; ТУШКАН
[m_tushkano_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
Scheduled		      		= on
Human		     	 		= off
Health			     		= 20
MinSpeed		     		= 1.0
MaxSpeed		     		= 5.0
going_speed          		= 5 	;4.5
current_level_going_speed	 = 1 	;2
search_speed         		= 1.5          
visual				 	= monsters\tushkano\tushkano
corpse_visual		 	= monsters\tushkano\tushkano_dead
icon					= ui_npc_monster_tushkano
short_name				= tushkano_normal
MaxHealthValue		= 80			; range [0..200]
smart_terrain_choose_interval	= 00:15:00

ef_creature_type	= 2
ef_weapon_type	= 2
ef_detector_type	= 1
panic_threshold		= 0.01

class 		= SM_TUSHK ;AI_TUSH	; AI class

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_face_tushkano
Spawn_Inventory_Item_Probability = 0.44

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		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 		     			= 20

actor_restrictor	 		= medium_monster ;medium_monster,stalker,none
destroyed_vis_name	= dynamics\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

SoundThreshold	 = 0.06             ; range [0..1]
max_hear_dist		 = 50
hit_power			 = 1
ImpulseMin			 = 20.0
ImpulseMax		 = 35.0 

; speed factors				linear | angular_real | angular_path | min |  max
Velocity_Stand					= 0,			3.5,			3.5,		1,		1
Velocity_WalkFwdNormal		= 1.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal		= 5.0,		3.5,			3.5,		0.3,		1	
Velocity_WalkFwdDamaged 	= 1.0,		4.5,			4.5,		0.2,		1.8	
Velocity_RunFwdDamaged		= 3.0,  		3.0,			3.0,		0.5,		1
Velocity_Drag					= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal					= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 7.5

;attack parameters
MinAttackDist	= 1.0	;0.5
MaxAttackDist	= 2.2	;3.8
as_min_dist		= 0.9
as_step		= 0.1

Min_Satiety			= 0.4
Max_Satiety		= 1.0
distance_to_corpse	= 1.2

eye_fov			 = 110	;140
eye_range			 = 30	;50

min_view_distance   		= 0.7		; 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 	= 0.4
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

terrain		= tushkan_terrain

; entity condition
satiety_v 			= 0.00001	;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 	= 0.0001	;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 		= 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

;открытые раны
bleeding_v				= 0.03				;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

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

; 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

sound_idle				= monsters\tushkano\tushkano_idle_
sound_eat				= monsters\tushkano\tushkano_eat_
sound_aggressive		= monsters\tushkano\tushkano_aggressive_
sound_attack_hit		= monsters\tushkano\tushkano_attack_
sound_take_damage	= monsters\tushkano\tushkano_pain_
sound_die				= monsters\tushkano\tushkano_death_
sound_threaten			= monsters\tushkano\tushkano_threaten_
sound_landing			= monsters\tushkano\tushkano_pain_
sound_steal			= monsters\tushkano\tushkano_idle_
sound_panic			= monsters\tushkano\tushkano_panic_
sound_growling			= monsters\tushkano\tushkano_aggressive_
sound_die_in_anomaly	= monsters\tushkano\tushkano_anomaly_

idle_sound_delay		= 80000
eat_sound_delay		= 4000
attack_sound_delay	= 8000

sound_distant_idle			= monsters\tushkano\tushkano_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
squad_attack_algorithm	= 1
attack_effector			= small_monster_attack_effector
LegsCount				= 2

;species of monster
immunities_sect		= tushkano_immunities
attack_params		= m_tushkano_attack_params
step_params		= m_tushkano_step_params
damage			= m_tushkano_damage
species			= tushkano
spec_rank			= normal

[m_tushkano_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, 0.3
bip01_pelvis 		= 1.0, -1, 0.5
bip01_spine 		= 1.0, -1, 0.5
bip01_spine1 		= 1.0, -1, 0.5
bip01_neck 		= 1.0, -1, 1.5
bip01_head 		= 2.0, -1, 0.5, 10

[tushkan_terrain]
 255,255,255,255

[m_tushkano_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,		0.15,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.20,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.25,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[m_tushkano_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 	=	1,	   0.25,     1,	  0.25,  1,    

; IMMUNITIES
[tushkano_immunities]
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1
explosion_immunity		 = 1
fire_wound_immunity	 = 1

[tushkano_normal]:m_tushkano_e
short_name			= tushkano_normal
rank = 401
spec_rank			= normal

; ЧЁРНЫЙ ТУШКАН
[tushkano_strong]:m_tushkano_e
visual				= monsters\tushkano\tushkano_black
corpse_visual		= monsters\tushkano\tushkano_black
icon				= ui_npc_monster_tushkano_strong
short_name			= tushkano_strong
attack_params		= tushkano_strong_attack_params
immunities_sect		= tushkano_strong_immunities

[tushkano_strong_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,		0.35,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  	0.25,		0.40,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  	0.25,		0.45,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[tushkano_strong_immunities]
burn_immunity			= 0.5
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 0.5
explosion_immunity		= 0.4
fire_wound_immunity	= 0.4

; РЫЖИЙ ТАРАКАН	(работа CAHCAHbI4, доработка Хабарыч)
[tarakan_normal]:tushkano_normal
spec_rank			= normal
visual			 	= monsters\tarakan\tarakan
corpse_visual		= monsters\tarakan\tarakan
icon				= ui_npc_monster_tarakan
short_name			= tarakan_normal

Scheduled		       	 	= on
MinSpeed		        	= 1.0
MaxSpeed		        	= 1.7
going_speed             		= 1.5
retreat_threshold		= 0.2
eye_fov				= 170
eye_range				= 10
max_hear_dist			= 50
MaxHealthValue		= 15	; range [0..200]
transparency_threshold	= 1.0
DynamicSoundsCount	= 32

ef_creature_type	 	= 1		; option for evaluation functions
panic_threshold			= 0.1

Spawn_Inventory_Item_Section = part_tarakan
Spawn_Inventory_Item_Probability = 0.35

; 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

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 	; (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

; Movement::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand					= 0,	     	3.5,		3.5,		   1,	    	1
Velocity_WalkFwdNormal		= 1.0,  	5.5,		5.5,		   0.02,  	1.8	
Velocity_RunFwdNormal		= 5.0,   	3.5,		3.5,		   0.3,   	1	
Velocity_WalkFwdDamaged	= 1.0,   	4.5,		4.5,		   0.2,   	1.8	
Velocity_RunFwdDamaged		= 3.0,   	3.0,		3.0,		   0.5,   	1
Velocity_Drag					= 1.0,   	3.0,		3.0,		   1,	    	1
Velocity_Steal					= 1.5,   	3.0,		3.0,		   1,	    	1

; acceleration
Accel_Generic		= 1.4
Accel_Calm		= 2.4
Accel_Aggressive	= 7.5

; Attack parameters
MinAttackDist		= 0.5  ;1.2
MaxAttackDist		= 3.8  ;1.8
as_min_dist			= 0.9
as_step			= 0.1
hit_power			= 5

Min_Satiety			= 0.4
Max_Satiety		= 1.0

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		= 0.5 			; фактор освещения (только для Актёра)

;открытые раны
bleeding_v				= 0.004			; 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			= 2
EyeYShift			= 0.15				; meters

MinVoiceInterval	 = 30000			; milliseconds
MaxVoiceInterval	 = 120000			; milliseconds
VoiceRefreshRate	 = 2500				; milliseconds

; Sound
sound_die			      	= monsters\tarakan\death_
sound_hit			      	= monsters\tarakan\hit_
sound_attack		      	= monsters\tarakan\attack_
sound_idle			 	= monsters\tarakan\idle_
sound_eat			      	= monsters\tarakan\eat_
sound_aggressive		= monsters\tarakan\tarakan_aggressive_
sound_attack_hit		= monsters\tarakan\attack_
sound_take_damage	= monsters\tarakan\tarakan_pain_
sound_threaten			= monsters\tarakan\tarakan_threaten_
sound_landing			= monsters\tarakan\hit_
sound_steal			= monsters\tarakan\idle_
sound_panic			= monsters\tarakan\voice_
sound_growling			= monsters\tarakan\idle_
sound_die_in_anomaly  = monsters\tarakan\death_

ChangeActiveStateProbability   	= 1.0 	; range [0..1]
ActiveCountPercent	       			=  16	; percents
StandingCountPercent	       		=   16	; percents
PassiveScheduleMin	       		=  100	; microseconds
PassiveScheduleMax             	= 1000	; microseconds

LostMemoryTime		= 20000			; milliseconds
LostRecoilTime		       	=  2000			; milliseconds
UnderFireDistance	       	=   100			; meters
RetreatTime			= 10000			; milliseconds
RetreatDistance		=   100			; meters
AttackStraightDistance 	=    10			; meters
StableDistance		       	=     5			; meters
WallMinTurnValue	        =    90 			; degrees
WallMaxTurnValue	        =   270			; degrees

AngleSpeed			= 0.2	            	; degrees per second
GoalChangeDelta	 	= 10.0			; seconds
GoalVariation	  	        = 10.0, 0.0, 20.0	; each coordinate in meters
AngularStandSpeed	= 360			; degrees
AngularMinSpeed		= 360			; degrees
AngularMaxSpeed		= 30			; degrees
AngularAttackSpeed	= 10			; degrees

MoraleDeathDistance	= 50			; meters
SoundThreshold		= 0.06                 	; range [0..1]

ActionRefreshRate	        = 500			; milliseconds
MaxHealthValue		= 15			; range [0..200]

EatMemberCorpses	= 1			      	; range {0,1}
Cannibalism			= 1			      	; range {0,1}
EatCorpseInterval	        = 600000		; milliseconds
corp_mass				= 500

; 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						; below this value monster fill hunger

; 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\tarakan\idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold			= 0.4
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

;-- Звук топанья (можно подобрать)
;material = creatures\medium	; самый подходящий (шуршит)
;material = creatures\actor
;material = creatures\human
;material = creatures\hoof		; больше на треск похоже
;material = creatures\large		;Топает как бизон
;material = creatures\small		;Топает как в башмаках
material = creatures\phantom	; Вообще не слышно

attack_params		= tarakan_attack_params
damage			= tarakan_damage
step_params		= tarakan_step_params
immunities_sect	 	= tarakan_immunities

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

[tarakan_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,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0
stand_attack_1 =	  	0.35,		0.15,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0
stand_attack_2 =	  	0.25,		0.20,		    40,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0

[tarakan_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0  	=	1,	 0.2,     0.5,    0.7,     	1   
stand_run_0	 	=	1,	 0.25,     1,     0.25,    	1    

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

default			= 0.15, -1, 0.10  ;1,   -1, 0.10       
bip01_pelvis 	= 1.0, -1, 0.5
bip01_spine 	= 1.0, -1, 0.5
bip01_spine1 	= 1.0, -1, 0.5
bip01_neck 	= 1.0, -1, 1.5
bip01_head 	= 2.0, -1, 0.5, 10

; ТЁМНЫЙ ТАРАКАН
[tarakan_strong]:tarakan_normal
monster_type		= indoor
visual				= monsters\tarakan\tarakan_strong
corpse_visual		= monsters\tarakan\tarakan_strong
icon				= ui_npc_monster_tarakan_strong
short_name			= tarakan_strong
spec_rank 			= strong
immunities_sect		= tarakan_strong_immunities
attack_params		= tarakan_strong_attack_params

Spawn_Inventory_Item_Section = part_tarakan_strong
Spawn_Inventory_Item_Probability = 0.35

[tarakan_strong_immunities]
burn_immunity			= 0.5
strike_immunity			= 1.0
shock_immunity			= 0.6
wound_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.6
fire_wound_immunity	= 0.5

[tarakan_strong_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,		0.20,		35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,					1.0
stand_attack_1 =	  0.35,		0.30,		40,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,					1.0
stand_attack_2 =	  0.25,		0.35,		45,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,					1.0

; КАРЛИК-ЛЕПРЕКОН В ЗЕЛЁНОЙ РУБАХЕ
[carlic]:m_tushkano_e
visual				= monsters\karlik\karlik
icon				= ui_npc_monster_karlik
short_name			= carlic
attack_params		= m_karlik_attack_params
immunities_sect		= m_karlik_immunities
step_params		= m_karlik_step_params
MaxHealthValue	= 300
species			= fracture
hit_type 			= strike
MaxAttackDist	= 1.4

Spawn_Inventory_Item_Section = part_carlic_hand
Spawn_Inventory_Item_Probability = 0.37

;sound_idle				= monsters\karlik_new\idle_
;sound_eat				= monsters\karlik_new\eat_
;sound_aggressive		= monsters\karlik_new\attack_
;sound_attack_hit		= monsters\karlik_new\attack_hit_
;sound_take_damage	= monsters\karlik_new\take_damage_
;sound_die				= monsters\karlik_new\die_
;sound_panic			= monsters\karlik_new\attack_
;sound_die_in_anomaly	= monsters\karlik_new\die_
;sound_idle				= monsters\karlik_new\idle_

sound_idle		= monsters\carlic\idle_
sound_eat		= monsters\carlic\eat_
sound_aggressive	= monsters\carlic\attack_
sound_attack_hit	= monsters\carlic\attack_hit_
sound_take_damage	= monsters\carlic\take_damage_
sound_die		= monsters\carlic\die_
sound_panic		= monsters\carlic\attack_
sound_die_in_anomaly	= monsters\carlic\die_
sound_idle		= monsters\carlic\idle_

[m_karlik_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 = 	0.35, 	0.90, 	20, 	0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0
stand_attack_1 = 	0.35, 	0.50, 	30, 	0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0
stand_attack_2 = 	0.35, 	0.90, 	35, 	0.0, 1.0, 0.0, -1.2, 1.2, -1.6, 1.6, 1.0

[m_karlik_immunities]
burn_immunity			= 0.7
strike_immunity			= 0.8
shock_immunity			= 0.5
wound_immunity		= 0.45
radiation_immunity		= 0.0
telepatic_immunity		= 0.5
chemical_burn_immunity = 0.4
explosion_immunity		= 0.2
fire_wound_immunity	= 0.05

[m_karlik_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	1,	   0.1,     0.5,     0.7,    	1,
stand_run_0	 	=	1,	   0.35,     1,	  0.25, 	1,

; РОТАН (автор - goroff, перенос на ТЧ - Artem_K)
[rotan]:m_tushkano_e
visual				= monsters\rotan\rotan
corpse_visual		= monsters\rotan\rotan_dead
icon				= ui_npc_monster_rotan
short_name			= rotan
MaxHealthValue 	= 350
species			= rotan

Spawn_Inventory_Item_Section = part_rotan_heart
Spawn_Inventory_Item_Probability = 0.45

sound_idle				= monsters\rotan\idle_
sound_eat				= monsters\rotan\eat_
sound_aggressive		= monsters\rotan\idle_0
sound_attack_hit		= monsters\poltergeist\attack_2
sound_take_damage	= monsters\rotan\idle_0
sound_die				= monsters\rotan\attack_1
sound_threaten			= monsters\rotan\attack_0
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\poltergeist\attack_2
sound_distant_idle		= monsters\rotan\idle_

attack_params     	= rotan_attack_params
step_params       	= rotan_step_params
immunities_sect		= rotan_immunities

[rotan_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,		1.35,		 20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0
stand_attack_1 =	0.55,		1.15,		 30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0
stand_attack_2 =	0.55,		1.35,		 35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,						1.0

[rotan_step_params]
;	anim		| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	1,   0.6,     0.2,     0.7,    0.4,   
stand_run_0	 	=	1,  0.65,    0.4,    0.55,   0.6,  

[rotan_immunities]
burn_immunity			= 0.1
strike_immunity			= 0.4
shock_immunity			= 0.7
wound_immunity		= 0.6
radiation_immunity		= 0
telepatic_immunity		= 0
chemical_burn_immunity = 0.2
explosion_immunity		= 0.3
fire_wound_immunity	= 0.06

; УПЫРЬ из Метро (автор - Greshnik13rs)
[nosales]:m_tushkano_e
visual				= monsters\tushkano\nosales
corpse_visual		= monsters\tushkano\nosales
icon				= ui_npc_monster_nosales
short_name			= nosales
immunities_sect		= vypolzen_immunities_strong
attack_params     	= rotan_attack_params
step_params       	= rotan_step_params
immunities_sect		= rotan_immunities

Spawn_Inventory_Item_Section = part_nosales_tongue
Spawn_Inventory_Item_Probability = 0.35

Velocity_WalkFwdNormal		= 2.0,	7.5,		7.5,		0.02,	1.8
Velocity_RunFwdNormal		= 7.0,	4.0,		4.0,		0.3,		1.0
Velocity_WalkFwdDamaged 	= 2.0,	4.5,		4.5,		0.2,		1.8
Velocity_RunFwdDamaged		= 5.0,  	4.0,		4.0,		0.5,		1.0

sound_idle				= monsters\nosales\nosales_idle_
sound_eat				= monsters\nosales\nosales_eat
sound_aggressive		= monsters\nosales\nosales_aggressive_
sound_attack_hit		= monsters\nosales\nosales_attack_
sound_take_damage	= monsters\nosales\nosales_pain_
sound_die				= monsters\nosales\nosales_death_
sound_threaten			= monsters\nosales\nosales_attack_
sound_panic			= monsters\nosales\nosales_panic_
sound_die_in_anomaly	= monsters\nosales\nosales_death_
sound_distant_idle		= monsters\nosales\nosales_distant_idle

; КРЫЛАН (автор - Greshnik13rs)
[winger]:tushkano_strong
visual				= monsters\tushkano\winger
icon				= ui_npc_monster_winger
short_name			= winger
immunities_sect		= winger_immunities
attack_params     	= winger_attack_params

Spawn_Inventory_Item_Section = part_winger_liver
Spawn_Inventory_Item_Probability = 0.35

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_WalkFwdNormal		= 5.0,		7.5,			7.5,		0.02,	1.8	
Velocity_RunFwdNormal		= 9.0,		3.5,			3.5,		0.3,		1	
Velocity_WalkFwdDamaged	= 5.0,		4.5,			4.5,		0.2,		1.8	
Velocity_RunFwdDamaged		= 9.0,  		3.0,			3.0,		0.5,		1
Velocity_Drag					= 5.0,		3.0,			3.0,		1,		1
Velocity_Steal					= 5.5,		3.0,			3.0,		1,		1

MinAttackDist	= 0.9
MaxAttackDist	= 1.4

[winger_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,		0.80,		    20,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_1 =	  0.25,		0.90,		    30,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0
stand_attack_2 =	  0.25,		0.95,		    35,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,							  1.0

[winger_immunities]
burn_immunity			= 0.6
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0
chemical_burn_immunity = 0.8
explosion_immunity		= 0.6
fire_wound_immunity	= 0.07

; СКОРПИОННИЦА (автор - Greshnik13rs)
[stinger]:winger
visual				= monsters\tushkano\stinger
icon				= ui_npc_monster_stinger
short_name			= stinger

Spawn_Inventory_Item_Section = part_stinger_sting
Spawn_Inventory_Item_Probability = 0.35

sound_idle				= monsters\stinger\idle_
sound_eat				= monsters\stinger\idle_
sound_aggressive		= monsters\stinger\idle_
sound_attack_hit		= monsters\stinger\attack_
sound_take_damage	= monsters\stinger\pain_
sound_die				= monsters\stinger\death_
sound_threaten			= monsters\stinger\idle_
sound_panic			= monsters\stinger\idle_
sound_die_in_anomaly	= monsters\stinger\death_
sound_distant_idle		= monsters\stinger\idle_

; Квестовыe скорпионницы
[quest_stinger_female]:stinger
visual				= monsters\tushkano\stinger_female
immunities_sect	 	= quest_stinger_immunities
custom_data 		= scripts\monsters\quest_stinger.ltx

Spawn_Inventory_Item_Section = stinger_sting
Spawn_Inventory_Item_Probability = 1.0

[quest_stinger_immunities]
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 = 0.8
explosion_immunity		= 0.0
fire_wound_immunity	= 0.0

[quest_stinger_male]:stinger
visual				= monsters\tushkano\stinger_male
custom_data 		= scripts\monsters\quest_stinger.ltx

; КОМАР (автор - Goroff)
[komar]:m_tushkano_e			
visual			= monsters\crow\komar
short_name		= komar
ph_mass 	 	= 20
ImpulseMin	 	= 2.0
ImpulseMax 	= 5.0
species		= rotan
MaxHealthValue = 4

; speed factors		linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			3.5,	3.5,		1,	1
Velocity_WalkFwdNormal	= 2.0,		7.5,	7.5,		0.02, 1.8	
Velocity_RunFwdNormal	= 5.0,		6.5,	6.5,		0.3,	1	
Velocity_WalkFwdDamaged = 1.0,		4.5,	4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 3.0,  		3.0,	3.0,		0.5,	1
Velocity_Drag				= 1.0,		3.0,	3.0,		1,	1
Velocity_Steal				= 1.5,		3.0,	3.0,		1,	1

sound_idle				= monsters\komar\komar
sound_eat				= monsters\komar\komar
sound_aggressive		= monsters\komar\komar
sound_attack_hit		= monsters\komar\komar
sound_take_damage	= monsters\komar\komar_hit
sound_die				= monsters\komar\komar_die
sound_threaten			= monsters\komar\komar
sound_landing			= monsters\komar\komar
sound_steal			= monsters\komar\komar
sound_panic			= monsters\komar\komar
sound_growling			= monsters\komar\komar
sound_die_in_anomaly	= monsters\komar\komar_die

idle_sound_delay		= 80000
eat_sound_delay		= 4000
attack_sound_delay	= 8000
material = creatures\phantom

sound_distant_idle	 = monsters\komar\komar
distant_idle_sound_delay = 80000
distant_idle_sound_range = 100.0	

SoundThreshold	= 0.9             
max_hear_dist		= 50
panic_threshold		= 0.0
hit_type 			= chemical_burn
damage			= komar_damage
attack_params		= komar_attack_params

[komar_damage]
;bone_name	        = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны
default		    	= 0.1, -1, 0.1
bip01_head 	= 7.0, -1, 5.5 
bip01_spine        = 7.0, -1, 5.5 

[komar_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 =	  	0.15,		1.2,		    	5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			 1.0
stand_attack_1 =	  	0.35,		1.25,		5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			 1.0
stand_attack_2 =	  	0.55,		1.35,		5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,	                 1.0

; МУХА (автор - Greshnik13rs)
[fly]:winger
visual			= monsters\crow\fly
short_name		= fly
MaxHealthValue = 4

MinAttackDist	= 1.225	;0.5
MaxAttackDist	= 1.325	;3.8
distance_to_corpse	= 1.4
MinSpeed		     	= 5.0
MaxSpeed		     	= 15.0
panic_threshold		= 0.0
hit_type 			= chemical_burn
attack_params		= fly_attack_params
immunities_sect		= tushkano_immunities
material = creatures\phantom

sound_idle        			= anomaly\flies
sound_eat         			= monsters\stinger\idle_
sound_aggressive  		= anomaly\flies
sound_attack_hit  		= monsters\stinger\attack_
sound_take_damage 	= monsters\stinger\pain_
sound_die         			= monsters\stinger\death_
sound_threaten    		= monsters\stinger\idle_
sound_panic       		= monsters\stinger\idle_
sound_die_in_anomaly = monsters\stinger\death_
sound_distant_idle   	= monsters\stinger\idle_

[fly_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 =	  	0.15,		1.15,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			1.0
stand_attack_1 =	  	0.35,		1.20,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			1.0
stand_attack_2 =	  	0.55,		1.35,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,	                1.0 

;Маленькая муха
[fly_small]:fly
visual 		= monsters\crow\fly_small
short_name	= fly_small

;Маленькая муха, атака сверху
[fly_micro]:komar
visual 		= monsters\crow\muha_micro
short_name	= fly_micro
sound_idle        			= anomaly\flies
sound_eat         			= monsters\stinger\idle_
sound_aggressive  		= anomaly\flies
sound_attack_hit  		= monsters\stinger\attack_
sound_take_damage 	= monsters\stinger\pain_
sound_die         			= monsters\stinger\death_
sound_threaten    		= monsters\stinger\idle_
sound_panic       		= monsters\stinger\idle_
sound_die_in_anomaly 	= monsters\stinger\death_
sound_distant_idle 		= monsters\stinger\idle_

;Маленькая муха-призрак
[fly_ghost]:fly_micro
visual		= monsters\crow\fly_ghost
short_name	= fly_ghost
MinSpeed		= 5.0
MaxSpeed		= 15.0
sound_idle        		= ambient\rnd_outdoor\rnd_fly
sound_aggressive  	= ambient\rnd_outdoor\rnd_fly

;Чумная мини-муха
[fly_plague]:fly_micro
visual		= monsters\crow\muha_chuma
short_name	= fly_plague
MinSpeed		= 10.0
MaxSpeed		= 20.0
sound_take_damage	= monsters\bee\bee_hit_
immunities_sect		= fly_immunities

[fly_immunities]
burn_immunity			= 0.5
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0
chemical_burn_immunity = 0.9
explosion_immunity		= 1.0
fire_wound_immunity	= 1.0

;Чернобыльский шершень
[bee_micro]:fly_micro
visual 		= monsters\crow\act_bee
short_name	= bee_micro

sound_idle        			= monsters\bee\bee_fly_
sound_eat         			= monsters\bee\bee_fly_
sound_aggressive  		= monsters\bee\bee_fly_
sound_attack_hit  		= monsters\bee\bee_fly_
sound_take_damage	= monsters\bee\bee_hit_
sound_distant_idle	 	= monsters\bee\bee_fly_

immunities_sect		= fly_immunities
attack_params		= bee_attack_params
[bee_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 =	  	0.15,		1.85,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			1.0
stand_attack_1 =	  	0.35,		2.00,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,			1.0
stand_attack_2 =	  	0.55,		2.15,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.6, 1.6,	                1.0 


;Светлячок на основе мухи
[fyrefly]:komar
visual 	= monsters\crow\fyrefly_dead ; видимый визуал с шейдером selflight, пока живой хорошо виден и на земле светится
short_name		= fly_small
material 			= creatures\phantom
MinSpeed			= 5.0
MaxSpeed		= 15.0
DayTime_Begin	= 0
DayTime_End		= 5
species			= dogfrend
custom_data 		= scripts\darkscape\fyrefly.ltx
bones_particles 	= fyrefly_particles

sound_idle			= ambient\rnd_outdoor\rnd_insect_8
sound_eat				= anomaly\fireball_idle
sound_aggressive		= ambient\rnd_outdoor\rnd_insect_2
sound_attack_hit		= ambient\rnd_outdoor\rnd_insect_2
sound_take_damage		= monsters\biting\def_
sound_die			= anomaly\fire2
sound_threaten			= ambient\rnd_outdoor\rnd_insect_3
sound_landing			= ambient\rnd_outdoor\rnd_insect_4
sound_steal			= ambient\rnd_outdoor\rnd_insect_5
sound_panic			= ambient\rnd_outdoor\rnd_insect_6
sound_growling		= ambient\rnd_outdoor\rnd_insect_7
sound_die_in_anomaly	= anomaly\fire2

[fyrefly_particles]
fyrefly_particles_head = fyrefly_particles_head

[fyrefly_particles_head]
particle = alwen\artefact_kaktus
bone = bip01_head
stop_on_death = true
sound = ambient\rnd_outdoor\rnd_insect_8
sound_looped = true

;Сгусток аномальной энергии из Холодца
[fyreflyzloy]:komar
visual 	= monsters\crow\fyrefly 	; невидимый визуал с шейдером model_aref и прозрачной текстурой, виден только партикл, на земле не виден
short_name		= fyreflyzloy
material 			= creatures\phantom
MinSpeed			= 5.0
MaxSpeed		= 15.0
DayTime_Begin	= 0
DayTime_End		= 24
species			= tushkano
bones_particles 	= fyreflyzloy_particles

sound_idle 			= anomaly\buzz_idle
sound_eat 			= anomaly_gravy_idle
sound_aggressive 		= anomaly\buzz_idle
sound_attack_hit 		= anomaly\buzz_hit
sound_take_damage 	= anomaly\electra_blast1
sound_die 			= anomaly\buzz_idle
sound_threaten 		= anomaly\buzz_idle
sound_landing 		= anomaly\buzz_idle
sound_steal 			= anomaly\buzz_idle
sound_panic 			= anomaly\buzz_idle
sound_growling 		= anomaly\buzz_idle
sound_die_in_anomaly 	= anomaly\buzz_idle

[fyreflyzloy_particles]
fyreflyzloy_particles_head = fyreflyzloy_particles_head

[fyreflyzloy_particles_head]
particle = alwen\artefact_kaktus
bone = bip01_head
stop_on_death = true
sound = anomaly\buzz_idle
sound_looped = true


; ЛЯГУШКА
[frog_mini]:m_tushkano_e
visual		= monsters\frog\frog_mini
corpse_visual	= monsters\frog\frog_mini_dead
icon			= ui_npc_monster_frog
short_name	= frog_mini
species		= frog
going_speed               		= 3
current_level_going_speed  = 3

Spawn_Inventory_Item_Section = part_frog_leg
Spawn_Inventory_Item_Probability = 0.41

bone_torso	 = frog_spine
bone_head	 = frog_head
bone_fire	         = frog_head
weapon_usage	 = 0

ph_box0_center 		= 0.0,  0.6,  0.0
ph_box0_size 		 	= 0.5, 0.6,  0.7
ph_box1_center 		= 0.0,  0.6,  0.0
ph_box1_size 		 	= 0.5, 0.6,  0.7
ph_crash_speed_min		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 		        = 2

MinAttackDist		= 1.4
MaxAttackDist		= 2.0

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand					= 0,			3.5,			3.5,		1,		1
Velocity_WalkFwdNormal		= 0.9,		7.5,			7.5,		0.1,		1.6
Velocity_RunFwdNormal		= 4.5,		6.5,			6.5,		0.3,		2.0
Velocity_WalkFwdDamaged	= 0.9,		4.5,			4.5,		0.2,		1.6
Velocity_RunFwdDamaged		= 4.5,  		3.0,			3.0,		0.5,		1
Velocity_Drag					= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal					= 1.5,		3.0,			3.0,		1,		1

damage			= m_frog_damage
immunities_sect	= frog_mini_immunities
attack_params		= m_frog_attack_params
step_params		= m_frog_step_params

sound_idle			= monsters\lyguh\anomal_frog_
sound_eat				= monsters\lyguh\anomal_frog_
sound_aggressive		= monsters\lyguh\anomal_frog_1
sound_attack_hit		= monsters\lyguh\anomal_frog_3
sound_take_damage		= monsters\lyguh\frog_
sound_die			= monsters\lyguh\frog_
sound_threaten			= monsters\lyguh\anomal_frog_
sound_landing			= monsters\lyguh\anomal_frog_
sound_steal			= monsters\lyguh\anomal_frog_
sound_panic			= monsters\lyguh\anomal_frog_
sound_growling		= monsters\beeps_
sound_die_in_anomaly	= monsters\lyguh\anomal_frog_3
sound_distant_idle		= monsters\lyguh\anomal_frog_

[m_frog_damage]
default			= 1.0, -1, 0.3
frog_head 		= 2.0, -1, 0.5, 10

[m_frog_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 =	  	0.4,		0.25,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.9, 1.9,							  1.8
stand_attack_1 =	  	0.4,		0.25,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.9, 1.9,							  1.8
stand_attack_2 =	  	0.4,		0.25,		    5,        0.0, 1.0, 0.0,		 -1.2, 1.2, -1.9, 1.9,							  1.8

[m_frog_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 	=	1,	   0.25,     1,	  0.25,  1,    
 
[frog_mini_immunities]
burn_immunity			= 1.0
strike_immunity			= 0.85
shock_immunity			= 0.75
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 0.001
explosion_immunity		= 0.85
fire_wound_immunity	= 0.25


; БОМЖ из СВ 3
[bomzh]:m_tushkano_e
visual		        = monsters\bomz\bomzh
icon			= ui_npc_monster_bomzh
short_name		= bomzh_name
current_level_going_speed	= 3
Spawn_Inventory_Item_Section = part_zombie_hand
Spawn_Inventory_Item_Probability = 0.65

bone_torso			 = char_spine
bone_head			 = char_head
bone_fire			 = char_head

; speed factors		linear | angular_real | angular_path | min |  max
Velocity_Stand		= 0,		3.5,	3.5,		1,	1
Velocity_WalkFwdNormal	= 1.5,		7.5,	7.5,		0.02,	1.8	
Velocity_RunFwdNormal	= 6.5,		6.5,	6.5,		0.3,	1	
Velocity_WalkFwdDamaged	= 1.0,		4.5,	4.5,		0.2,	1.8	
Velocity_RunFwdDamaged	= 3.0,  	3.0,	3.0,		0.5,	1
Velocity_Drag		= 1.0,		3.0,	3.0,		1,	1
Velocity_Steal		= 1.5,		3.0,	3.0,		1,	1

MinAttackDist		= 2.1
MaxAttackDist		= 2.4

hit_type = strike

material				= creatures\medium

damage				= m_bomzzz_damage
immunities_sect			= bomzzz_immunities
attack_params			= m_bomzzz_attack_params
step_params			= m_bomzzz_step_params

sound_idle				= monsters\fracture\idle_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= characters_voice\human_01\bandit\fight\friendly_fire\friendly_fire_ ;monsters\fracture\aggressive_
sound_attack_hit		= characters_voice\human_01\bandit\fight\cover_fire\cover_fire_  ;monsters\fracture\attack_1
sound_take_damage	= characters_voice\human_01\bandit\fight\hit\hit_ ;monsters\fracture\hit_
sound_die			= characters_voice\human_01\bandit\fight\death\death_ ;monsters\fracture\death_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\fracture\attack_7
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= characters_voice\human_01\bandit\fight\death\death_ ;monsters\fracture\death_

[m_bomzzz_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
char_spine 			= 1.0, -1, 0.2
char_spine2 		        = 1.0, -1, 0.2
char_neck 			= 1.0, -1, 0.2
char_head 			= 2.0, -1, 0.5, 10

[bomzzz_immunities]
burn_immunity			= 0.1			;коэффициенты иммунитета 
strike_immunity			= 0.75
shock_immunity			= 0.5
wound_immunity			= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	        = 0.5
explosion_immunity		= 0.5
fire_wound_immunity		= 0.08

[m_bomzzz_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 =	  	0.28,		2.7,		    50,        0.0, 1.0, 0.0,		 -1.7, 1.7, -1.7, 1.7,							  1.8
stand_attack_1 =	  	0.25,		2.8,		    70,        0.0, 1.0, 0.0,		 -1.7, 1.7, -1.7, 1.7,							  1.8
stand_attack_2 =	  	0.4,		3.0,		    90,        0.0, 1.0, 0.0,		 -1.7, 1.7, -1.7, 1.7,							  1.8

[m_bomzzz_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 	=	1,	   0.25,     1,	    0.25,    1,    


[bomzh2]:bomzh
visual		        = monsters\bomz\bomzh_2
icon			= ui_npc_monster_bomzh2


[bomzh3]:bomzh
visual		        = monsters\bomz\bomzh_3
icon			= ui_npc_monster_bomzh3


[bomzh4]:bomzh
visual		        = monsters\bomz\bomzh_4
icon			= ui_npc_monster_bomzh4
