;===========================================================================
; BLOODSUCKER
;===========================================================================
[m_bloodsucker_e]:monster_base
GroupControlSection		= spawn_group
;SpaceRestrictionSection	= space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz,zone_mincer,zone_gravi_zone
;$spawn					= "monsters\bloodsuckers\bloodsucker_base"	; option for Level Editor
$npc					= on		; option for Level Editor
;$prefetch				= 16

class					= SM_BLOOD		; AI class
visual					= monsters\krovosos\krovosos
corpse_visual			= monsters\krovosos\krovosos_dead
icon					= ui_npc_monster_krovosos

species					= bloodsucker

script_binding			= bind_monster.bind

ef_creature_type		= 13		; option for evaluation functions
ef_weapon_type			= 3
ef_detector_type		= 1
panic_threshold			= 0.1

bone_torso				= bip01_spine1		; bone name
bone_head				= bip01_head		; bone name
bone_fire				= bip01_head

max_threat_distance		= 15				; для сталкеров, расстояние, до которого не допускается игнор монстра
parts_cut_count			= 150

;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled					= on				; option for ALife Simulator
Human						= off				; option for ALife Simulator
Health						= 400				; option for ALife Simulator
MinSpeed					= 2.0				; option for ALife Simulator
MaxSpeed					= 4.5				; option for ALife Simulator
going_speed					= 2.0				; option for ALife Simulator
current_level_going_speed	= 1.5				; option for ALife Simulator
MaxHealthValue				= 200				; range [0..200]
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
psy_max_distance			= 0
psy_max_power				= 0

radiation_max_distance		= 3.5
radiation_max_power			= 0
radiation_enable_for_dead	= false
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center				= 0.0,  0.8,  0.0
ph_box0_size				= 0.40, 0.8,  0.40
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			= 50
ph_crash_speed_max			= 100
ph_collision_damage_factor	= 0.2
ph_mass						= 140
;actor_restrictor			= medium_monster

destroyed_vis_name			= physics\dead_body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_collision_enabled	= true
ph_skel_fatal_impulse_factor	= 0.6
ph_skel_shot_up_factor			= 0.

;----------------------------------------------------------------------------
; 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,		2.0,		2.0,			0.2,	2.0
Velocity_RunFwdNormal		= 5.84,		4.0,		4.0,			0.5,	1
Velocity_RunFwdDamaged		= 1.90,		3.0,		3.0,			0.4,	1
Velocity_Drag				= 1.4,		1.5,		1.5,			1,		1
Velocity_Steal				= 0.7,		3.0,		3.0,			1,		1.3

; Speed factors while invisible
Velocity_Invisible_Linear	= 7.8	; Velocity_RunFwdNormal < Velocity_Invisible_Linear < Velocity_RunFwdNormal+2
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				= 2.7
as_min_dist					= 1.8
as_step						= 0.3

Run_Attack_Dist				= 3.0,		4.5
Run_Attack_Delay			= 5000,		9000

attack_params				= bloodsucker_attack_params_weak

;attack_effector				= m_bloodsucker_attack_effector

Melee_Rotation_Factor		= 2.0
;berserk_always				= true

hit_type					= wound		; type of attack
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled								=	1
aom_animation_left         				=	stand_attack_run_	;stand_run_attack_left_
aom_animation_right       				=	stand_attack_run_	;stand_run_attack_right_
aom_far_radius							=	8
aom_max_go_close_time					=	4
aom_prepare_time						=	2
aom_attack_radius						=	0.5
aom_update_side_period					=	4
aom_prediction_factor					=	1.1
aom_can_break							=	true
aom_max_fails							=	1
aom_pause_time_min						=	10
aom_pause_time_max						=	20

;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v				= 0.0001			;скорость уменьшения сытости со временем [0...1]
radiation_v				= 0.00001			;скорость уменьшения радиации [0...1]
radiation_health_v		= 0.0				;уменьшение здоровья при воздействии радиации [0...1]
morale_v				= 0.01				;скорость восстановления морали [0...1]
health_hit_part			= 1.0				;процент хита, уходящий на отнимание здоровья [0...1]
power_hit_part			= 1.0				;процент хита, уходящий на отнимание силы [0...1]
psy_health_v			= 0.1				;скорость восстановления psy-здоровья

immunities_sect			= bloodsucker_immunities_weak

;открытые раны
bleeding_v				= 0.05		;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.01		;заживление ран в игровую секунду
min_wound_size			= 0.01

; Eat settings
eat_freq				= 1.0		; частота укусов в сек
eat_slice				= 0.02		; увеличение сытости при 1 укусе
eat_health				= 0.05		; увеличение здоровья при 1 укусе
eat_slice_weight		= 20.0		; уменьшение еды у трупа
satiety_threshold		= 0.8		; 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_steal				= monsters\biting\def_
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			= ZS_AMEBA,ZS_HAIRS,ZS_MBALD,ZS_MINEF,ZS_GALAN,ZS_MINCE,ZS_GRAVI,ZS_CAMPF,ZS_TORRD

;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_
;sound_threaten					= monsters\giant\giant_threaten_

SoundThreshold		= 0.05	; range [0..1]
max_hear_dist		= 80

;-------------------------------------------------------------------------
; 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
;Health from which to play injured animation
DamagedThreshold	= 0.15


critical_wound_threshold		= 1.2
critical_wound_decrease_quant	= 0.2

critical_wound_anim_head		= critical_hit_torso_0
critical_wound_bones_head		= bloodsucker_critical_wound_bones_head

critical_wound_anim_torso		= critical_hit_hand_left_0
critical_wound_bones_torso		= bloodsucker_critical_wound_bones_hand_left

critical_wound_anim_legs		= critical_hit_hand_right_0
critical_wound_bones_legs		= bloodsucker_critical_wound_bones_hand_rigth

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin			= 4		; начало дня для монстра
DayTime_End				= 18	; конец дня для монстра
sleep_time				= 5.0	; сколько часов нужно спать

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

terrain					= bloodsucker_terrain

material				= creatures\medium

step_params				= m_bloodsucker_step_params
LegsCount				= 2


;-------------------------------------------------------------------------
; Invisible Ability
;-------------------------------------------------------------------------
Particle_Invisible					= anomaly2\bloodsucker_shield
;Particles_Invisible_Tracks			= monsters\bloodsucker_step
;Particles_Invisible_Tracks_Freq	= 70

;Invisibility_BlinkTime				= 300
;Invisibility_BlinkMicroInterval	= 30
;Invisibility_EnergySpeed			= 0.05

;-------------------------------------------------------------------------
; Vampire Ability
;-------------------------------------------------------------------------
;Vampire_Delay			= 10000
Vampire_Want_Speed		= 0.017
Vampire_Wound			= 0.6
Vampire_GainHealth		= 0.5 ; how many hp to restore?
;Vampire_Sufficient_Hits = 5

vampire_effector		= bs_vampire_effector
vampire_after_effector	= bs_vampire_aftereffect
;-------------------------------------------------------------------------
; Predator Ability
;-------------------------------------------------------------------------
Predator_Visual			= monsters\krovosos\krovosos_xray

alien_effector			= bs_alien_effector
alien_switch_effector	= bs_alien_switch_effector
;-------------------------------------------------------------------------
; Control Ability
;-------------------------------------------------------------------------
Control_MinMaxDelay		= 13000, 24000
Control_MinMaxDist		= 4,	40

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov					= 120
eye_range				= 80
eye_rotation			= 0, 0.1

vision_free_section		= bloodsucker_vision_free
vision_danger_section	= bloodsucker_vision_danger

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

[bloodsucker_vision_free]
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

[bloodsucker_vision_danger]
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

;=================================================================================
; 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				= 0.8, -1, 0.5
bip01_l_clavicle	= 1.0, -1, 0.7
bip01_r_clavicle	= 1.0, -1, 0.7
bip01_l_thigh		= 0.8, -1, 0.6
bip01_l_calf		= 0.5, -1, 0.3
bip01_l_foot		= 0.2, -1, 0.1
bip01_r_thigh		= 0.8, -1, 0.6
bip01_r_calf		= 0.5, -1, 0.3
bip01_r_foot		= 0.2, -1, 0.1
bip01_pelvis		= 1.0, -1, 0.8
bip01_spine			= 1.0, -1, 0.8
bip01_spine1		= 1.0, -1, 0.5
bip01_spine2		= 1.0, -1, 0.5
bip01_spine3		= 1.0, -1, 0.5
bip01_neck			= 1.5, -1, 1.5
bip01_head			= 3.0, -1, 1.0, 4.0
; глаза
bip01_ponytail1		= 6.0, -1, 1.0, 12
bip01_ponytail2		= 6.0, -1, 1.0, 12
; рот
bone01				= 3.0, -1, 0.5, 5.0
bone14				= 3.0, -1, 0.5, 5.0
bone19				= 3.0, -1, 0.5, 5.0
bone24				= 3.0, -1, 0.5, 5.0

[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_hand_left]
;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


[bloodsucker_critical_wound_bones_hand_rigth]
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
;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,		0.1,	0.5,	0.6,	0.5
stand_run_dmg_0			=	1,		0.15,	0.8,	0.40,	0.8
stand_walk_fwd_0		=	1,		0.95,	0.25,	0.45,	0.25
stand_walk_fwd_dmg_0	=	1,		1.00,	0.5,	0.45,	0.5
stand_walk_bkwd_0		=	5,		0.6,	0.3,	0.11,	0.3
stand_steal_0			=	2,		0.15,	0.1,	0.50,	0.1
;stand_drag_0			=	1,		0.2,	1.0,	0.25,	0.7
stand_attack_run_0		=	1,		0.05,	0.7,	0.3,	0.7,		0.52,	0.7,	0.78,	0.7

stand_run_turn_left_0	=	1,		0.1,	0.5,	0.6,	0.5
stand_run_turn_right_0	=	1,		0.1,	0.5,	0.6,	0.5

run_turn_l_0			=	1,		0.2,	0.6,	0.7,	0.6,		1.0,	0.6,	0.0,	0.0
run_turn_r_0			=	1,		0.19,	0.6,	0.7,	0.6
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[bs_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

[bs_vampire_aftereffect]
pp_eff_cyclic		= false
pp_eff_section		= bs_vampire_aftereffect
;pp_eff_anim			= bs_vampire_aftereffect
blur				= 0.7
gray				= 0.4
noise_intensity		= 0.4
noise_grain			= 0.3
noise_fps			= 30
color_base			= 0.6,0.5,0.5
color_add			= -0.03,-0.03,-0.03
time				= 20
time_attack			= 0.03
time_release		= 0.35

[bs_alien_effector]
;duality_h			= 0.08
;duality_v			= 0.06
;blur				= 0.71
gray				= 1.0
color_base			= 0.85,0.8,0.8
color_gray			= 0.0,0.7,0.7
color_add			= 0,0,0

[bs_alien_switch_effector]
pp_eff_cyclic		= false
pp_eff_section		= bs_alien_switch_effector
;duality_h			= 0.005
;duality_v			= 0.025
blur				= 1.0
gray				= 0.5
color_base			= 0.0,0.0,0.0
color_add			= 1.0,1.0,1.0
time				= 0.9
time_attack			= 0.45
time_release		= 0.55

[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


;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[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					= 150
immunities_sect			= bloodsucker_immunities_weak
attack_params			= bloodsucker_attack_params_weak
spec_rank				= weak
protections_sect		= bloodsucker_weak_protections

[bloodsucker_weak_protections]
skin_armor				= 0.5
hit_fraction_monster	= 0.6

[bloodsucker_immunities_weak]
burn_immunity			= 0.5
strike_immunity			= 0.5
shock_immunity			= 1.0
wound_immunity			= 0.25
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.5
explosion_immunity		= 0.7
fire_wound_immunity		= 0.18

[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	=		0.35,		0.4,		120,		0.1, -0.7, 0.2,			-0.5, 0.5, -1.4, 1.4,		2.5
;Right hand Strike
stand_attack_1	=		0.30,		0.55,		120,		-0.45, 0.5, 0.05,		-1.6, 0.7, -1.0, 1.0,		2.5
;Both hand Strike
;stand_attack_2	=		0.45,		1.0,		150,		0.0, -0.5, 0.5,			-0.7, 0.7, -1.2, 1.4,		3.0
;Right hand Strike
vampire_2		=		0.60,		0.2,		200,		-0.2, 0.3, 0.4,			-1.2, 1.2, -1.2, 1.2,		2.0
;Right hand Strike
stand_attack_run_0	=	bloodsucker_weak_run_attack_sect

[bloodsucker_weak_run_attack_sect]
value1			=		0.23,		0.4,		150,		0.5, 0.5, 0.5,			-0.4, 1.2, -0.8, 0.8,		2.2
value2			=		0.57,		0.4,		150,		-0.5, 0.5, 0.5,			-1.2, 0.4, -0.8, 0.8,		2.2


;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[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					= 500
immunities_sect			= bloodsucker_immunities_normal
attack_params			= bloodsucker_attack_params_normal
spec_rank				= normal
protections_sect		= bloodsucker_normal_protections

[bloodsucker_normal_protections]
skin_armor				= 0.65
hit_fraction_monster	= 0.6

[bloodsucker_immunities_normal]
burn_immunity			= 0.4
strike_immunity			= 0.3
shock_immunity			= 0.8
wound_immunity			= 0.15
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.4
explosion_immunity		= 0.6
fire_wound_immunity		= 0.14

[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	=		0.35,		0.55,		150,		0.1, -0.7, 0.2,			-0.5, 0.5, -1.4, 1.4,		2.5
;Right hand Strike
stand_attack_1	=		0.30,		0.7,		150,		-0.45, 0.5, 0.05,		-1.6, 0.7, -1.0, 1.0,		2.5
;Both hand Strike
;stand_attack_2	=		0.45,		1.2,		250,		0.0, -0.5, 0.5,			-0.7, 0.7, -1.2, 1.4,		3.0
;Right hand Strike
vampire_2		=		0.60,		0.2,		200,		-0.2, 0.3, 0.4,			-1.2, 1.2, -1.2, 1.2,		2.0
;Right hand Strike
stand_attack_run_0 =	bloodsucker_normal_run_attack_sect

[bloodsucker_normal_run_attack_sect]
value1			=		0.23,		0.5,		200,		0.5, 0.5, 0.5,			-0.4, 1.2, -0.8, 0.8,		2.2
value2			=		0.57,		0.5,		200,		-0.5, 0.5, 0.5,			-1.2, 0.4, -0.8, 0.8,		2.2


;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[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					= 850
immunities_sect			= bloodsucker_immunities_strong
attack_params			= bloodsucker_attack_params_strong
spec_rank				= strong
protections_sect		= bloodsucker_strong_protections
aom_max_fails			= 0

[bloodsucker_strong_protections]
skin_armor				= 0.85
hit_fraction_monster	= 0.6

[bloodsucker_immunities_strong]
burn_immunity			= 0.3
strike_immunity			= 0.2
shock_immunity			= 0.6
wound_immunity			= 0.05
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.3
explosion_immunity		= 0.4
fire_wound_immunity		= 0.12

[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	=		0.35,		0.6,		180,		0.1, -0.7, 0.2,			-0.5, 0.5, -1.4, 1.4,		2.5
;Right hand Strike
stand_attack_1	=		0.30,		0.7,		180,		-0.45, 0.5, 0.05,		-1.6, 0.7, -1.0, 1.0,		2.5
;Both hand Strike
stand_attack_2	=		0.45,		1.1,		250,		0.0, -0.5, 0.5,			-0.7, 0.7, -1.2, 1.4,		3.0
;Vampire
vampire_2		=		0.60,		0.2,		200,		-0.2, 0.3, 0.4,			-1.2, 1.2, -1.2, 1.2,		2.0
;Run
stand_attack_run_0 =	bloodsucker_strong_run_attack_sect

[bloodsucker_strong_run_attack_sect]
value1			=		0.23,		0.7,		250,		0.5, 0.5, 0.5,			-0.4, 1.2, -0.8, 0.8,		2.2
value2			=		0.57,		0.7,		250,		-0.5, 0.5, 0.5,			-1.2, 0.4, -0.8, 0.8,		2.2


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

;-------------------------------------------------------------------------------------------
; FIX IT:
;   - use custom immunities section to set custom immunity params
;-------------------------------------------------------------------------------------------
[bloodsucker_green]:bloodsucker_weak
$spawn				= "monsters\bloodsuckers\bloodsucker_green"
visual				= monsters\krovosos\krovosos_green
icon				= ui_npc_monster_krovosos_green
parts_data			= bloodsucker_green
DayTime_Begin		= 20		; начало дня для монстра
DayTime_End			= 12		; конец дня для монстра

[bloodsucker_arena]:bloodsucker_strong
$spawn				= "monsters\bloodsuckers\arena\bloodsucker_arena"
visual				= monsters\krovosos\krovosos
icon				= ui_npc_monster_krovosos
panic_threshold		= 0.01
species				= arena_monstr
aom_enabled			= 0


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


;*********************************************************************************
; PROSECTORS PROFILES
;*********************************************************************************
; Karlan: огненный кровосос
[bloodsucker_fire]:bloodsucker_strong
$spawn					= "monsters\military\bloodsucker_fire"
visual					= monsters\krovosos\krovosos_fire
panic_threshold			= 0.05
immunities_sect			= bloodsucker_fire_immunities_strong
particles_sect			= bloodsucker_fire_particles
damage					= bloodsucker_fire_damage
attack_params			= bloodsucker_attack_params_normal
aom_enabled				= 1
aom_max_fails			= 10
aom_can_break			= false
parts_data				= bloodsucker_fire
protections_sect		= bloodsucker_fire_protections

;Aura
fire_max_distance		= 8
fire_max_power			= 0.15
fire_linear_factor		= 7
fire_quadratic_factor	= 3
fire_pp_effector_name	= postprocess_thermal_aura
fire_pp_highest_at		= 0.2

[bloodsucker_fire_damage]:m_bloodsucker_damage
bip01_head			= 6.0, -1, 0.8, 9
bip01_ponytail1		= 9.0, -1, 0.5, 12
bip01_ponytail2		= 9.0, -1, 0.5, 12
bone01				= 7.0, -1, 0.5
bone14				= 7.0, -1, 0.5
bone19				= 7.0, -1, 0.5
bone24				= 7.0, -1, 0.5

[bloodsucker_fire_immunities_strong]:bloodsucker_immunities_strong
burn_immunity			= 0.0
shock_immunity			= 0.7
explosion_immunity		= 0.25
fire_wound_immunity		= 0.14

[bloodsucker_fire_protections]
skin_armor				= 0.85
hit_fraction_monster	= 0.65

[bloodsucker_fire_particles]
bloodsucker_fire_prtcl_0
bloodsucker_fire_prtcl_1
bloodsucker_fire_prtcl_2
bloodsucker_fire_prtcl_3
bloodsucker_fire_prtcl_4
bloodsucker_fire_prtcl_rain

[bloodsucker_fire_prtcl_0]
particle			= damage_fx\burn_creatures_const
bone				= bip01_head
sound				= ambient\fire2
looped				= true
sound_looped		= true
stop_on_death		= 2500
cond				= {!under_heavy_rain}

[bloodsucker_fire_prtcl_1]
particle			= damage_fx\burn_creatures_const
bone				= bip01_l_hand
looped				= true
stop_on_death		= 4000
cond				= {!under_heavy_rain}

[bloodsucker_fire_prtcl_2]:bloodsucker_fire_prtcl_1
bone				= bip01_r_hand
stop_on_death		= 4000

[bloodsucker_fire_prtcl_3]:bloodsucker_fire_prtcl_1
bone				= bip01_l_foot
stop_on_death		= 4500

[bloodsucker_fire_prtcl_4]:bloodsucker_fire_prtcl_1
bone				= bip01_r_foot
stop_on_death		= 4500

[bloodsucker_fire_prtcl_rain]
particle			= explosions\campfire_boar_grill
bone				= bip01_l_foot
sound				= ambient\smoldering1
looped				= true
sound_looped		= true
stop_on_death		= 5000
cond				= {=under_heavy_rain}
