,	1.0,		0,		0,			0,		0

stand_upper_0		=	1,		0,		0,			0,		0,			0.25,	0.3,		0.17,	0.3
stand_up_to_down_0	=	1,		0.33,	1.0,		0.37,	1.0,		0.78,	0.4,		0.55,	0.4
stand_up_walk_fwd_0	=	3,		0,		0,			0,		0,			0.33,	1.5,		0.94,	1.5
stand_up_turn_ls_0	=	1,		0,		0,			0,		0,			0.5,	0.6,		0.89,	0.4
stand_up_turn_rs_0	=	1,		0,		0,			0,		0,			0.82,	0.6,		0.54,	0.6


;===========================================================================
; IMMUNITIES
;===========================================================================
[chimera_immunities]
burn_immunity			= 0.5
strike_immunity			= 0.3
shock_immunity			= 0.2
wound_immunity			= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 0.3
chemical_burn_immunity	= 0.4
explosion_immunity		= 0.5
fire_wound_immunity		= 0.1

;===========================================================================
; Profiles
;===========================================================================
[chimera_weak]:m_chimera_e
$spawn				= "monsters\chimera_weak"			; option for Level Editor
monster_type		= indoor
rank				= 301
spec_rank			= weak
health_hit_part		= 0.5
protections_sect	= chimera_weak_protections


[chimera_weak_protections]
skin_armor				= 0.65
hit_fraction_monster	= 0.25

;===========================================================================
; Electro
;===========================================================================
[electro_chimera_weak]:chimera_weak
$spawn				= "monsters\electro_chimera_weak"
immunities_sect		= electro_chimera_weak_immunities
protections_sect	= electro_chimera_weak_protections
particles_sect		= chimera_weak_particles
health_hit_part		= 0.5	;0.75
hit_power_factor	= 0.5
parts_data			= electro_chimerka

jump_max_height			= 10.5
enemy_accessible_range	= 12, 11		; hor,ver

[electro_chimera_weak_immunities]:chimera_immunities
shock_immunity		= 0.0

[electro_chimera_weak_protections]
skin_armor				= 0.5
hit_fraction_monster	= 0.4

[chimera_weak_particles]
electro_chimera_particles_l_foot
electro_chimera_particles_r_foot
electro_chimera_particles_l_hand
electro_chimera_particles_r_hand
particles_corpse_flies

[electro_chimera_particles_l_foot]
particle			= anomaly2\electra_entrance_small
looped				= true
stop_on_death		= 8500
bone				= bip01_l_foot

[electro_chimera_particles_r_foot]:electro_chimera_particles_l_foot
bone				= bip01_r_foot

[electro_chimera_particles_l_hand]:electro_chimera_particles_l_foot
bone				= bip01_l_hand

[electro_chimera_particles_r_hand]:electro_chimera_particles_l_foot
bone				= bip01_r_hand
sound				= anomaly\emi_idle		;emi_idle electra_idle1
sound_looped		= true