[m_chimera_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
Scheduled		= on			; option for ALife Simulator
Human		     	= off			; option for ALife Simulator
Health			= 1500			; option for ALife Simulator
MinSpeed		= 1.0			; option for ALife Simulator
MaxSpeed		= 1.5			; option for ALife Simulator
going_speed     = 0.7                      	; option for ALife Simulator
search_speed   = 1.5                       ; option for ALife Simulator
visual			= monsters\chimera\chimera
corpse_visual	= monsters\chimera\chimera
icon 			= ui_npc_monster_chimera
short_name		= chimera_weak
MaxHealthValue = 1500		; range [0..200]

ef_creature_type	= 20		; option for evaluation functions
ef_weapon_type	= 3
ef_detector_type	= 1
panic_threshold		= 0.1

class                = SM_CHIMS		; AI class

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.
smart_terrain_choose_interval	= 00:15:00

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

Spawn_Inventory_Item_Section = part_chimera_kogot
Spawn_Inventory_Item_Probability = 0.45

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		= 20
ph_crash_speed_max		= 40
ph_collision_damage_factor = 0.001
ph_mass 		     			= 220	;170

destroyed_vis_name = dynamics\dead_body\skelet_crash_monster

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  	= 12.0
ph_after_death_velocity_factor	= 0.75
ph_skel_shot_up_factor        		= 0.25

SoundThreshold	= 0.06             ; range [0..1]
eye_fov			= 160
eye_range			= 110
max_hear_dist		= 90

; Movement
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				 = 0,			1.4,			1.4,		1,		1
Velocity_RunFwdNormal	 = 8,			2.5,			2.5,		0.2,		1	
Velocity_RunFwdDamaged	 = 4.5,  		4.0,			4.0,		0.2,		1
Velocity_WalkFwdDamaged = 1.8,		2.0,			2.0,		0.5,		2.0	
Velocity_WalkFwdNormal	= 2.5,		1.2,			1.2,		0.02,	3.0
Velocity_Drag				= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal				= 1.2,		2.0,			2.0,		1,		1
Velocity_Walk_Upper		= 0.5,		1.2,			1.2,		0.02,	2.0
Velocity_JumpGround		= 12.0,		0.01,		0.01,	0.4,		1
Velocity_RunAttack			= 10,		0.01,		0.01,	0.2,		1	
Velocity_Run_Attack		= 10,		0.01,		0.01,	0.2,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 4.0
Accel_Aggressive	= 12.0

;attack parameters
MinAttackDist		= 2.8	;1.2	;0.5
MaxAttackDist		= 4.8	;2.7	;3.8
as_min_dist			= 0.9
as_step			= 0.3

RunAttack_PathDistance	= 25.0
RunAttack_StartDistance	= 8.0

Min_Satiety			= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety		= 0.9		; макс. норма сытости (больше - очень сытый)
distance_to_corpse	= 1.2		; дист. до трупа, при которой он переходит в состояние еды

;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           	=      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound	=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain 	= 255,255,255,255,30,40

; Conditions
satiety_v 			= 0.0001	;0.01		;скорость уменьшения сытости со временем
radiation_v 			= 0.00001	;0.004		;скорость уменьшения радиации
satiety_power_v 	= 0.0001	;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 		= 0.5		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 0.7		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v		= 0.1					;скорость восстановления psy-здоровья

;открытые раны
bleeding_v				= 0.0001			;потеря крови при номинальной ране в секунду
wound_incarnation_v	= 0.1				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size		= 0.005

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	; частота укусов в сек
eat_slice			= 0.001	; увеличение сытости при 1 укусе
eat_slice_weight	= 10.0	; уменьшение еды у трупа
satiety_threshold	= 0.5

; Morale
Morale_Hit_Quant				= 0.2
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 = 0.4

; Sound
sound_idle				= monsters\chimera\chimera_idle_
sound_eat				= monsters\bloodsucker\eat_
sound_aggressive		= monsters\chimera\chimera_attack_
sound_attack_hit		= monsters\chimera\chimera_attack_hit_
sound_take_damage	= monsters\bloodsucker\hit_
sound_die				= monsters\chimera\chimera_death_
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\boar\threaten_
sound_landing			= monsters\boar\landing_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\chimera\panic_
sound_growling			= monsters\chimera\sucker_growl_
sound_die_in_anomaly	= monsters\boar\die_

idle_sound_delay		= 95000
eat_sound_delay		= 3000
attack_sound_delay	= 12000

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

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			= 1.5 			; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

; jump parameters
jump_delay					= 2500		;3000
jump_factor					= 1.5
jump_ground_trace_range	= 1.0
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 20.0
jump_min_distance			= 5.0
jump_max_distance			= 20.0
jump_max_angle			= 0.5
jump_max_height 			= 4.0

material 	= creatures\medium
LegsCount 	= 4
squad_attack_algorithm	 	= 1
DamagedThreshold		= 0.3

;species of monster
attack_effector		= m_chimera_attack_effector
attack_params		= m_chimera_attack_params
step_params		= m_chimera_step_params
immunities_sect	 	= chimera_immunities
damage 			= m_chimera_damage
species			= chimera

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

default				= 0.4,	-1,	1.00
;bip01_pelvis 		= 0.08, -1, 0.005
;bip01_spine 		= 0.08, -1, 0.005
;bip01_spine1 		= 0.08, -1, 0.005
bip01_neck 		= 0.7, -1, 0.005
bip01_head 		= 0.3, -1, 0.1

[m_chimera_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 =	  	0.45,		0.90,		200,     	0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
stand_attack_1 =	  	0.45,		0.75,		70,       	0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
jump_attack_1  = 		0.45,		0.85,		100,      	0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,							  2.5
stand_run_attack_0 =	0.75,		0.80,		80,       	0.0, 1.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,							  2.5

[m_chimera_attack_effector]
duality_h			= 0.1	; 0.01 
duality_v			= 0.01	; 0.01
blur					= 0.01
gray				= 0.5
noise_intensity		= 0.1	;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			= 0.0,0.0,0.0
time				= 3.00
time_attack			= 0.05	; fade in
time_release		= 0.50	; fade out

; camera effects
ce_time				= 0.30 	;time 
ce_amplitude		= 12.0 
ce_period_number	= 2.0 
ce_power		    	= 1.0 	;0.7 ; power 

[m_chimera_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
;=========================================================
[chimera_immunities]
burn_immunity 			= 0.9
strike_immunity 			= 0.5
shock_immunity 		= 0.5
wound_immunity 		= 0.22
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.5
chemical_burn_immunity = 0.9
explosion_immunity 	= 0.08
fire_wound_immunity  	= 0.08

; ХИМЕРА ИЗ ЗОВА ПРИПЯТИ
[chimera_weak]:m_chimera_e
visual   				= monsters\chimera\chimera_weak
corpse_visual   		= monsters\chimera\chimera_weak
icon 				= ui_npc_monster_chimera_weak
short_name			= chimera_weak
monster_type		= indoor
rank				= 0
spec_rank			= weak

; ЛАВОВАЯ ХИМЕРА
[chimera_normal]:m_chimera_e
visual   				= monsters\chimera\chimera_red
corpse_visual    	= monsters\chimera\chimera_red
icon 				= ui_npc_monster_chimera_red
short_name			= chimera_normal
bones_particles 	= flame_chimera_particles
monster_type		= indoor
rank				= 0
spec_rank			= normal

; ХИМЕРА-АЛЬБИНОС
[chimera_strong]:m_chimera_e
visual   				= monsters\chimera\chimera_white
corpse_visual    	= monsters\chimera\chimera_white
icon 				= ui_npc_monster_chimera_white
short_name			= chimera_strong
monster_type  		= indoor
rank    				= 0
spec_rank   		= strong

[flame_chimera_particles]
flame_chimera_particles_lfoot = flame_chimera_particles_lfoot
flame_chimera_particles_rfoot = flame_chimera_particles_rfoot
flame_chimera_particles_lhand = flame_chimera_particles_lhand
flame_chimera_particles_rhand = flame_chimera_particles_rhand

[flame_chimera_particles_lfoot]
particle = explosions\campfire_boar_grill
bone = bip01_l_foot
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[flame_chimera_particles_rfoot]
particle = explosions\campfire_boar_grill
bone = bip01_r_foot
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[flame_chimera_particles_lhand]
particle = explosions\campfire_boar_grill
bone = bip01_l_hand
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[flame_chimera_particles_rhand]
particle = explosions\campfire_boar_grill
bone = bip01_r_hand
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

; ПРИЗРАЧНАЯ ХИМЕРА
[chimera_x_ray]:m_chimera_e
visual               		= monsters\chimera\chimera_xray
corpse_visual		= monsters\chimera\chimera
icon 				= ui_npc_monster_himera_prizrak
short_name			= chimera_x_ray
monster_type     	= indoor
rank                 		= 0
spec_rank           	= strong
velocity_factor		= 0.8
immunities_sect	  	= chimera_x_ray_immunities
attack_params    	= chimera_x_ray_attack_params

[chimera_x_ray_immunities]
burn_immunity          		= 0.3
strike_immunity        		= 0.3
shock_immunity         	= 0.3
wound_immunity         	= 0.2     
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.1
chemical_burn_immunity = 0.02
explosion_immunity     	= 0.05
fire_wound_immunity    	= 0.05

[chimera_x_ray_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 =	  0.45,		1.00,	 230,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
stand_attack_1 =	  0.45,		0.95,	  90,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
jump_attack_1  = 	  0.45,		1.05,	 130,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
stand_run_attack_0 = 0.75,		1.00,	 100,       0.0, 1.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,					2.5

; ЧЁРНАЯ  ХИМЕРА
[chimera_black]:m_chimera_e
visual               		= monsters\chimera\chimera_black
corpse_visual		= monsters\chimera\chimera_black
icon 				= ui_npc_monster_chimera_black
short_name			= chimera_black
immunities_sect	  	= chimera_x_ray_immunities

; ЭЛЕКТРОХИМЕРА
[electro_chimera]:m_chimera_e
bones_particles 	= electro_chimera_particles
immunities_sect		= electro_chimera_immunities
icon 				= ui_npc_monster_chimera_new_electro
short_name			= electro_chimera

[electro_chimera_immunities]:chimera_immunities
shock_immunity 	= 0.0

[electro_chimera_particles]
electro_chimera_particles_lfoot = electro_chimera_particles_lfoot
electro_chimera_particles_rfoot = electro_chimera_particles_rfoot
electro_chimera_particles_lhand = electro_chimera_particles_lhand
electro_chimera_particles_rhand = electro_chimera_particles_rhand

[electro_chimera_particles_lfoot]
particle = amk\electrohimera
bone = bip01_l_foot
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[electro_chimera_particles_rfoot]
particle = amk\electrohimera
bone = bip01_r_foot
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[electro_chimera_particles_lhand]
particle = amk\electrohimera
bone = bip01_l_hand
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[electro_chimera_particles_rhand]
particle = amk\electrohimera
bone = bip01_r_hand
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

; ХИМЕРА-ВУЛЬФ
[chimera_wolf]:m_chimera_e
visual     			= monsters\chimera\wolk
corpse_visual   		= monsters\chimera\wolk
icon 				= ui_npc_monster_chimera_new_wolf
short_name			= chimera_wolf
immunities_sect	  	= chimera_wolf_immunities
attack_params    	= chimera_x_ray_attack_params

Spawn_Inventory_Item_Section = part_chimera_kogot
Spawn_Inventory_Item_Probability = 0.15

[chimera_wolf_immunities]
burn_immunity 			= 0.2
strike_immunity 			= 0.2
shock_immunity 		= 0.2
wound_immunity 		= 0.1
radiation_immunity 		= 0.1
telepatic_immunity 		= 0.1
chemical_burn_immunity = 0.2
explosion_immunity 	= 0.075
fire_wound_immunity  	= 0.01

; БЕЛАЯ ХИМЕРА-ВУЛЬФ (ВОЖАК)
[white_wolf]:chimera_wolf
visual     			= monsters\chimera\wolk_white
corpse_visual 		= monsters\chimera\wolk_white
icon 				= ui_npc_monster_white_wolf
immunities_sect		= pseudodogfrend_immunities_strong
custom_data 		= scripts\monsters\ohota_white_wolf.ltx
short_name			= white_wolf

[wolf_frendly]:chimera_wolf
species			= dogfrend
panic_threshold		= 0.0
immunities_sect 	= stalker_immunities_sakharov

; snp дружок fenrir
[wolffrend_zaton]:chimera_wolf
species			= dogfrend
custom_data 		= scripts\monsters\wolffrend.ltx
panic_threshold		= 0.0
immunities_sect 	= stalker_immunities_sakharov

[wolffrend_zaton2]:wolffrend_zaton
custom_data = scripts\monsters\wolffrend2.ltx

; ПРИЗРАЧНАЯ ЭЛЕКТРОХИМЕРА (Автор - Amik)
[new_electro_chimera]:electro_chimera
visual				= monsters\chimera\el_chimera
corpse_visual		= monsters\chimera\el_chimera
icon 				= ui_npc_monster_electro_chimera
short_name			= new_electro_chimera
immunities_sect	 	= new_electro_immunities
attack_params   	= chimera_x_ray_attack_params
jump_max_height 	= 8.0

[new_electro_immunities]
burn_immunity			 = 0.2
strike_immunity			 = 0.2
shock_immunity			 = 0.0
wound_immunity 		 = 0.001
radiation_immunity		 = 0.0
telepatic_immunity		 = 0.1
chemical_burn_immunity = 0.02
explosion_immunity		 = 0.1
fire_wound_immunity	 = 0.015

; Квестовая химера Доцента
[chimera_quest]:new_electro_chimera
custom_data 		= scripts\monsters\docent_chimera.ltx
immunities_sect		= pseudodogfrend_immunities_strong
panic_threshold		= 0.0
hit_type 			= shock

; ОГНЕННАЯ ХИМЕРА (Автор - Amik)
[fire_chimera]:m_chimera_e
bones_particles 	= fire_chimera_particles
visual		 		= monsters\chimera\fire_chimera
corpse_visual 		= monsters\chimera\fire_chimera
icon 				= ui_npc_monster_fire_chimera
short_name			= fire_chimera
immunities_sect  	= fire_chimera_immunities
attack_params    	= chimera_x_ray_attack_params
jump_max_height 	= 8.0

[fire_chimera_particles]
fire_chimera_particles_spine = fire_chimera_particles_spine

[fire_chimera_particles_spine]
particle = amik\monsters\chimera\2_spine
bone = bip01_spine1
stop_on_death = true
sound = anomaly\electra_idle1
sound_looped = true

[fire_chimera_immunities]
burn_immunity			 = 0.0
strike_immunity			 = 0.2
shock_immunity			 = 0.2
wound_immunity		 = 0.001
radiation_immunity		 = 0.0
telepatic_immunity		 = 0.1
chemical_burn_immunity = 0.02
explosion_immunity		 = 0.05
fire_wound_immunity	 = 0.015

; МЕДВЕДЬ-МУТАНТ из Метро (Автор - Greshnik13rs)
[bear]:m_chimera_e
visual     			= monsters\chimera\bear
icon 	 			= ui_npc_monster_bear
short_name			= bear
attack_params    	= bear_attack_params
immunities_sect	  	= chimera_x_ray_immunities
MinAttackDist		= 1.0
jump_max_distance = 0.01

Spawn_Inventory_Item_Section = part_bear_paw
Spawn_Inventory_Item_Probability = 0.5

sound_idle				= monsters\bear\bear_idle_
sound_aggressive		= monsters\bear\bear_aggressive_
sound_attack_hit		= monsters\bear\bear_attack_
sound_take_damage	= monsters\bear\bear_pain_
sound_die				= monsters\bear\bear_death_
sound_threaten			= monsters\bear\bear_threaten_
sound_panic			= monsters\bear\bear_panic_
sound_die_in_anomaly	= monsters\bear\bear_death_
sound_distant_idle		= monsters\bear\bear_idle_

[bear_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 =	  0.55,		1.20,	 150,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
stand_attack_1 =	  0.55,		1.15,	 120,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
jump_attack_1  = 	  0.45,		1.15,	 130,       0.0, 1.0, 0.0,		 -1.0, 1.0, -1.0, 1.0,					2.5
stand_run_attack_0 = 0.75,		1.15,	 170,       0.0, 1.0, 1.0,		 -0.6, 0.6, -0.6, 0.6,					2.5

; Квестовый медведь с зажигалкой
[ohota_bear]:bear
immunities_sect		= deathclaw_immunities
Spawn_Inventory_Item_Section = zajigalka
Spawn_Inventory_Item_Probability = 1.0

; ЛИКАН 	Страж из Метро (Автор - Greshnik13rs)
[lican]:chimera_x_ray
visual     			= monsters\chimera\lican
icon 	 			= ui_npc_monster_lican
short_name			= lican
jump_max_distance		= 13.0
jump_max_height 		= 3.0

Spawn_Inventory_Item_Section = part_fang_wolf
Spawn_Inventory_Item_Probability = 0.3

sound_idle				= monsters\watchman\watchman_idle_
sound_eat				= monsters\watchman\watchman_eat
sound_aggressive		= monsters\watchman\watchman_aggressive_
sound_attack_hit		= monsters\watchman\watchman_attack_
sound_take_damage	= monsters\watchman\watchman_pain_
sound_die				= monsters\watchman\watchman_death_
sound_panic			= monsters\watchman\watchman_panic_
sound_die_in_anomaly	= monsters\watchman\watchman_death_
sound_distant_idle		= monsters\watchman\watchman_idle_
