[rat_group]:base
Human		     	 	= off				; option for ALife Simulator
class                		= AI_RAT_G		; AI class
monster_section 	= m_rat_e

[m_rat_e]:monster
visual				 = monsters\rat\rat_white
corpse_visual		 = monsters\rat\rat_white
icon				 = ui_npc_monster_rat_white
short_name			= rat
Scheduled		     	= on				; option for ALife Simulator
Human		     	 	= off				; option for ALife Simulator
Health			     	= 20				; option for ALife Simulator
MinSpeed		     	= 1.0				; option for ALife Simulator
MaxSpeed		     	= 1.5				; option for ALife Simulator
going_speed          	= 1.0				; option for ALife Simulator
retreat_threshold	= 0.2
MaxHealthValue	= 15				; range [0..200]
transparency_threshold	 = 1.0
DynamicSoundsCount	 = 32

smart_terrain_choose_interval	= 00:15:00

ef_creature_type	= 1
ef_weapon_type	= 2
ef_detector_type	= 1
panic_threshold		= 0.1

idle_sound_delay		= 80000
eat_sound_delay		= 4000
attack_sound_delay	= 8000

class    = SM_TUSHK

; Physics
ph_box0_center 			=   0.0,   0.11, -0.22
ph_box0_size 		     		=   0.085, 0.11, 0.525
ph_box1_center 			=   0.0,   0.11, -0.22
ph_box1_size 		     		=   0.085, 0.11, 0.525
ph_crash_speed_min		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 					= 2

destroyed_vis_name	 = dynamics\dead_body\trupik_crash

Spawn_Inventory_Item_Section = part_spleen_rat
Spawn_Inventory_Item_Probability = 0.38

ph_skeleton_airr_lin_factor   	= -0.40 ;(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  	= 3.0
ph_after_death_velocity_factor	= 0.75
ph_skel_shot_up_factor        		= 0.25

ImpulseMin		 = 20.0
ImpulseMax	 = 35.0

; Movement::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand					= 0,			3.0,			3.0,		1,		1
Velocity_WalkFwdNormal		= 1.1,		1.5,			1.5,		0.2,		1.5
Velocity_WalkFwdDamaged 	= 1,			2.14,		2.14,	0.2,		1.4	
Velocity_RunFwdNormal		= 3.6,		2.5,			2.5,		0.2,		1	
Velocity_RunFwdDamaged		= 3.4,  		3.0,			3.0,		0.2,		1
Velocity_Drag					= 0.5,		2.14,		2.14,	1,		1
Velocity_Steal					= 2,			2.14,		2.14,	1,		1

; acceleration
Accel_Generic		= 1.4
Accel_Calm		= 2.4
Accel_Aggressive	= 7.5

; Attack parameters
MinAttackDist		= 0.5  ;1.2
MaxAttackDist		= 1.3  ;3.8
as_min_dist			= 0.25
as_step			= 0.25
hit_power			= 5

Min_Satiety			= 0.4
Max_Satiety		= 1.0
distance_to_corpse	= 1.2

eye_fov			= 170
eye_range			= 10
max_hear_dist		= 50

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)

;открытые раны
bleeding_v					= 0.04			;потеря крови при номинальной ране в секунду
wound_incarnation_v		= 0.05			;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size			= 0.01

bone_torso			 = bip01_spine1 		; bone name
bone_head			 = bip01_head			; bone name
bone_fire			 = bip01_head			; bone name
weapon_usage		 = 0						; boolean
LegsCount			 = 4

EyeYShift		     	= 0.15			; meters
MinVoiceInterval	=  30000		; milliseconds
MaxVoiceInterval	= 120000		; milliseconds
VoiceRefreshRate	=   2500			; milliseconds

; Sound
sound_die			 	= monsters\rat\death_
sound_hit			 	= monsters\rat\hit_
sound_attack		 	= monsters\rat\attack_
sound_idle			 	= monsters\rat\idle_
sound_eat			 	= monsters\rat\eat_
sound_aggressive		= monsters\rat\rat_aggressive_
sound_attack_hit		= monsters\rat\attack_
sound_take_damage	= monsters\rat\rat_pain_
sound_threaten			= monsters\rat\rat_threaten_
sound_landing			= monsters\rat\hit_
sound_steal			= monsters\rat\idle_
sound_panic			= monsters\rat\voice_
sound_growling			= monsters\rat\idle_
sound_die_in_anomaly	= monsters\rat\death_

SoundThreshold		= 0.06       ; range [0..1]

attack_params		= m_rat_attack_params
terrain				= rats_terrain
immunities_sect		= rat_immunities
damage	 		= m_rat_damage
step_params		= m_rat_step_params

; 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         	= 0.001		;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      	= 0.01		;0.006		;уменьшение здоровья при воздействии радиации
bleeding_v              		= 0.05		;0.02		;потеря крови при максимальной ране
wound_incarnation_v     	= 0.05		;0.001		;скорость заживания раны 
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

sleep_health 			= 1.0		;1.5			;коэффициенты скоростей изменения параметров во время сна
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

; 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				= 0.05
Morale_Despondent_Threashold	= 0.5

idle_sound_delay			= 80000
eat_sound_delay			= 4000
attack_sound_delay		= 8000

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

DamagedThreshold			= 0.4
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

material	= creatures\medium
species	= rat
spec_rank	= weak

[rats_terrain]
	255,255,255,255 ;на всех уровнях, по графам без описания	

; IMMUNITIES
[rat_immunities]
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity		= 1
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1
explosion_immunity		= 1
fire_wound_immunity	= 0.8

[m_rat_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 =	  	0.25,		0.10,		    10,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.15,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.20,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[m_rat_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0	=	   1,	0.2,     0.75,	0.4,     0.7,    0.6,     0.75,    0.8,    0.75
stand_walk_dmg_0	=         1,	0.4,     0.75,	0.2,     0.7,    0.45,    0.75,    0.7,    0.75
stand_run_fwd_0	=	   1,	0.25,    0.75,	0.20,    0.7,    0.6,	  0.75,    0.67,   0.75
stand_run_dmg_0	=	   1,	0.4,     0.75,	0.20,    0.7,    0.7,	  0.75,    0.7,    0.75
stand_steal_0		=	   1,	0.2,     0.75,	0.25,    0.7,    0.7,	  0.75,    0.7,    0.75
stand_drag_0		=	   1,	0.2,     0.75,	0.25,    0.7,    0.7,	  0.75,    0.7,    0.75

[m_rat_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, 0.10
bone01				= 1.3, -1, 1.0
bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_spine2 		= 1.7, -1, 1.4
bip01_neck 		= 1.0, -1, 1.5
bip01_head 		= 2.0, -1, 0.5, 10
bip01_tail	 		= 0.5, -1, 0.5

[m_rat_foot_bones]
front_left     		= bip01_l_hand
front_right     	= bip01_r_hand
back_right    	= bip01_r_toe0
back_left		= bip01_l_toe0

[rat_weak]:m_rat_e
monster_type		= indoor
visual				= monsters\rat\rat_weak
corpse_visual		= monsters\rat\rat_weak
icon				= ui_npc_monster_rat_weak
short_name			= rat_weak

[rat_normal]:m_rat_e
visual				= monsters\rat\rat_normal
corpse_visual		= monsters\rat\rat_normal
icon				= ui_npc_monster_rat_normal
short_name			= rat_normal
monster_type		= indoor
spec_rank 			= normal
immunities_sect		= rat_strong_immunities

[rat_strong]:m_rat_e
visual				= monsters\rat\rat_1
corpse_visual		= monsters\rat\rat_1
icon				= ui_npc_monster_rat_strong
short_name			= rat_strong
monster_type		= indoor
spec_rank 			= strong
immunities_sect		= rat_strong_immunities

[rat_plague]:rat_strong
icon				= ui_npc_monster_rat_plague
short_name			= rat_plague
visual				= monsters\rat\rat_2
corpse_visual		= monsters\rat\rat_2
panic_threshold		= 0.0
Spawn_Inventory_Item_Section = spleen_rat_plague
Spawn_Inventory_Item_Probability = 0.2

[rat_strong_immunities]
burn_immunity			= 0.5
strike_immunity			= 0.4
shock_immunity			= 0.5
wound_immunity		= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 0.5
chemical_burn_immunity = 1
explosion_immunity		= 0.6
fire_wound_immunity	= 0.7

; Квестовая крыса Сахарова
[rat_saharov]:m_rat_e
panic_threshold		= 1.0
immunities_sect		= pseudodogfrend_immunities_strong
custom_data 		= scripts\monsters\rat_saharov.ltx

; Квестовая крыса Петренко
[rat_petrenko]:m_rat_e
panic_threshold		= 0.0
species			= dogfrend
custom_data 		= scripts\monsters\rat_petrenko.ltx
