; ОГНЕННЫЙ ПОЛЗУЧИЙ ПОЛТЕРГЕЙСТ
[m_poltergeist_dd]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
visual				= monsters\poltergeist\poltergeist_dd
corpse_visual		= monsters\poltergeist\poltergeist_dd
icon				= ui_npc_monster_poltergeist_dd
short_name			= m_poltergeist_dd
MaxHealthValue	= 450
Spawn_Inventory_Item_Section		= part_poltergeist_glas
Spawn_Inventory_Item_Probability 	= 0.44

; Offline Alife
Scheduled				= on			; option for ALife Simulator
Human		     			= off			; option for ALife Simulator
Health					= 350			; 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
search_speed			= .5                       	; option for ALife Simulator
smart_terrain_choose_interval	= 00:15:00

; 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		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 		     			= 80				

destroyed_vis_name = dynamics\dead_body\skelet_crash_monster

; Movement::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,		5.0,			5.0,			0.2,		0.5
Velocity_WalkFwdNormal	= 1.7,	2.0,			2.0,			0.2,		2.0	
Velocity_WalkFwdDamaged = 1.5,	3.0,			3.0,			0.8,		2.0	
Velocity_RunFwdNormal	= 4.0,	3.0,			3.0,			0.4,		1.0	
Velocity_RunFwdDamaged	= 2.5,  	3.2,			3.2,			0.4,		1
Velocity_Drag				= 0.6,	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	= 3.0

; Attack parameters
MinAttackDist		= 1.5
MaxAttackDist		= 2.5
as_min_dist			= 0.5
as_step			= 0.3
hit_type 			= strike
Gravi_Hit_Type 	= burn

attack_effector		= m_poltergeist_dd_attack_effector
attack_params		= m_poltergeist_dd_attack_params
immunities_sect		= poltergeist_dd_immunities

Melee_Rotation_Factor	= 1.8

; Entity Conditions
satiety_v				= 0.0001				;скорость уменьшения сытости со временем
radiation_v				= 0.00001				;скорость уменьшения радиации
satiety_power_v		= 0.005					;увеличение силы при уменьшении сытости 
satiety_health_v		= 0.001					;увеличение здоровья при уменьшении сытости 
satiety_critical			= -1.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v		= 0.0001				;уменьшение здоровья при воздействии радиации
morale_v				= 0.1					;скорость восстановления морали
health_hit_part			= 0.25					;процент хита, уходящий на отнимание здоровья
power_hit_part			= 1.0					;процент хита, уходящий на отнимание силы
psy_health_v			= 0.1					;скорость восстановления psy-здоровья

;открытые раны
bleeding_v				= 0.01					;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			;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				= 0.01		; увеличение сытости при 1 укусе
eat_slice_weight		= 10.0		; уменьшение еды у трупа

Min_Satiety				= 0.7		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 0.95		; макс. норма сытости (больше - очень сытый)
satiety_threshold		= 0.5		; below this value monster fill hunger

; Sounds and sound parameters
sound_idle				= monsters\poltergeist\idle_
sound_eat				= monsters\boar\boar_eat_
sound_aggressive		= monsters\poltergeist\attack_
sound_attack_hit		= monsters\poltergeist\attack_hit_
sound_take_damage	= monsters\poltergeist\hit_
sound_die				= monsters\poltergeist\die_
sound_threaten			= monsters\poltergeist\idle_
sound_landing			= monsters\poltergeist\idle_
sound_steal			= monsters\poltergeist\idle_
sound_panic			= monsters\poltergeist\attack_
sound_growling			= monsters\poltergeist\idle_
sound_gravi_attack		= monsters\poltergeist\attack_
sound_tele_attack		= monsters\poltergeist\tele_hold_0
sound_gravi_wave		= monsters\poltergeist\attack_hit_flame_short
sound_die_in_anomaly	= monsters\poltergeist\die_

idle_sound_delay		= 5000 ;20000
eat_sound_delay		= 3000
attack_sound_delay	= 3000 ;8500

sound_distant_idle			= monsters\poltergeist\idle_
distant_idle_sound_delay	= 20000 ;80000
distant_idle_sound_range	= 100.0	

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

; Vision
eye_fov				= 120
eye_range				= 60	;110

min_view_distance   	= 0.1				; 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 = 0.6
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		= 0.1 				; фактор освещения (только для Актёра)
transparency_threshold	= 0.25

; Morale
Morale_Hit_Quant					= 0.1
Morale_Attack_Success_Quant		= 0.3
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed				= 0.3
Morale_Despondent_Threashold 	= 0.5

; Gravi Ability
Gravi_Speed				= 60 	;76		; meter/sec	
Gravi_Step					= 1.5 	;2		; meter
Gravi_Time_To_Hold		= 1200	;2400	; milisec
Gravi_Radius				= 3.0
Gravi_Impulse_To_Objects	= 0
Gravi_Impulse_To_Enemy	= 0
Gravi_Hit_Power			= 2.00

; Tele Ability
Tele_Max_Handled_Objects = 0
Tele_Time_To_Hold		= 0
Tele_Object_Min_Mass	 	= 0
Tele_Object_Max_Mass	= 0
Tele_Find_Radius		 	= 0

sound_tele_hold	= monsters\poltergeist\tele_hold_0
sound_tele_throw	= monsters\burer\burer_tele_throw

; Scanner
scan_critical_value		= 25.0		; граничное значение 
scan_radius			= 25		; радиус сканирования
scan_velocity_threshold = 1.5 		; граничная скорость, до которой движение актера игнорируется
scan_decrease_value	= 0.3		; уменьшение текущей суммы в секунду
scan_trace_time_freq	= 2			; частота трейса скорости (for programmer only) (1 = 2 раза в сек)

scan_sound			= monsters\burer\burer_scan_affect_1 	;monsters\burer\burer_scan_affect_0
scan_effector_section	= m_poltergeist_dd_scan_effector

; Particles
Particle_Tele_Object	= static\fire_distort
Particle_Gravi_Wave	= amik\monsters\chimera\attak_wave
Particle_Gravi_Prepare	= monsters\polter_yadro
Particle_Shield			= anomaly2\burer_shield_01

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

ef_creature_type	= 5 ;18						; option for evaluation functions
ef_weapon_type	= 12
ef_detector_type	= 1
panic_threshold		= 0.1

class				= SM_BURER				; AI class

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
distance_to_corpse	= 1.8						; дист. до трупа, при которой он переходит в состояние еды
selector_approach	=  20.0,     1.0,    1000.0,     0.0,      0.0,     1000.0,		10000.0,      
terrain				= poltergeist_dd_terrain
DamagedThreshold = 0.4

material			= creatures\medium
step_params		= m_poltergeist_dd_step_params
LegsCount			= 2
damage			= m_poltergeist_dd_damage

;species of monster
species			= poltergeist
rank				= 0
spec_rank			= strong

;=================================================================================
; Poltergeyst Attack Params
;=================================================================================
[m_poltergeist_dd_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;Left hand Strike
stand_attack_0	=	  	0.30,		1.15,		    90,        0.0, 1.0, 1.0,		 -1.6, 1.6, -1.6, 1.6,						3.5
;Left hand Strike2
stand_attack_1	=	  	0.30,		1.15,		    90,        0.0, 1.0, 1.0,		 -1.6, 1.6, -1.6, 1.6,						 3.5

;=================================================================================
; Poltergeyst Attack Effector
;=================================================================================
[m_poltergeist_dd_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	= 1.5 ;2.0 
ce_power			= 1.5 ;0.7 ; power 

;=================================================================================
; Poltergeyst Step Params
;=================================================================================
[m_poltergeist_dd_step_params]                left             right            right           left
;	anim					cycles |	time1 | power1 |	time2 | power2 | time3 | power3 | time4     | power4 |
stand_walk_fwd_0		=   	2,		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_fwd_0		=	2,		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

;===========================================================================
; IMMUNITIES
;===========================================================================
[poltergeist_dd_immunities]
burn_immunity 			= 0.35
strike_immunity 			= 0.45
shock_immunity 		= 0.35
wound_immunity 		= 0.35
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.1
explosion_immunity 	= 0.2
fire_wound_immunity  	= 0.065

;=================================================================================
; Poltergeyst Damage
;=================================================================================
[m_Poltergeist_dd_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,	0.5 ;0.2,	-1,	0.1
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

;=================================================================================
; Poltergeyst Scan Effector
;=================================================================================
[m_poltergeist_dd_scan_effector]
duality_h			= 0.009
duality_v			= 0.009
blur					= 4.0
gray				= 0.4
noise_intensity		= 2.0
noise_grain			= 1
noise_fps			= 10
color_base			= 0.54,0.53,0.35
color_gray			= 0.33,0.33,0.33
color_add			= 0.0,0.0,0.0
time				= 10.00
time_attack			= 0.3		; fade in
time_release		= 0.85		; fade out

;====================
; Terrain
;====================
[poltergeist_dd_terrain]
255,000,255,255
034,000,000,000

;=======================================================
; ЭЛЕКТРО-ПОЛТЕРГЕЙСТ
;=======================================================
[electro_polter]:m_poltergeist_dd
visual					= monsters\poltergeist\electro_poltergeist
corpse_visual			= monsters\poltergeist\electro_poltergeist
icon					= ui_npc_monster_electro_polter
short_name				= electro_polter
sound_gravi_wave		= anomaly\electra_hit
Gravi_Hit_Type 		= shock

;Particle_Gravi_Wave	= amik\anomaly\electra\electra2_flash_00
Particle_Gravi_Wave	= amik\anomaly\electra\electra_flash_big
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\emi_entrance_big_00

;========================================================
; ПРИЗРАЧНЫЙ ПОЛТЕРГЕЙСТ
;========================================================
[polter_xray]:m_poltergeist_dd
visual					= monsters\poltergeist\polter_xray
corpse_visual			= monsters\poltergeist\polter_xray
icon					= ui_npc_monster_polter_xray
short_name				= polter_xray
sound_gravi_wave		= monsters\burer\burer_gravi_wave_0
Gravi_Hit_Type 		= strike

Particle_Gravi_Wave	= anomaly2\burer_wave
;Particle_Gravi_Wave	= anomaly2\plasma_generator_death
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\emi_entrance_big_00


; Квестовый полтергейст-вожак
[polter_blood]:m_poltergeist_dd
visual					= monsters\poltergeist\poltergeist_blood
corpse_visual			= monsters\poltergeist\poltergeist_blood
icon					= ui_npc_monster_poltergeist
custom_data 			= scripts\val\val_borov_polter3.ltx
immunities_sect			= deathclaw_immunities_strong
sound_gravi_wave		= anomaly\electra_hit
Gravi_Hit_Type 		= shock

Gravi_Hit_Power		= 2.5
Particle_Gravi_Wave	= anomaly2\heat_03_electra
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\emi_entrance_big_00
