;===========================================================================
; BURER
;===========================================================================
[m_burer_e]:monster_base
GroupControlSection		= spawn_group
SpaceRestrictionSection	= space_restrictor,zone_mosquito_bald,zone_radioactive
$npc					= on                        ; option for Level Editor
$prefetch				= 16

class				= SM_BURER		; AI class
visual				= monsters\burer\burer
corpse_visual		= monsters\burer\burer
icon				= ui_npc_monster_burer

species				= burer

script_binding		= bind_monster.bind

ef_creature_type	= 18		; option for evaluation functions
ef_weapon_type		= 12
ef_detector_type	= 1
panic_threshold		= 0.1

bone_torso			= bip01_spine1
bone_head			= bip01_head
bone_fire			= bip01_head

max_threat_distance	= 70	; для сталкеров, расстояние, до которого не допускается игнор монстра

parts_cut_count		= 70
parts_data			= burer

;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
;psy_max_distance			= 0
;psy_max_power				= 0

;radiation_max_distance		= 0
;radiation_max_power		= 0
;------------------------------------------------------------------------
; 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					= 3				; option for ALife Simulator
MaxHealthValue				= 100			; range [0..200]

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center				= 0.0,  0.65,  0.0
ph_box0_size				= 0.4,  0.65,  0.4
ph_box1_center				= 0.0,  0.65,  0.0
ph_box1_size				= 0.4,  0.65,  0.4
ph_crash_speed_min			= 20
ph_crash_speed_max			= 80
ph_collision_damage_factor	= 0.1
ph_mass						= 70
actor_restrictor			= medium_monster ;medium_monster,stalker,none

destroyed_vis_name			= physics\dead_body\skelet_crash

;----------------------------------------------------------------------------
ph_skeleton_collision_enabled	= true	; Включена ли коллизия тела

ph_skeleton_hinger_start		= 0.0	;Стартовое значение трения в суставе
ph_skeleton_hinger_end			= 1.5	;Финальное значение трения в суставе
ph_skeleton_ddelay				= 6.0	;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor	= 2.5
ph_after_death_velocity_factor	= 0.6
;ph_skel_shot_up_factor			= 0.25

ph_skeleton_skin_friction_start	= 0.4

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors            linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,		5.0,		5.0,		0.2,	0.5
Velocity_RunFwdNormal		= 4.0,		2.5,		2.5,		0.2,	1
Velocity_RunFwdDamaged		= 3.5,		3.0,		3.0,		0.2,	1
Velocity_WalkFwdNormal		= 1.2,		3.0,		3.0,		0.1,	1.5
Velocity_WalkFwdDamaged		= 1.0,		3.0,		3.0,		0.5,	2.0
Velocity_Steal				= 0.45,		1.3,		1.3,		1,		2.0

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 1.5
Accel_Aggressive		= 20 ;6.5


runaway_distance		= 35
runaway_inacc_distance	= 45
normal_distance			= 30
max_runaway_time		= 6000

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist			= 1.5
MaxAttackDist			= 2.5
as_min_dist				= 1.2
as_step					= 0.3

;attack_effector			= m_burer_attack_effector
attack_params			= m_burer_attack_params

Melee_Rotation_Factor	= 1.8

hit_type				= strike
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v				= 0.0001			;скорость уменьшения сытости со временем
radiation_v				= 0.00001			;скорость уменьшения радиации
;satiety_power_v		= 0.001				;увеличение силы при уменьшении сытости
;satiety_health_v		= 0.00007			;увеличение здоровья при уменьшении сытости
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			= 0.0				;процент хита, уходящий на отнимание силы
psy_health_v			= 0.1				;скорость восстановления psy-здоровья
health_restore_v		= 0.0005			;скорость восстановления здоровья

immunities_sect			= burer_immunities
protections_sect		= burer_protections

;открытые раны
bleeding_v				= 0.06		;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.002		;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		= 70		; уменьшение еды у трупа
satiety_threshold		= 0.75		; below this value monster fill hunger

DayTime_Begin			= 22		; начала дня для монстра
DayTime_End				= 0			; конец дня для монстра
sleep_time				= 5

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\burer\burer_idle_
sound_eat				;
sound_aggressive		;
sound_attack_hit		= monsters\burer\burer_attack_
sound_take_damage		= monsters\burer\burer_telekinetic_
sound_die				= monsters\burer\burer_attacking_
sound_threaten			;
sound_steal				;
sound_panic				= monsters\burer\burer_attacking_
sound_growling			;
sound_gravi_attack		= monsters\burer\burer_gravi_attack_
sound_tele_attack		;
sound_gravi_wave		= monsters\burer\burer_gravi_wave_0
sound_die_in_anomaly	= monsters\burer\burer_attacking_

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

idle_sound_delay			= 35000
eat_sound_delay				= 3000
attack_sound_delay			= 14000


sound_distant_idle			= monsters\burer\burer_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0


SoundThreshold			= 0.06		; range [0..1]
max_hear_dist			= 60

;-------------------------------------------------------------------------
; Morale
;------------------------------------------------------------------------
Morale_Hit_Quant				= 0.1
Morale_Attack_Success_Quant		= 0.2
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.1
Morale_Despondent_Threashold	= 0.5

;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown					=	12000
shield_time						=	5000
shield_keep_particle			=	anomaly2\burer_shield_00
shield_keep_particle_period		=	150
shield_hit_particle				=	anomaly2\burer_shield_01
shield_hit_sound				=	monsters\burer\burer_shield_hit
shield_break_sound				=	monsters\burer\burer_shield_off
;-------------------------------------------------------------------------
; Shield Energy
;-------------------------------------------------------------------------
Energy_Restore_Velocity			= 0.01		; восстановление, в секунду
Energy_Decline_Velocity			= -0.002	; утрата энергии, когда активирован, в секунду
Energy_Aggr_Restore_Velocity	= 0.03		; восстановление во время сидения, в секунду
Energy_Critical_Value			= 0.03		; значение, по достижении которого щит отключается
Energy_Activate_Value			= 0.2		; минимальное значение, при котором может быть активирован
Energy_Hit_Pause				= 2500		; время фиксации энергии после хита
Energy_Hit_Multiplier			= 1.0		; общий множитель урона щиту
Energy_Hit_Multiplier_NPC		= 0.4		; доп-й множитель урона щиту от нпс
Energy_Hit_Immunities			= burer_shield_immunities
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout				=	8.0		; sec
anti_aim_effectors				=	effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
anti_aim_animation				=	stand_attack_	;stand_stamina_attack_
anti_aim_max_angle				=	0.5
anti_aim_detection_gain_speed	=	7
anti_aim_detection_loose_speed	=	0.1
weapon_drop_velocity			=	0.3		; * inv_weight
weapon_drop_stamina_k			=	0.9		;IF player stamina < weight_to_stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped
weight_to_stamina_hit			=	0.09	;kg to stamina %

;-------------------------------------------------------------------------
; Gravi Ability
;-------------------------------------------------------------------------
Gravi_Cooldown				= 6000		; milisec
Gravi_MinDist				= 1			; meter
Gravi_MaxDist				= 60		; meter
Gravi_Speed					= 40 ;52	; meter/sec
Gravi_Step					= 1.5		; meter
Gravi_Time_To_Hold			= 1200		; milisec
Gravi_Radius				= 2.5
Gravi_Impulse_To_Objects	= 80.0
Gravi_Impulse_To_Enemy		= 3000.0
Gravi_Hit_Power				= 0.5

;-------------------------------------------------------------------------
; Tele Ability
;-------------------------------------------------------------------------
Tele_Max_Handled_Objects = 4
Tele_Max_Handled_Weapons = 3
Tele_Max_Time			 = 10000;  // (s) max time to be in telekinesis
Tele_Cooldown_Time       = 20000
Tele_Time_To_Hold        = 1000
Tele_Object_Min_Mass     = 14
Tele_Object_Max_Mass     = 1000.0
Tele_Find_Radius         = 11.0
Tele_Min_Distance        = 5
Tele_Max_Distance        = 45
Tele_Raise_Speed         = 6
Tele_Object_Height       = 3  ;2
Tele_Fly_Velocity        = 60 ;50
Tele_Min_Damage          = 0.2
Tele_Max_Damage          = 0.6
;Tele_Damage_Factor       = 1.0

sound_tele_hold          = monsters\burer\burer_tele_hold
sound_tele_throw         = monsters\controller\controller_first_hit	;monsters\burer\burer_tele_throw

;-------------------------------------------------------------------------
; Scanner
;-------------------------------------------------------------------------
scan_critical_value			= 30.0	; граничное значение
scan_radius					= 30.0	; радиус сканирования
scan_velocity_threshold		= 3.0	; граничная скорость, до которой движение актера игнорируется
scan_decrease_value			= 0.3	; уменьшение текущей суммы в секунду
scan_trace_time_freq		= 2		; частота трейса скорости (for programmer only) (раз в сек)

scan_sound					= monsters\burer\burer_scan_affect_0
scan_effector_section		= m_burer_scan_effector

;-------------------------------------------------------------------------
; Suppression Ability
;-------------------------------------------------------------------------
suppression_min_radius			= 3	;10
suppression_max_radius			= 7	;30
suppression_power				= 1.0
suppression_max_time			= 11000
suppression_cooldown_time		= 12000
suppression_decrease_value		= 0.12
suppression_sound				= monsters\burer\suppression
suppression_target_particles	= anomaly2\burer_suppress	;anomaly2\bold_idle_sarkofag	;static\fire_distort
suppression_effector_section	= m_burer_suppression_effector
suppression_on_antiaim			= 1.0
suppression_on_scan				= 0.6
suppression_on_gravi			= 0.0

;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object		= static\fire_distort	;fire_distort_big
Particle_Gravi_Wave			= anomaly2\burer_wave
Particle_Gravi_Prepare		= anomaly2\burer_prepare

;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
DamagedThreshold		= 0.33
damage					= m_burer_damage

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------

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

use_squad_behavior		= false

terrain					= burer_terrain

material				= creatures\large
step_params				= m_burer_step_params
LegsCount				= 2

rank					= 0
;spec_rank				= weak
monster_type			= indoor

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov					= 155
eye_range				= 110
eye_rotation			= 0, 0.15
use_eye_direction		= false

vision_free_section			= burer_vision_free
vision_danger_section		= burer_vision_danger

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

[burer_vision_free]
min_view_distance   		= 0.6				; 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		     	= 1.0
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[burer_vision_danger]
min_view_distance   		= 0.6				; 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		     	= 1.5
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.12

;=================================================================================
; Burer Attack Params
;=================================================================================
[m_burer_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;    anim            | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist | Hit Type
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0			= 0.4,			0.50,	4000,		0.9, 1.5, 1.5,			-1.8, 1.8, -1.8, 1.8,							3.0,		strike
stand_attack_ran_0		= 0.35,			0.40,	3000,		0.5, 0.3, 0.2,			-1.8, 1.8, -1.5, 1.5,							3.0,		strike

[m_burer_cop_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;    anim            | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist | Hit Type
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0			=	m_burer_cop_attack_sect
stand_power_attack_0	=	0.4,		0.50,	3000,		0.0, 0.3, 0.7,			-1.8, 1.8, -1.8, 1.8,							3.0,		strike
stand_stamina_attack_0	=	0.4,		0.00,	0,			2.0, 1.0, 0.5,			-1.6, 1.6, -1.6, 1.6,							2.5,		strike

[m_burer_cop_attack_sect]
value1					=	0.35,		0.80,	1000,		-0.3, 0.2, 0.5,			-1.8, 1.8, -1.2, 1.2,							2.7,		strike
value2					=	0.7,		0.80,	1000,		0.3,0.2, 0.5,			-1.8, 1.8, -1.2, 1.2,							2.7,		strike

;=================================================================================
; Burer Attack Effector
;=================================================================================

[m_burer_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


;=================================================================================
; Burer Step Params
;=================================================================================

[m_burer_step_params]
;---------------------------------------------------------------------------
;    anim            | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0	=     5,      1.0,    0.25,   0.54,   0.25
stand_walk_fwd_dmg_0=     4,      1.0,    0.25,   0.52,   0.25
stand_walck_beack_0	=     1,      0.64,   0.15,   0.15,   0.15
stand_run_fwd_0		=     5,      0.25,   0.5,    0.72,   0.5
stand_run_dmg_0		=     5,      0.18,   0.5,    0.67,   0.5
stand_steal_0		=     5,      1.0,    0.1,    0.53,   0.1
stand_attack_ran_0	=     1,      0.25,   0.5,    0.74,   0.5

[m_burer_cop_step_params]
;---------------------------------------------------------------------------
;	anim						| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0			=     1,		0.05,	0.25,	0.55,	0.2
stand_run_fwd_0				=     1,		0.07,	0.5,	0.55,	0.4
stand_run_fwd_turn_left_0	=     1,		0.07,	0.5,	0.64,	0.4
stand_run_fwd_turn_right_0	=     1,		0.07,	0.5,	0.64,	0.4
stand_turn_ls_0				=     1,		9.05,	0.25,	0.55,	0.1
stand_turn_rs_0				=     1,		9.05,	0.25,	0.55,	0.1

;===========================================================================
; BURER IMMUNITIES
;===========================================================================
[burer_immunities]
burn_immunity             = 0.3
strike_immunity           = 0.4
shock_immunity            = 0.5
wound_immunity            = 0.25
wound_2_immunity          = 0.25
radiation_immunity        = 0.0
telepatic_immunity        = 0.1
chemical_burn_immunity    = 0.3
explosion_immunity        = 0.2
fire_wound_immunity       = 0.15

[burer_shield_immunities]	; Урон щиту, считается от импульсного урона
burn_immunity             = 0
strike_immunity           = 0.2
shock_immunity            = 0.09
wound_immunity            = 0.15
wound_2_immunity          = 0.15
radiation_immunity        = 0
telepatic_immunity        = 0
chemical_burn_immunity    = 0
explosion_immunity        = 0.3
fire_wound_immunity       = 0.065

[burer_protections]
skin_armor				= 0.4
hit_fraction_monster	= 0.5
;=================================================================================
; Burer Damage
;=================================================================================
[m_burer_damage]
;bone_name		= <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.3, -1, 0.1

bip01_pelvis		= 0.7, -1, 0.2
bip01_spine			= 1.0, -1, 0.2
bip01_spine1		= 1.0, -1, 0.2
bip01_neck			= 1.0, -1, 0.5
bip01_head			= 1.4, -1, 0.3

[m_burer_cop_damage]
default				= 0.3, -1, 0.1

hip					= 1.0, -1, 0.2
spine				= 1.0, -1, 0.2
chest				= 1.0, -1, 0.2
neck				= 1.0, -1, 0.5
head				= 1.4, -1, 0.3
hood				= 1.0, -1, 0.2
left_click			= 2.0, -1, 0.5
right_click			= 2.0, -1, 0.5

left_leg			= 0.5, -1, 0.3
left_foot			= 0.5, -1, 0.2
right_leg			= 0.5, -1, 0.3
right_foot			= 0.5, -1, 0.2

cloak_1				= 0, -1, 0
cloak_2				= 0, -1, 0
left_cloak_2		= 0, -1, 0
right_cloak_2		= 0, -1, 0

;=================================================================================
; Burer Scan Effector
;=================================================================================
[m_burer_scan_effector]
duality_h			= 0.003
duality_v			= 0.002
blur				= 1.5
gray				= 0.3
noise_intensity		= 0.0
noise_grain			= 2
noise_fps			= 8
color_base			= 0.55,0.5,0.5;0.637,0.442,0.456
color_gray			= 0.333,0.333,0.333
color_add			= 0.05,0.0,0.0
time				= 10.00
time_attack			= 0.3		; fade in
time_release		= 0.85		; fade out
;=================================================================================
; Burer Suppression Effector
;=================================================================================
[m_burer_suppression_effector]
duality_h			= 0.007
duality_v			= 0.002
blur				= 2.0
gray				= 0.4
noise_intensity		= 0.0
noise_grain			= 2
noise_fps			= 10
color_base			= 0.45,0.4,0.4
color_gray			= 0.333,0.333,0.333
color_add			= -0.08,-0.11,-0.11

;=================================================================================
; Terrain
;=================================================================================
[burer_terrain]
	255,000,255,255

;=================================================================================
; *** PROFILES *******************************************************************
;=================================================================================

[burer_karlan]:m_burer_e
$spawn			= "monsters\burers\burer_karlan"
visual			= monsters\burer\burer_cop
corpse_visual	= monsters\burer\burer_cop
model_type		= 3
rank			= 0

parts_data		= burer_cop
material		= creatures\large			;medium
step_params		= m_burer_cop_step_params
attack_params	= m_burer_cop_attack_params
damage			= m_burer_cop_damage

bone_torso		= chest
bone_head		= head
bone_fire		= head
bone_loot		= left_hand
bone_drag		= left_hand

MinAttackDist			= 1.5
MaxAttackDist			= 2.3
as_min_dist				= 1.3
as_step					= 0.3

satiety_threshold		= 0		; below this value monster fill hunger
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors            linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,		5.0,		5.0,		0.2,	0.5
Velocity_RunFwdNormal		= 4.5,		2.5,		2.5,		0.2,	1
Velocity_WalkFwdNormal		= 1.6,		3.0,		3.0,		0.1,	1.5

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 1.5
Accel_Aggressive		= 100

runaway_distance		= 0
runaway_inacc_distance	= 35
normal_distance			= 1
max_runaway_time		= 6000

;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown				=	7000
shield_time					=	4000
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout			=	8
anti_aim_effectors			=	effector_headshot_0, effector_headshot_2
anti_aim_animation			=	stand_stamina_attack_
weapon_drop_stamina_k		=	1.0		;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped
;-------------------------------------------------------------------------
; Gravi Ability
;-------------------------------------------------------------------------
Gravi_Cooldown				= 6000		; milisec
Gravi_MinDist				= 2			; meter
Gravi_MaxDist				= 75		; meter
Gravi_Speed					= 30		; meter/sec
Gravi_Radius				= 3.0
Gravi_Impulse_To_Objects	= 40
Gravi_Impulse_To_Enemy		= 4000
Gravi_Impulse_Invert		= true
Gravi_Hit_Power				= 0.4
;-------------------------------------------------------------------------
; Tele Ability
;-------------------------------------------------------------------------
Tele_Max_Handled_Objects = 2
Tele_Max_Handled_Weapons = 2
Tele_Max_Time			 = 7000
Tele_Cooldown_Time       = 16000
Tele_Time_To_Hold        = 500
Tele_Object_Max_Mass     = 500
Tele_Find_Radius         = 12
Tele_Min_Distance        = 6
Tele_Max_Distance        = 50
Tele_Object_Height       = 3
Tele_Fly_Velocity        = 50
Tele_Min_Damage          = 0.25
Tele_Max_Damage          = 0.5
;Tele_Damage_Factor       = 0.8
;-------------------------------------------------------------------------
; Scanner
;-------------------------------------------------------------------------
scan_radius					= 0	; disabled
;-------------------------------------------------------------------------
; Suppression Ability
;-------------------------------------------------------------------------
suppression_min_radius			= 3
suppression_max_radius			= 15
suppression_power				= 0.5
suppression_max_time			= 4000
suppression_cooldown_time		= 4000
suppression_decrease_value		= 0.15
suppression_on_antiaim			= 0.4
suppression_on_gravi			= 0.2

[burer_arena]:burer_karlan
$spawn				= "monsters\arena\burer_arena"
;visual				= monsters\burer\burer_1
panic_threshold		= 0.05
species				= arena_monstr
spec_rank			= weak
rank				= 0

immunities_sect		= burer_immunities_arena

; Gravi Strike
Gravi_Speed					= 76    ; meter/sec
Gravi_Time_To_Hold			= 1200    ; milisec
Gravi_Radius				= 3.0
Gravi_Impulse_To_Objects	= 60.0
Gravi_Impulse_To_Enemy		= 2000.0
Gravi_Hit_Power				= 0.6

; Tele Strike
Tele_Max_Handled_Objects	= 3    ;1;3
Tele_Time_To_Hold			= 200
Tele_Object_Min_Mass		= 20
Tele_Object_Max_Mass		= 2000.0 ;1000.0
Tele_Find_Radius			= 15    ;7.0

[burer_immunities_arena]:burer_immunities
explosion_immunity		= 0.2
fire_wound_immunity		= 0.15

[burer_karlan_weak]:burer_karlan
$spawn				= "monsters\burers\burer_karlan_weak"
monster_type		= outdoor
rank				= 301
spec_rank			= weak

Tele_Max_Handled_Objects	= 2
Energy_Hit_Multiplier		= 1.0


[burer_karlan_strong]:burer_karlan
$spawn				= "monsters\burers\burer_karlan_strong"
monster_type		= outdoor
rank				= 901
spec_rank			= strong

protections_sect	= burer_strong_protections
Gravi_Impulse_To_Objects	= 60
Gravi_Impulse_To_Enemy		= 6000
Gravi_Radius				= 3.5
Gravi_Hit_Power				= 0.7
suppression_power			= 0.75
suppression_max_time		= 6000
Energy_Hit_Multiplier		= 0.65


[burer_weak_indoor]:m_burer_e
$spawn				= "monsters\burers\burer_weak_indoor"
rank				= 301
spec_rank			= weak

scan_radius					= 25.0
Gravi_Impulse_To_Objects	= 20.0
Gravi_Impulse_To_Enemy		= 1500.0
Gravi_Hit_Power				= 0.35
Tele_Time_To_Hold			= 2400
Tele_Max_Handled_Objects	= 2
Tele_Max_Damage				= 0.3
;Tele_Damage_Factor			= 0.6
suppression_max_time		= 9000
suppression_cooldown_time	= 15000
Energy_Hit_Multiplier		= 1.0

;acidic_max_distance		= 5.0
;acidic_max_power			= 0.02

[burer_normal_indoor]:m_burer_e
$spawn				= "monsters\burers\burer_normal_indoor"
rank				= 601
spec_rank			= normal

protections_sect			= burer_normal_protections
scan_radius					= 30.0
Gravi_Impulse_To_Objects	= 50.0
Gravi_Impulse_To_Enemy		= 3000.0
Gravi_Hit_Power				= 0.5
Tele_Time_To_Hold			= 1600
Tele_Max_Handled_Objects	= 3
Tele_Max_Damage				= 0.4
;Tele_Damage_Factor			= 0.8
suppression_max_time		= 15000
suppression_cooldown_time	= 10000
Energy_Hit_Multiplier		= 0.8

;acidic_max_distance		= 5.0
;acidic_max_power			= 0.02

[burer_normal_protections]
skin_armor				= 0.5
hit_fraction_monster	= 0.5

[burer_strong_indoor]:m_burer_e
$spawn				= "monsters\burers\burer_strong_indoor"
visual				= monsters\burer\burer_1
rank				= 901
spec_rank			= strong

protections_sect			= burer_strong_protections
scan_radius					= 35.0
Gravi_Impulse_To_Objects	= 70.0
Gravi_Impulse_To_Enemy		= 4000.0
Gravi_Hit_Power				= 0.8
Tele_Time_To_Hold			= 500
Tele_Max_Handled_Objects	= 4
Tele_Max_Damage				= 0.5
;Tele_Damage_Factor			= 1.0
suppression_max_time		= 20000
suppression_cooldown_time	= 7000
Energy_Hit_Multiplier		= 0.65

;acidic_max_distance		= 5.0
;acidic_max_power			= 0.03

[burer_strong_protections]
skin_armor				= 0.6
hit_fraction_monster	= 0.5

[burer_outdoor]
monster_type				= outdoor
Gravi_Cooldown				= 5000		; milisec
Gravi_MaxDist				= 75		; meter
Gravi_Speed					= 70		; meter/sec
Gravi_Step					= 1.75		; meter
Gravi_Radius				= 2.75
Tele_Cooldown_Time			= 17000

Energy_Restore_Velocity			= 0.015		; восстановление, в секунду
Energy_Decline_Velocity			= -0.002	; утрата энергии, когда активирован, в секунду
Energy_Aggr_Restore_Velocity	= 0.045		; восстановление во время сидения, в секунду


[burer_weak_outdoor]:burer_weak_indoor,burer_outdoor
$spawn				= "monsters\burers\burer_weak_outdoor"

scan_radius				= 50
Tele_Max_Distance		= 50
Tele_Find_Radius		= 18
Tele_Min_Damage			= 0.3
Tele_Max_Damage			= 0.7
Energy_Hit_Multiplier	= 1.0

[burer_normal_outdoor]:burer_normal_indoor,burer_outdoor
$spawn				= "monsters\burers\burer_normal_outdoor"

scan_radius				= 60
Tele_Max_Distance		= 60
Tele_Find_Radius		= 18
Tele_Min_Damage			= 0.3
Tele_Max_Damage			= 0.8
;Tele_Damage_Factor		= 1.1
Energy_Hit_Multiplier	= 0.75

[burer_strong_outdoor]:burer_strong_indoor,burer_outdoor
$spawn				= "monsters\burers\burer_strong_outdoor"
visual				= monsters\burer\burer_1

scan_radius				= 70
Tele_Max_Distance		= 70
Tele_Find_Radius		= 18
Tele_Min_Damage			= 0.3
Tele_Max_Damage			= 0.9
;Tele_Damage_Factor		= 1.3
Energy_Hit_Multiplier	= 0.5
