
[m_poltergeist_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
$spawn               = "monsters\old\poltergeist"		; 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			     = 250						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 1.5						; option for ALife Simulator
going_speed          = 2.0                      ; option for ALife Simulator
current_level_going_speed		= 1;2					; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\poltergeist\poltergeist
corpse_visual		 = monsters\poltergeist\poltergeyst_dead
icon				 = ui_npc_monster_poltergeist
MaxHealthValue		 = 150			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00

cform                = skeleton					; collision class
class                = SM_POLTR					; AI class

ef_creature_type	 = 5 	;10					; option for evaluation functions
ef_weapon_type		 = 12	;3
ef_detector_type	 = 1
panic_threshold		= 0.1

script_binding  	= bind_monster.bind

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

weapon_usage		 = 0						; boolean

type				= flamer

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 		 = 0.0,  0.2,  0.0	;0.0,  0.9,  0.0
ph_box0_size 		 = 0.50, 0.4,  0.50
ph_box1_center 		 = 0.0,  0.2,  0.0
ph_box1_size 		 = 0.50, 0.4,  0.50
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 80						; also it's the food

destroyed_vis_name	 = physics\Dead_Body\trupik_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	     	  = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------


;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		5.0,			5.0,		0.2,	0.5
Velocity_WalkFwdNormal	= 1.7,		2.0,			2.0,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.5,		3.0,			3.0,		0.8,	2.0
Velocity_RunFwdNormal	= 4.0,		3.0,			3.0,		0.4,	1.0
Velocity_RunFwdDamaged	= 2.5,  	3.2,			3.2,		0.4,	1
Velocity_Drag			= 0.6,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; Speed factors while invisible
Velocity_Invisible_Linear		= 5.0
Velocity_Invisible_Angular		= 3.5

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 3.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
;attack parameters
MinAttackDist		= 0.5	;2.1
MaxAttackDist		= 2.0

as_min_dist				= 0.1
as_step					= 0.3

;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
DayTime_Begin		= 0
DayTime_End			= 21
Min_Satiety			= 0.7
Max_Satiety			= 0.95

distance_to_corpse	= 1.8

terrain				 = poltergeist_terrain

hit_type = strike

;entity condition

satiety_v 			= 0.0001				;скорость уменьшения сытости со временем
radiation_v 		= 0.00001				;скорость уменьшения радиации
satiety_power_v 	= 0.005					;увеличение силы при уменьшении сытости
satiety_health_v 	= 0.001					;увеличение здоровья при уменьшении сытости
satiety_critical 	= -1.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 	= 0.0001				;уменьшение здоровья при воздействии радиации
morale_v			= 0.1					;скорость восстановления морали
health_hit_part 	= 1.0					;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 1.0					;процент хита, уходящий на отнимание силы
psy_health_v 		= 0.1					;скорость восстановления psy-здоровья

immunities_sect		= poltergeist_immunities

;открытые раны
bleeding_v			= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v	= 0.3				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size		= 0.01

sleep_health 		= 1.0
sleep_power 		= 1.0
sleep_satiety 		= 1.0
sleep_radiation 	= 1.0
sleep_psy_health 	= 1.0

eat_freq			=	5.0
eat_slice			=	0.01
eat_slice_weight	=	10.0

satiety_threshold	= 0.5							; below this value monster fill hunger

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle				= monsters\biting\def_
sound_eat				= monsters\biting\def_
sound_aggressive		= monsters\biting\def_
sound_attack_hit		= monsters\biting\def_
sound_take_damage		= monsters\biting\def_
sound_die				= monsters\biting\def_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_

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


idle_sound_delay		= 0
eat_sound_delay			= 0
attack_sound_delay		= 0

sound_distant_idle			= monsters\biting\def_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0

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

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------

eye_fov				 = 100	;120
eye_range			 = 40 ;60

DynamicObjectsCount		= 32

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 	= 0.5
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

;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant				= 0.01
Morale_Attack_Success_Quant		= 0.3
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.3
Morale_Despondent_Threashold	= 0.5

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold		= 0.4

material				= creatures\large	;objects\bullet


squad_attack_algorithm	= 1
attack_effector			= m_poltergeist_attack_effector

attack_params			= m_poltergeist_attack_params
step_params				= m_poltergeist_step_params

anger_hunger_threshold	= 0.1
anger_loud_threshold	= 0.7

LegsCount				= 2
damage					= m_poltergeist_damage

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

Invisible_Energy_Restore_Velocity				= 0.1
Invisible_Energy_Decline_Velocity				= 0.0
Invisible_Energy_Critical_Value					= 0.01
Invisible_Energy_Activate_Value					= 0.99
Invisible_Energy_Aggressive_Restore_Velocity	= 0.1

Particles_Damage				= monsters\polter_damage
Particles_Death					= monsters\polter_death
Particles_Idle					= monsters\polter_idle
Particles_Hidden				= monsters\polter_linza

;-- Delays -------------------

Delay_Flame_Min			= 30000
Delay_Flame_Normal		= 30001
Delay_Flame_Aggressive	= 30001

Delay_Tele_Min			= 0   ;100
Delay_Tele_Normal		= 100 ;300
Delay_Tele_Aggressive	= 10  ;200

Delay_Scare_Min			= 30000
Delay_Scare_Normal		= 30001
Delay_Scare_Aggressive	= 30001

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

;species of monster
species					= poltergeist
rank					= 401
spec_rank				= normal
community				= poltergeist

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


[m_Poltergeist_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 1.0,	-1,	0.1

bip01_pelvis 		= 1.0, -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 			= 2.0, -1, 0.3
[m_poltergeist_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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	=	  	0.30,		0.20,		    50,        0.0, 1.0, 1.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
;Left hand Strike2
stand_attack_1	=	  	0.30,		0.15,		    50,        0.0, 1.0, 1.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[m_poltergeist_attack_effector]

duality_h		= 0.01
duality_v		= 0.01
blur			= 0.01
gray			= 0.5
noise_intensity = 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
time			= 0.3
time_attack		= 0.05		; fade in
time_release	 = 0.25		; fade out

; camera effects
ce_time				= 0.45 ;time
ce_amplitude		= -15.0
ce_period_number	= 1.5 ;2.0
ce_power			= 1.5 ;0.7 ; power

[m_poltergeist_step_params]
;                                            left             right            right           left
;------------------------------------------------------------------------------------------------------------------
;	anim					cycles |	time1 | power1 |	time2 | power2 | time3 | power3 | time4     | power4 |
;-----------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0		=   	1,		0.1,      1,	  	0.34,    1,		 0.6,	 1,			0.84,		1
stand_walk_fwd_dmg_0	=   	1,		0.2,      1,	  	0.25,    1,		 0.5,	 1,			0.7,		1
stand_run_0				=		1,		0.1,      1,	  	0.3,     1,		 0.5,	 1,			0.55,		1
stand_run_dmg_0			=		1,		0.2,      1,	  	0.25,    1,		 0.7,	 1,			0.75,		1

;===========================================================================
; TERRAIN
;===========================================================================
[poltergeist_terrain]
	255,000,255,255

;===========================================================================
; IMMUNITIES
;===========================================================================
[poltergeist_immunities]
burn_immunity 		= 0.3					;коэффициенты иммунитета
strike_immunity 	= 0.7
shock_immunity 		= 0.5
wound_immunity 		= 0.3
radiation_immunity 	= 0.0
telepatic_immunity 	= 1.0
chemical_burn_immunity 	= 1.0
explosion_immunity 	= 1.0
fire_wound_immunity = 1.0


[m_poltergeist_normal]:m_poltergeist_e
$spawn               = "monsters\old\poltergeist_normal"
spec_rank			= normal
rank				= 401
community			= poltergeist

;===========================================================================
; TELE
;===========================================================================

[m_poltergeist_normal_tele]:m_poltergeist_normal
$spawn               = "monsters\poltergeists\poltergeist_normal_tele"

type							= telekinetic

Tele_Fly_Time					= 0.30
Tele_Fly_Velocity				= 30

Tele_Find_Radius				= 10
Tele_Object_Min_Mass			= 40
Tele_Object_Max_Mass			= 500
Tele_Object_Count				= 4;7
Tele_Hold_Time					= 2000
Tele_Wait_Time					= 3000
Tele_Delay_Between_Objects_Time	= 1000
Tele_Distance					= 30
Tele_Object_Height				= 2
Tele_Time_Object_Keep			= 15000
Tele_Raise_Speed				= 6
Tele_Delay_Between_Objects_Raise_Time	= 200

Particles_Damage				= monsters\polter_damage
Particles_Death					= monsters\polter_death
Particles_Idle					= monsters\polter_idle
Particles_Hidden				= monsters\polter_linza


Hidden_Particles				= monsters\polter_linza
;Hide_Particles					= monsters\polter_yadro;monsters\polter_hide

Sound_Idle						= monsters\poltergeist\tele_idle_0
sound_take_damage				= monsters\poltergeist\tele_damage_
sound_die						= monsters\poltergeist\tele_death_

sound_tele_hold					= monsters\burer\burer_tele_hold
sound_tele_throw				= monsters\burer\burer_tele_throw

[m_poltergeist_tele_outdoor]:m_poltergeist_normal_tele
$spawn               = "monsters\poltergeists\poltergeist_tele_outdoor"

Tele_Find_Radius				= 12 ;20



;===========================================================================
; FLAMER
;===========================================================================

[m_poltergeist_normal_flame]:m_poltergeist_normal
$spawn               = "monsters\poltergeists\poltergeist_normal_flame"

type					= flamer

flame_sound				= monsters\poltergeist\attack_hit_flame
flame_particles_prepare	= monsters\polter_yadro
flame_particles_fire	= static\monsters_fire_idle
flame_particles_stop	= static\monsters_fire_stop
flame_fire_time_delay	= 1000 ;2400							; don't change - for programmers only
flame_fire_time_play	= 6000
flame_length			= 8.0
flame_hit_value			= 0.3
flame_hit_delay			= 200
flames_count			= 3
flames_delay			= 2000	;3500	;2000
flame_aura_radius		= 10

flame_scan_radius		= 10
flame_scan_sound			= monsters\burer\burer_scan_affect_0
flame_scan_effector_section	= m_poltergeist_scan_effector
flame_scan_delay_min_max	= 5000,10000




flame_min_dist			= 2
flame_max_dist			= 15
flame_min_height		= 0.5
flame_max_height		= 1.0



Particles_Damage				= monsters\polter_damage
Particles_Death					= monsters\polter_death_00
Particles_Idle					= monsters\polter_idle_00
Particles_Hidden				= monsters\polter_linza_00


Hidden_Particles				= monsters\polter_linza_00	;monsters\polter_hidden
Sound_Idle						= monsters\poltergeist\fire_idle_0

[m_poltergeist_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


[m_poltergeist_strong_flame]:m_poltergeist_normal_flame
$spawn               = "monsters\poltergeists\poltergeist_strong_flame"

immunities_sect		= poltergeist_immunities_strong
flame_hit_value			= 0.7

[poltergeist_immunities_strong]
burn_immunity 		= 0.3					;коэффициенты иммунитета
strike_immunity 	= 0.7
shock_immunity 		= 0.5
wound_immunity 		= 0.3
radiation_immunity 	= 0.0
telepatic_immunity 	= 1.0
chemical_burn_immunity 	= 1.0
explosion_immunity 	= 0.3
fire_wound_immunity = 0.3
