[m_pseudodog_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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          	= 5.0                      	; option for ALife Simulator
current_level_going_speed	= 1;2	; option for ALife Simulator
search_speed         	= 1.5                       ; option for ALife Simulator
visual				= monsters\pseudodog\pseudodog
corpse_visual		= monsters\pseudodog\pseudodog_dead
icon				= ui_npc_monster_pseudodog
short_name			= pseudodog
MaxHealthValue	= 250		; range [0..200]
smart_terrain_choose_interval = 00:15:00

Spawn_Inventory_Item_Section = part_psevdodog_tail
Spawn_Inventory_Item_Probability = 0.4

ef_creature_type	 = 21			; option for evaluation functions
ef_weapon_type	 = 3
ef_detector_type	 = 1
panic_threshold		 = 0.1

class    = SM_P_DOG				; AI class

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

; 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		= 100
ph_crash_speed_max		= 300
ph_collision_damage_factor = 0.1
ph_mass 		     			= 78	; also it's the food

destroyed_vis_name  = dynamics\dead_body\skelet_crash_monster

ph_skeleton_airr_lin_factor   	= -0.41 ;(изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   	= -0.20 ;(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  	= 1.0
ph_after_death_velocity_factor	= 0.30
ph_skel_shot_up_factor        		= 0.25

; Movement::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			1.4,			1.4,		1,		1
Velocity_RunFwdNormal	= 6.6,		2.0,			2.0,		0.05,	1.0	
Velocity_RunFwdDamaged	= 4.3,  		2.0,			2.0,		0.5,		1.0
Velocity_WalkFwdNormal	= 5.0,		2.0,			2.0,		0.1,		1.0
Velocity_WalkFwdDamaged = 2.2,		3.0,			3.0,		0.1,		2.2	
Velocity_Drag				= 0.6,		0.8,			0.8,		1,		1
Velocity_Steal				= 1.6,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 14.5

; Attack parameters
MinAttackDist		= 1.6	
MaxAttackDist		= 2.0
as_min_dist			= 1.0
as_step			= 0.2

Min_Satiety			= 0.95
Max_Satiety		= 1.0
distance_to_corpse	= 1.8
terrain				 = pseudodogs_terrain

Melee_Rotation_Factor	= 2.6

; Entity Conditions
satiety_v 			= 0.0001	;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 	= 0.00001	;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			= 0.1					;скорость восстановления морали
health_hit_part 		= 0.8		;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		= pseudodog_immunities

;открытые раны
bleeding_v				= 0.04					;потеря крови при номинальной ране в секунду
wound_incarnation_v	= 0.04					;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size		= 0.01

sleep_health 		= 1.0		;1.5
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
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\pseudodog\pdog_idle_      
sound_eat				= monsters\pseudodog\pdog_chew_      
sound_aggressive		= monsters\pseudodog\pdog_aggression_  
sound_attack_hit		= monsters\pseudodog\pdog_attack_
sound_take_damage	= monsters\pseudodog\pdog_hurt_      
sound_die				= monsters\pseudodog\pdog_death_     
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\pseudodog\pdog_threaten_ 
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\dog\hit_
sound_growling			= monsters\biting\def_
sound_psy_attack		= monsters\pseudodog\psy_attack_
sound_die_in_anomaly	= monsters\pseudodog\pdog_death_

idle_sound_delay			= 92000
eat_sound_delay			= 3000
attack_sound_delay		= 28500

sound_distant_idle			= monsters\pseudodog\pdog_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

SoundThreshold	 = 0.05		; range [0..1]
max_hear_dist		 = 60

; Vision
eye_fov			= 110	;150
eye_range			= 60	;100
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 	= 0.2
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					= 0.1
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

; Jump Parameters
jump_delay					= 3000
jump_factor					= 2.5
jump_ground_trace_range	= 1.0
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 1.0
jump_min_distance			= 4.0 
jump_max_distance			= 8.0
jump_max_angle			= 0.2
jump_max_height			= 3.5

; Other Stuff (refactoring needed)
DamagedThreshold			= 0.2
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

material				= creatures\medium
squad_attack_algorithm = 1

attack_effector			= m_pseudodog_attack_effector
damage				= m_pseudodog_damage
attack_params			= m_pseudodog_attack_params
step_params			= m_pseudodog_step_params

LegsCount				 = 4
anger_hunger_threshold = 0.1
anger_loud_threshold	 = 0.7

;species of monster
species				= pseudodog
rank					= 0
spec_rank				= weak

[m_pseudodog_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;Bite
stand_attack_0	=	  	0.35,		0.30,		80,        0.0, 1.0, 1.0,		-1.0, 1.0, -1.0, 1.0,		2.5
;Jump attack
run_jamp_1		=		0.55,		0.40,		100,      0.0, 1.0, 4.0,	 	-1.8, 1.8, -1.8, 1.8,		1.0

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_pseudodog_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	= 2.0 
ce_power			= 1.0 ;0.7 ; power 

;===========================================================================
; Step Events
;===========================================================================
[m_pseudodog_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_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
stand_drag_0			=	1,		0.2,      1,	  	0.25,    1,		 0.7,	 1,			0.75,		1

;===========================================================================
; IMMUNITIES
;===========================================================================
[pseudodog_immunities]
burn_immunity 			= 1.0
strike_immunity 			= 0.5
shock_immunity 		= 0.5
wound_immunity 		= 0.5
radiation_immunity 		= 0.0
telepatic_immunity 		= 1.0
chemical_burn_immunity = 0.8
explosion_immunity 	= 0.4
fire_wound_immunity  	= 0.5

;===========================================================
; PSEUDO-DOG Damage
;===========================================================
[m_Pseudodog_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 		= 1.0, -1, 0.1
bip01_spine 		= 0.6, -1, 0.1
bip01_spine1 		= 0.8, -1, 0.1
bip01_neck 		= 1.2, -1, 1.5
bip01_head 		= 2.5, -1, 0.3, 10

[pseudodogs_terrain]
	255,000,255,255

; WEAK PROFILE
[pseudodog_weak]:m_pseudodog_e
visual				= monsters\pseudodog\pseudodog
icon				= ui_npc_monster_pseudodog
short_name			= pseudodog_weak
panic_threshold		= 0.5
rank				= 0
immunities_sect		= pseudodog_immunities_weak
attack_params		= pseudodog_attack_params_weak
spec_rank			= weak

[pseudodog_immunities_weak]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.5
fire_wound_immunity	= 0.5

[pseudodog_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
;Bite
stand_attack_0	=	  	0.45,		0.50,		    100,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,				1.6
;Jump attack
run_jamp_1		=		0.55,		0.70,		    220,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,				1.0

; NORMAL PROFILE
[pseudodog_normal]:m_pseudodog_e
visual				= monsters\pseudodog\pseudodog
icon				= ui_npc_monster_pseudodog
short_name			= pseudodog_normal
panic_threshold		= 0.2
rank				= 401
immunities_sect		= pseudodog_immunities_normal
attack_params		= pseudodog_attack_params_normal
spec_rank			= normal

[pseudodog_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.5
fire_wound_immunity	= 0.4

[pseudodog_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
;Bite
stand_attack_0	=	  	0.45,		0.60,		    100,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,				1.6
;Jump attack
run_jamp_1		=		0.55,		0.80,		    260,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,				1.0

; STRONG PROFILE
[pseudodog_strong]:m_pseudodog_e
visual				= monsters\pseudodog\pseudodog_grey
corpse_visual		= monsters\pseudodog\pseudodog_grey_dead
icon				= ui_npc_monster_pseudodog_grey
short_name			= pseudodog_strong
panic_threshold		= 0.05
rank				= 801
immunities_sect		= pseudodog_immunities_strong
attack_params		= pseudodog_attack_params_strong
spec_rank			= strong

[pseudodog_immunities_strong]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.08
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.5
fire_wound_immunity	= 0.3

[pseudodog_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
;Bite
stand_attack_0	=	  	0.45,		0.70,		    120,        0.0, 1.0, 1.0,		 -1.0, 1.0, -1.0, 1.0,					1.6
;Jump attack
run_jamp_1		=		0.55,		0.90,		    300,        0.0, 1.0, 4.0,		 -1.8, 1.8, -1.8, 1.8,					1.0

; PSEUDODOG BIG
[pseudodog_big]:pseudodog_strong
visual				= monsters\pseudodog\pseudodog_big
corpse_visual		= monsters\pseudodog\pseudodog_big
icon				= ui_npc_monster_pseudodog_big
short_name			= pseudodog_big
immunities_sect		= pseudodog_immunities_big

[pseudodog_immunities_big]
burn_immunity			= 0.2
strike_immunity			= 0.2
shock_immunity			= 0.3
wound_immunity		= 0.07
radiation_immunity		= 0.0
telepatic_immunity		= 0.1
chemical_burn_immunity = 0.1
explosion_immunity		= 0.2
fire_wound_immunity	= 0.06

; CUSTOM PROFILES
[pseudodog_arena]:pseudodog_strong
visual				= monsters\pseudodog\pseudodog_grey
icon				= ui_npc_monster_pseudodog_grey
panic_threshold		= 0.05
species			= arena_monstr

;-- PSY DOG
[psy_dog_aura_effector]
duality_h		= 0.00
duality_v		= 0.00
blur			= 10
gray			= 10.0
noise_intensity = 10.0
noise_grain		= 1
noise_fps		= 25
color_base		= 0.9,0.9,1.0
color_gray		= 0.33,0.330,0.33
color_add		= 0.00,0.00,0.015

[psy_dog]:pseudodog_strong
visual			= monsters\pseudodog\pseudodog_grey
icon			= ui_npc_monster_pseudodog_grey
short_name		= psy_dog
class              	= SM_DOG_P

aura_effector			= psy_dog_aura_effector
Min_Phantoms_Count	= 4
Max_Phantoms_Count	= 6
Time_Phantom_Appear = 4000

[psy_dog_radar]:psy_dog
Min_Phantoms_Count	= 6
Max_Phantoms_Count	= 8

;-- PSY DOG PHANTOM
;====================================================
; Appear Effector
;====================================================
[psy_dog_phantom_appear_effector]
duality_h		= 0.028		;0.31
duality_v		= 0.028		;0.31
blur				= 0.00
gray			= 0	;0.5
noise_intensity	= 1
noise_grain		= 0.1
noise_fps		= 50
color_base		= 0.5,0.5,0.5				;0.1,0.15,0.4
color_gray		= 0.333,0.333,0.333		;0.333,0.333,0.333
color_add		= 0.00,0.00,0.00
time			= 0.5		;1.5
time_attack		= 0.05		;0.5		; fade in
time_release	= 0.3				; fade out

; camera effects
ce_time				= 0.2	;1.5
ce_amplitude		= 1.0
ce_period_number	= 2.0
ce_power			= 0.3 	;0.7

;=====================================================
; Base Definition
;=====================================================
[psy_dog_phantom]:pseudodog_weak
visual		= monsters\pseudodog\pseudodog_grey
icon		= ui_npc_monster_pseudodog_grey
class             = SM_DOG_F
hit_type 	= telepatic

attack_params			= m_pseudodog_attack_params
appear_effector			= psy_dog_phantom_appear_effector
particles_appear		= monsters\pseudo_phantom_birth_00
particles_disappear	= monsters\pseudo_phantom_death_00
;======================================================

; КВЕСТОВАЯ ПСИ-СОБАКА САХАРОВА
[psydog_saharov]:psy_dog
visual = monsters\pseudodog\pseudodogfrend
panic_threshold			= 0.01
Min_Phantoms_Count	= 10
Max_Phantoms_Count	= 12
Time_Phantom_Appear = 3000
attack_params		= pseudodog_attack_params_weak
immunities_sect		= pseudodog_immunities_big
custom_data 		= scripts\monsters\psydog_saharov.ltx

[dog_frendly]:pseudodog_strong

; ДРУЖОК ДОКТОРА
[dogfrend]:pseudodog_strong
visual				= monsters\pseudodog\pseudodogfrend
corpse_visual		= monsters\pseudodog\pseudodogfrend_dead
icon				= ui_npc_monster_pseudodog_grey
species			= dogfrend
rank				= 801
spec_rank			= strong
custom_data 		= scripts\monsters\dogfrend.ltx
panic_threshold		= 0.0
immunities_sect		= pseudodogfrend_immunities_strong

[pseudodogfrend_immunities_strong]
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity		= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 0.0
explosion_immunity		= 0.0
fire_wound_immunity	= 0.0

; КРЫСОВОЛК - ВОЛКОДАВ (автор - Greshnik13rs) 
[volkodav]:pseudodog_strong
visual			 = monsters\pseudodog\volkodav
icon			 = ui_npc_monster_volkodav
short_name		= volkodav
immunities_sect	 = pseudodog_immunities_big

Spawn_Inventory_Item_Section = part_fang_wolf
Spawn_Inventory_Item_Probability = 0.3

MinAttackDist		= 1.0
MaxAttackDist		= 3.3
Velocity_RunFwdNormal	= 7.5, 3.0, 3.0, 0.05, 1.0
Velocity_RunFwdDamaged	= 5.7, 3.0, 3.0, 0.5, 1.0

sound_idle				= monsters\volkodav\volkodav_idle_
sound_eat				= monsters\volkodav\volkodav_eat_
sound_aggressive		= monsters\volkodav\volkodav_aggressive_
sound_attack_hit		= monsters\volkodav\volkodav_attack_
sound_die				= monsters\volkodav\volkodav_die_
sound_threaten			= monsters\volkodav\volkodav_aggressive_
sound_panic			= monsters\rat\rat_pain_
sound_die_in_anomaly	= monsters\volkodav\volkodav_die_
sound_distant_idle		= monsters\volkodav\volkodav_idle_ 

; ВОЛК  (автор - Greshnik13rs)
[dog_wolf]:pseudodog_strong
visual			= monsters\dog\wolf
icon			= ui_npc_monster_dog_wolf
short_name		= dog_wolf
immunities_sect	 = dog_immunities_habaruch

Spawn_Inventory_Item_Section = part_fang_wolf
Spawn_Inventory_Item_Probability = 0.3
MinAttackDist		= 0.8
MaxAttackDist		= 3.0
jump_min_distance		= 4.0
jump_max_distance		= 5.0
jump_max_height		= 2.5
