;===========================================================================
; МЕДВЕДЬ
;===========================================================================
[m_medwed_e]:monster
visual				= monsters\medwed\mutant_medwed
corpse_visual			= monsters\medwed\mutant_medwed_dead
icon				      = ui_npc_monster_medwed
short_name			= bear
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
Scheduled				= on								 
Human		     		= off						
Health					= 1500						
MinSpeed				= 1.0							
MaxSpeed				= 5.5							
going_speed				= 3						
current_level_going_speed		= 2				
search_speed			= 1.5				

MaxHealthValue		    = 200								 ; range [0..200]
DynamicObjectsCount		= 32
smart_terrain_choose_interval	= 00:15:00
Spawn_Inventory_Item_Section = part_bear_paw
Spawn_Inventory_Item_Probability = 1.0

;------------------------------------------------------------------------
; Physics
;------------------------------------------------------------------------
ph_box0_center 			= 0.0,  0.6,  0.0
ph_box0_size 			= 0.55, 0.6,  0.55
ph_box1_center 			= 0.0,  0.6,  0.0
ph_box1_size 			= 0.55, 0.6,  0.55
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 				= 250	;110

destroyed_vis_name	 	= physics\dead_body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.40
ph_skeleton_airr_ang_factor   = -0.20
ph_skeleton_hinger_factor1    = 1.0 ;1.0
ph_skeleton_ddelay	     	  = 15.0

ph_skel_fatal_impulse_factor  = 0.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

;------------------------------------------------------------------------
; Movement
;------------------------------------------------------------------------

; speed factors			linear | angular_real | angular_path | min	 |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1	
Velocity_RunFwdNormal	= 6.5,		3.5,			3.5,		0.4,	1	
Velocity_RunFwdDamaged	= 4.5,		3.0,			3.0,		0.2,	1
Velocity_WalkFwdDamaged	= 1.3,		2.5,			2.5,		0.2,	2.0	
Velocity_WalkFwdNormal	= 2.75,		2.5,			2.5,		0.02,	3.0	
Velocity_Drag			= -1.0,		1.0,			1.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 2.5
Accel_Aggressive		= 6.5

;------------------------------------------------------------------------
; Attack
;------------------------------------------------------------------------

attack_effector			= medwed_attack_effector
attack_params		        = medwed_attack_params
;attack parameters
MinAttackDist		        = 3.5 ;2.8	;0.5
MaxAttackDist		        = 3.6 ;4.8	;3.8

as_min_dist			= 0.9
as_step				= 0.3


Run_Attack_Dist			= 3.5,		4.0
Run_Attack_Delay		= 1000,		3000

Melee_Rotation_Factor	        = 2.2

hit_type			= wound				; type of attack

;------------------------------------------------------------------------
; Conditions
;------------------------------------------------------------------------

satiety_v 				= 0.0005				;0.01			;скорость уменьшения сытости со временем
radiation_v 			= 0.00001		;0.004				;скорость уменьшения радиации
satiety_power_v 		= 0.00001;0.005		;0.01					;увеличение силы при уменьшении сытости 
satiety_health_v 		= 0.001	;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 		= 0.00	;0.006						;уменьшение здоровья при воздействии радиации
morale_v				= 0.01								;скорость восстановления морали
health_hit_part 		= 1.0		;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
health_restore_v        = 0.0005

;Immunities 
immunities_sect	                = medwed_immunities

;открытые раны
bleeding_v					= 0.05						;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 Settings
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 settings
eat_freq				= 5.0					
eat_slice				= 0.01					
eat_slice_weight		= 10.0				

satiety_threshold		= 0.5							; below this value monster fill hunger

;------------------------------------------------------------------------
; Sound
;------------------------------------------------------------------------

sound_idle				= monsters\medwed\idle_		
sound_eat				= monsters\medwed\eat_			
sound_aggressive		        = monsters\medwed\aggressive_	
sound_attack_hit		        = monsters\medwed\attack_
sound_take_damage		        = monsters\medwed\hit_			
sound_die				= monsters\medwed\death_			
sound_bkgnd				= monsters\biting\def_
sound_threaten			        = monsters\medwed\threaten_
sound_landing			        = monsters\medwed\landing_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\medwed\panic_	
sound_growling			        = monsters\biting\def_
sound_die_in_anomaly	                = monsters\medwed\anomaly_

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

sound_distant_idle			= monsters\medwed\idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

;Frequency of sounds to be played
idle_sound_delay		= 18000
eat_sound_delay			= 5000
attack_sound_delay		= 4000

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

;------------------------------------------------------------------------
; Vision
;------------------------------------------------------------------------
eye_fov						= 110	;130
eye_range					= 40	;60	

min_view_distance   		= 0.5				; 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

;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant				= 0.02
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.05
Morale_Despondent_Threashold	= 0.5

;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
;Health from which to play injured animation
DamagedThreshold		= 0.2
damage					= medwed_damage


critical_wound_threshold		= 0.4; 1.1
critical_wound_decrease_quant	= 0.

critical_wound_anim_head	= critical_hit_head_0
critical_wound_bones_head	= medwed_critical_wound_bones_head

critical_wound_anim_torso	= critical_hit_torso_0
critical_wound_bones_torso	= medwed_critical_wound_bones_torso

critical_wound_anim_legs	= critical_hit_torso_0
critical_wound_bones_legs	= medwed_critical_wound_bones_legs

;------------------------------------------------------------------------
; Other
;------------------------------------------------------------------------

ef_creature_type		= 11						; option for evaluation functions
ef_weapon_type			= 2
ef_detector_type		= 1
panic_threshold	                = 0.01

cform					 = skeleton					; collision class
class					 = SM_BOARW					; AI class

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

actor_restrictor		= medium_monster ;medium_monster,stalker,none

step_params				= medwed_step_params
LegsCount				= 4

DayTime_Begin					= 0			
DayTime_End						= 24		

distance_to_corpse				= 2.1		

terrain							= medwed_terrain

material				= creatures\medium
DynamicObjectsCount		= 32

;species of monster
species				= boar

;===========================================================================
; ATTACK PARAMS
;===========================================================================
[medwed_attack_params]
;--------------------------------------------------------------------------------------------------------------------------------------------
; anim                | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;--------------------------------------------------------------------------------------------------------------------------------------------

;Left hand Attack
stand_attack_0 =	0.45,     2.90,       230,        0.0, 0.1, 0.1,      -1.0, 1.0, -1.0, 1.0,					  2.5
;Left hand Attack power
stand_attack_1 =	0.45,     2.95,       130,        0.0, 1.0, 1.0,      -0.8, 0.8, -1.0, 1.0,					  2.5
;Bite
stand_attack_2 =	0.45,     2.55,        90,        0.0, 0.1, 0.1,      -1.0, 1.0, -1.0, 1.0,					  2.5
;Right hand Attack
stand_attack_3 =	0.45,     2.90,       230,        0.0, 0.1, 0.1,      -1.0, 1.0, -1.0, 1.0,					  2.5
;Bite run
stand_attack_run_0 =	0.75,     2.80,       100,        0.0, 1.0, 1.0,      -1.0, 1.0, -1.0, 1.0,                             2.5
;Jump Attack
stand_attack_run_1 =    	  2.50,		0.35,	      200,        0.0, 1.0, 2.0,	 -0.6, 0.6, -0.6, 0.6,					  2.2

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[medwed_attack_effector]

duality_h			= 0.05;0.01
duality_v			= 0.02;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				= 0.30
time_attack			= 0.05				; fade in
time_release	    = 0.15				; fade out

; camera effects
ce_time				= 0.35				; time 
ce_amplitude		= 10				; head shake after hit
ce_period_number	= 2.0				; camera shake times
ce_power			= 2.5; 2.0			; power 

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

default       = 1, -1, 0.3

bip01_pelvis 		= 1.0, -1, 0.3
bip01_spine 		= 1.0, -1, 0.3
bip01_spine1 		= 1.0, -1, 0.3
bip01_spine2		= 1.0, -1, 0.3
bip01_l_upperarm	= 1.0, -1, 0.3
bip01_r_upperarm	= 1.0, -1, 0.3
bip01_l_thigh		= 1.0, -1, 0.3
bip01_r_thigh		= 1.0, -1, 0.3
bip01_neck 			= 1.5, -1, 1.5
bip01_head	 		= 1.5, -1, 0.3

[medwed_critical_wound_bones_head]

bip01_pelvis
bip01_l_thigh
bip01_l_calf
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_calf
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_spine
bip01_spine1
bip01_spine2
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone04
bone05
bone06
bone07
bone08
bone09
bone10
bone11
bone12
bone13
bone14
bone15
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bone16
bone17
bone19
bone18
bip01_tail
bip01_tail1

[medwed_critical_wound_bones_torso]

;bip01_pelvis
;bip01_spine1
;bip01_spine3

[medwed_critical_wound_bones_legs]


;=================================================================================
; medwed Terrain
;=================================================================================
[medwed_terrain]
  255,000,255,255

  
;===========================================================================
; Step Events
;===========================================================================
[medwed_step_params]
   
;-------------------------------------------------------------------------------------------------------------
; anim      | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 	=	  5,    0.01,   1,		 0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_dmg_0	=  	  4,	0.2,    1,	     0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_fwd_0	 	=  	  1,	0.01,   1,	     0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_dmg_0		=	  4,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0
stand_steal_0		=	  1,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0
stand_drag_0		=	  1,	0.2,    1,	     0.25,    0.7,    0.7,    1.0,     0.7,   1.0


;===========================================================================
; IMMUNITIES
;===========================================================================
[medwed_immunities]
burn_immunity             = 0.35     ;коэффициенты иммунитета 
strike_immunity           = 0.05
shock_immunity            = 0.35
wound_immunity            = 0.01    
radiation_immunity        = 0.01
telepatic_immunity        = 1.0
chemical_burn_immunity    = 0.2
explosion_immunity        = 0.15
fire_wound_immunity       = 0.005

;*********************************************************************************
; BASE PROFILES
;*********************************************************************************

[medwed]:m_medwed_e
visual				= monsters\medwed\mutant_medwed
corpse_visual			= monsters\medwed\mutant_medwed_dead
rank				= 801
attack_effector			= medwed_attack_effector
attack_params		        = medwed_attack_params
spec_rank			= normal
community			= boar

;*********************************************************************************
; BASE PROFILES
;*********************************************************************************
; Квестовый медведь с зажигалкой
[medwed_small]:m_medwed_e
visual				= monsters\medwed\mutant_medwed_small
corpse_visual			= monsters\medwed\mutant_medwed_dead_small
rank				= 401
attack_effector			= medwed_attack_effector
attack_params		        = medwed_attack_params
spec_rank			= normal
community			= boar
immunities_sect	                = medwed_small_immunities

[medwed_small_immunities]
burn_immunity             = 0.35     ;коэффициенты иммунитета 
strike_immunity           = 0.1
shock_immunity            = 0.35
wound_immunity            = 0.05    
radiation_immunity        = 0.01
telepatic_immunity        = 1.0
chemical_burn_immunity    = 0.2
explosion_immunity        = 0.3
fire_wound_immunity       = 0.015
