
[m_fracture_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone,zone_smallrain
$spawn               = "monsters\fracture"				; option for Level Editor
$npc			     = on						; option for Level Editor
$prefetch 			 = 16
Scheduled		     = on						; option for ALife Simulator
Human		     	 = off						; option for ALife Simulator
Health			     = 100					; option for ALife Simulator
MinSpeed		     = 2.0						; option for ALife Simulator
MaxSpeed		     = 9.0						; option for ALife Simulator
going_speed          = 8.5                      ; option for ALife Simulator
search_speed         = 2.0                       ; option for ALife Simulator
visual				 = monsters\izlom\izlom
corpse_visual		 = monsters\izlom\izlom
icon = ui_npc_monster_fracture	
MaxHealthValue		 = 100			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00
satiety_threshold		= 0.5
jump_max_height = 1.0

script_binding  = bind_monster.bind

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type	 = 21							; option for evaluation functions
ef_weapon_type		 = 4
ef_detector_type			 = 1
panic_threshold		= 0.1

cform                = skeleton					; collision class
class                = SM_IZLOM					; AI class
monster_section      = m_fracture_e

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

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			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 170.

destroyed_vis_name	 = physics\Dead_Body\trupik_crash

Spawn_Inventory_Item_Section = mutant_fracture_hand
Spawn_Inventory_Item_Probability = 0.4

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.40 
ph_skeleton_airr_ang_factor   = -0.20 
ph_skeleton_hinger_factor1    = 5.0 ;1.0
ph_skeleton_ddelay	     	  = 5.0

ph_skel_fatal_impulse_factor  = 3.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06             ; range [0..1]

eye_fov				 = 100;
eye_range			 = 100	;30
max_hear_dist		 = 40

hit_power			 = 50.0;

ImpulseMin			 = 500.0
ImpulseMax			 = 550.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1
Velocity_WalkFwdNormal	= 0.9,		2.5,			2.5,		0.02,	2.0	
Velocity_RunFwdNormal	= 3.0,		3.5,			3.5,		0.4,	1	
Velocity_WalkFwdDamaged	= 1.0,		3.0,			3.0,		0.2,	2.0	
Velocity_RunFwdDamaged	= 5.0,  	3.0,			3.0,		0.2,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 3.0
Accel_Aggressive		= 9.5

;attack parameters
MinAttackDist		= 1.8	;0.5
MaxAttackDist		= 2.4	;3.8

as_min_dist				= 0.5
as_step					= 0.5


DayTime_Begin		= 4			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End			= 23		; 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


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			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

hit_type = wound

; entity condition
satiety_v 		= 0.00001				;0.01			;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 	= 0.4		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 1.0		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v = 0.1						;скорость восстановления psy-здоровья

immunities_sect				= fracture_immunities

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

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_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


; 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

sound_idle		= monsters\izlome\izlome_idle_ 
sound_eat		= monsters\izlome\izlome_eat_ 
sound_aggressive	= monsters\izlome\izlome_attack_
sound_attack_hit	= monsters\izlome\izlome_attack_hit_
sound_take_damage	= monsters\izlome\izlome_take_damage_
sound_die		= monsters\izlome\izlome_die_
sound_death		= monsters\izlome\izlome_death_
sound_hit		= monsters\izlome\izlome_hit_
sound_threaten		= monsters\biting\def_		
sound_landing		= monsters\biting\def_
sound_steal		= monsters\biting\def_
sound_panic		= monsters\izlome\izlome_hit_
sound_growling		= monsters\biting\def_
sound_die_in_anomaly	= monsters\izlome\izlome_die_

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


idle_sound_delay		= 125000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

sound_distant_idle			= monsters\zombie\zombie_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.5

material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= monster_attack_effector

control_fx_texture		= act\act_izlom

LegsCount				= 2

attack_params			= m_fracture_attack_params
step_params				= m_fracture_step_params
damage					= m_Fracture_damage

;species of monster
species					= zombie

terrain				 = fracture_terrain

[fracture_terrain]
	255,000,255,255 ;на всех уровнях, по графам без описания
	255,004,255,255 ;на всех уровнях, по мертвой земле
	255,005,255,255 ;на всех уровнях, по деревням
	255,006,255,255 ;на всех уровнях, по городам
	255,007,255,255 ;на всех уровнях, по промзастройкам
	255,008,255,255 ;на всех уровнях, по туннелям
	255,009,255,255 ;на всех уровнях, по подземельям
	255,014,255,255 ;на всех уровнях, по железнодорожным насыпям
	255,015,255,255 ;на всех уровнях, по искусственным заграждениям

[m_fracture_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 =	  	0.15,		0.90,		    450,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.20,		0.15,		    200,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.55,		0.90,		    700,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[m_fracture_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.01,     1,     0.25,    0.7,   
stand_run_fwd_0	 	=	1,	   0.01,     1,	    0.25,    0.6,    

;===========================================================================
; IMMUNITIES
;===========================================================================
[fracture_immunities]
burn_immunity = 0.4				;коэффициенты иммунитета 
strike_immunity = 0.4
shock_immunity = 0.4
wound_immunity = 0.2	;0.3 	;0.4		
radiation_immunity = 0.5
telepatic_immunity = 0.8
chemical_burn_immunity = 0.4
explosion_immunity = 0.3
fire_wound_immunity  = 0.1


[m_Fracture_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,	0.10

bip01_pelvis 		= 0.1, -1, 0.1
;bip01_spine 		= 0.1, -1, 0.1
bip01_spine1 		= 0.2, -1, 0.1
bip01_neck 			= 0.5, -1, 0.1
bip01_head 			= 0.8, -1, 0.50


[fracture_weak]:m_fracture_e
$spawn               = "monsters\fracture"			; option for Level Editor
monster_type		= indoor
rank				= 0
visual				 = monsters\izlom\izlom
corpse_visual		 = monsters\izlom\izlom
spec_rank			= weak
community			= fracture
Tele_Time_To_Hold	= 200

[fracture_normal]:m_fracture_e
$spawn               = "monsters\fracture"				; option for Level Editor
monster_type		= indoor
rank				= 0
visual				 = monsters\izlom\izlom
corpse_visual		 = monsters\izlom\izlom
spec_rank			= normal
community			= fracture
Tele_Time_To_Hold	= 200

[fracture_strong]:m_fracture_e
$spawn               = "monsters\fracture"				; option for Level Editor
monster_type		= indoor
rank				= 0
visual				 = monsters\izlom\izlom
corpse_visual		 = monsters\izlom\izlom
spec_rank			= strong
community			= fracture
Tele_Time_To_Hold	= 200
