;========================================================
; BOAR
;========================================================
[m_boar_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
visual					= monsters\mutant_boar\mutant_boar
corpse_visual			= monsters\mutant_boar\mutant_boar_dead
icon					= ui_npc_monster_mutant_boar
short_name				= boar

; Offline Alife
Scheduled				= on								 
Human		     			= off						
Health					= 500						
MinSpeed				= 1.0							
MaxSpeed				= 5.5							
going_speed			= 3						
current_level_going_speed	= 2				
search_speed			= 1.5				

MaxHealthValue		= 200	 ; range [0..200]
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = part_boar_leg
Spawn_Inventory_Item_Probability = 0.31

; 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	 	= dynamics\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			= m_boar_attack_effector
attack_params			= m_boar_attack_params
immunities_sect			= boar_immunities

;attack parameters
MinAttackDist			= 2.6	
MaxAttackDist			= 3.2
as_min_dist				= 1.4
as_step				= 0.5

Run_Attack_Dist		= 3.5,		4.0
Run_Attack_Delay		= 1000,		3000
Melee_Rotation_Factor	= 2.2

; 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			;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

;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\boar\boar_idle_		
sound_eat				= monsters\boar\boar_eat_			
sound_aggressive		= monsters\boar\boar_aggressive_	
sound_attack_hit		= monsters\boar\boar_attack_
sound_take_damage	= monsters\boar\boar_pain_			
sound_die				= monsters\boar\boar_death_			
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\boar\boar_threaten_
sound_landing			= monsters\boar\landing_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\boar\boar_panic_	
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\boar\boar_anomaly_
sound_distant_idle		= monsters\boar\boar_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					= m_boar_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	= boar_critical_wound_bones_head

critical_wound_anim_torso	= critical_hit_torso_0
critical_wound_bones_torso	= boar_critical_wound_bones_torso

critical_wound_anim_legs	= critical_hit_torso_0
critical_wound_bones_legs	= boar_critical_wound_bones_legs

; Other
ef_creature_type		= 11	; option for evaluation functions
ef_weapon_type		= 2
ef_detector_type		= 1
panic_threshold			= 0.1

class					 = SM_BOARW				; 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

step_params			= m_boar_step_params
LegsCount				= 4

distance_to_corpse		= 2.1
terrain					= boar_terrain
material				= creatures\hoof
species				= boar

;===========================================================================
; ATTACK PARAMS
;===========================================================================
[m_boar_attack_params]
; anim         | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =      		0.30,   0.35,       80,        0.0, 0.5, 0.5,   -0.6, 0.6, -0.6, 0.6,            3.2
;Bite2
stand_attack_1 =      		0.30,   0.35,       90,        0.0, 0.5, 0.5,   -0.6, 0.6, -0.6, 0.6,            3.2
;Right Leg Attack
stand_attack_2 = 		0.30,   0.35,       90,        0.0, 0.5, 1.0,   -0.6, 0.6, -0.6, 0.6,            3.2
stand_attack_run_0 = 	0.50,   0.35,       100,        0.0, 0.5, 1.0,   -0.6, 0.6, -0.6, 0.6,            2.2

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_boar_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 

;=================================================================================
; Boar Damage
;=================================================================================
[m_Boar_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    = 1.2, -1, 0.3
bip01_spine     = 0.5, -1, 0.3
bip01_spine1   = 0.4, -1, 0.3
bip01_neck      = 0.3, -1, 1.5
bip01_head      = 0.1, -1, 0.1, 1

[boar_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

[boar_critical_wound_bones_torso]
[boar_critical_wound_bones_legs]

[boar_terrain]
  255,255,255,255
  255,000,255,255

; Step Events
[m_boar_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
[boar_immunities]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.8
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.40
fire_wound_immunity	= 0.25

; WEAK PROFILE
[boar_weak]:m_boar_e
visual				= monsters\mutant_boar\mutant_boar
icon				= ui_npc_monster_mutant_boar
short_name			= boar_weak
panic_threshold		= 0.5
rank				= 0
immunities_sect		= boar_immunities_weak
attack_params		= boar_attack_params_weak
spec_rank			= weak

[boar_immunities_weak]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.35
fire_wound_immunity	= 0.2

[boar_attack_params_weak]
; anim     	 | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =      		0.30,   0.45,       100,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Bite2
stand_attack_1 =     		0.30,   0.45,       120,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Right Leg Attack
stand_attack_2 = 		0.30,   0.50,       140,        0.0, 1.0, 2.0,   -0.8, 0.8, -1.0, 1.0,            2.5
stand_attack_run_0 =    	0.50,   0.70,       160,        0.0, 1.0, 2.0,   -1.0, 1.0, -1.0, 1.0,            2.2

; NORMAL PROFILE
[boar_normal]:m_boar_e
visual				= monsters\mutant_boar\vepr
icon				= ui_npc_monster_mutant_boar_strong
short_name			= boar_normal
panic_threshold		= 0.2
rank				= 401
immunities_sect		= boar_immunities_normal
attack_params		= boar_attack_params_normal
spec_rank			= normal

[boar_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.4
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.3
fire_wound_immunity	= 0.1

[boar_attack_params_normal]
; anim     	 | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =     		 0.30,   0.50,       120,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Bite2
stand_attack_1 =      		 0.30,   0.50,       140,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Right Leg Attack
stand_attack_2 =     		 0.30,   0.60,       160,        0.0, 1.0, 2.0,   -0.8, 0.8, -1.0, 1.0,            2.5
stand_attack_run_0 =   	 0.50,   0.80,       170,        0.0, 1.0, 2.0,   -1.0, 1.0, -1.0, 1.0,            2.2

; STRONG PROFILE
[boar_strong]:m_boar_e
visual				= monsters\mutant_boar\mutant_boar_strong
icon				= ui_npc_monster_mutant_boar_strong
short_name			= boar_strong
panic_threshold		= 0.05
rank				= 801
immunities_sect		= boar_immunities_strong
attack_params		= boar_attack_params_strong
spec_rank			= strong

Spawn_Inventory_Item_Probability = 0.4

[boar_immunities_strong]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.2
fire_wound_immunity	= 0.05

[boar_attack_params_strong]
; anim     	 | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =     		 0.20,   0.60,       120,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Bite2
stand_attack_1 =     		 0.20,   0.60,       140,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Right Leg Attack
stand_attack_2 =     		 0.20,   0.70,       180,        0.0, 1.0, 2.0,   -0.8, 0.8, -1.0, 1.0,            2.5
stand_attack_run_0 =  	 0.50,   0.90,       190,        0.0, 1.0, 2.0,   -1.0, 1.0, -1.0, 1.0,            2.2

; КАБАН-КАЧОК (моделька CAHCAHbl4)
[boar_kachok]:m_boar_e
visual				= monsters\boars\boar_kachok
icon				= ui_npc_monster_mutant_boar_strong
short_name			= boar_kachok
panic_threshold		= 0.01
rank				= 801
immunities_sect		= boar_kachok_immunities
attack_params		= boar_kachok_attack_params
spec_rank			= strong

Spawn_Inventory_Item_Probability = 0.4

[boar_kachok_immunities]
burn_immunity       		= 0.35
strike_immunity     		= 0.35
shock_immunity      		= 0.35
wound_immunity      		= 0.01
radiation_immunity    	= 0.01
telepatic_immunity    	= 1.0
chemical_burn_immunity = 0.2
explosion_immunity    	= 0.1
fire_wound_immunity   	= 0.02

[boar_kachok_attack_params]
; anim   	   	| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =     		0.40,   1.00,       200,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Bite2
stand_attack_1 =      		0.40,   1.00,       200,        0.0, 0.5, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Right Leg Attack
stand_attack_2 =      		0.40,   1.10,       240,        0.0, 1.0, 2.0,   -0.8, 0.8, -1.0, 1.0,            2.5
stand_attack_run_0 =	0.70,   1.30,       400,        0.0, 1.0, 2.0,   -1.0, 1.0, -1.0, 1.0,            2.2

; МИНИ-КАБАН (автор - Greshnik13rs)
[boar_mini]:m_boar_e
visual			= monsters\mutant_boar\boar_mini
icon			= ui_npc_monster_boar_mini
short_name		= boar_mini
panic_threshold	 = 1.0
material		= creatures\medium
ph_mass 		= 75
MinAttackDist	= 1.5	
MaxAttackDist	= 2.5

Spawn_Inventory_Item_Probability = 0.0

; speed factors		linear | angular_real | angular_path | min	 |  max
Velocity_RunFwdNormal		= 3.0,	3.5,		3.5,		0.4,		1
Velocity_RunFwdDamaged		= 2.5,	3.0,		3.0,		0.2,		1
Velocity_WalkFwdDamaged	= 1.0,	2.5,		2.5,		0.2,		2.0
Velocity_WalkFwdNormal		= 2.25,	2.5,		2.5,		0.02,	3.0

; КРОТОКРЫС из Fallout 3 (автор - Greshnik13rs)
[molerat]:boar_strong
visual			= monsters\mutant_boar\molerat
icon			= ui_npc_monster_molerat
short_name		= molerat
material		= creatures\medium
ph_mass 		= 95
attack_params	= molerat_attack_params
MinAttackDist	= 1.5
MaxAttackDist	= 3.0

Spawn_Inventory_Item_Section = part_spleen_rat
Spawn_Inventory_Item_Probability = 0.28

Run_Attack_Dist			= 3.0,	3.5
Velocity_RunFwdNormal	= 7.4,	3.5,		3.5,		0.4,		1	
Velocity_RunFwdDamaged	= 5.6,	3.0,		3.0,		0.2,		1

sound_idle				= monsters\molerat\molerat_idle_
sound_eat				= monsters\molerat\molerat_eat
sound_aggressive		= monsters\molerat\molerat_aggressive_
sound_attack_hit		= monsters\molerat\molerat_attack_
sound_take_damage	= monsters\molerat\molerat_pain_
sound_die				= monsters\molerat\molerat_death_
sound_threaten			= monsters\molerat\molerat_threaten_
sound_landing			= monsters\molerat\molerat_landing_
sound_panic			= monsters\molerat\molerat_pain_
sound_die_in_anomaly	= monsters\molerat\molerat_pain_
sound_distant_idle		= monsters\molerat\molerat_idle_

[molerat_attack_params]
; anim     	 | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  | Field of hit_test  (left,right, bottom, top ) | Test Dist
;Bite
stand_attack_0 =     		 0.30,   0.90,       10,        0.0, 0.1, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Bite2
stand_attack_1 =     		 0.30,   0.90,       10,        0.0, 0.1, 0.5,   -1.0, 1.0, -1.0, 1.0,            2.3
;Right Leg Attack
stand_attack_2 =     		 0.30,   1.00,       15,        0.0, 0.1, 1.0,   -0.8, 0.8, -1.0, 1.0,            2.5
stand_attack_run_0 =  	 0.50,   1.20,       20,        0.0, 0.1, 1.0,   -1.0, 1.0, -1.0, 1.0,            2.2

; КИКИМОРА из Метро 2 (автор - Greshnik13rs)
[kikimora]:boar_kachok
visual			= monsters\mutant_boar\lurker
icon			= ui_npc_monster_kikimora
short_name		= kikimora
material		= creatures\medium
ph_mass 		= 115
attack_params	= molerat_attack_params
immunities_sect	 = fracture_karlik_immunities

Spawn_Inventory_Item_Section = part_spleen_rat
Spawn_Inventory_Item_Probability = 0.28

Velocity_RunFwdDamaged	= 5.6,	3.0,		3.0,		0.2,		1

sound_idle				= monsters\lurker\lurker_idle_ 
sound_eat				= monsters\molerat\molerat_eat
sound_aggressive		= monsters\lurker\lurker_aggressive_
sound_attack_hit		= monsters\lurker\lurker_attack_
sound_take_damage	= monsters\lurker\lurker_pain_
sound_die				= monsters\lurker\lurker_death_
sound_threaten			= monsters\molerat\molerat_threaten_
sound_landing			= monsters\molerat\molerat_landing_
sound_panic			= monsters\lurker\lurker_pain_
sound_die_in_anomaly	= monsters\lurker\lurker_pain_
sound_distant_idle		= monsters\lurker\lurker_idle_ 

; КВЕСТОВЫЕ КАБАНЫ
; Квестовый кабан Мессера
[boar_quest]:boar_weak
custom_data 		= scripts\monsters\messer_boar.ltx
immunities_sect		= pseudodogfrend_immunities_strong
panic_threshold		= 1.0

; Потерявшийся поросёнок
[boar_child]:boar_mini
custom_data 		= scripts\monsters\boar_child.ltx
species			= dogfrend

; Мамаша поросёнка
[boar_mother]:boar_strong
custom_data 		= scripts\monsters\boar_mother.ltx
immunities_sect		= pseudodogfrend_immunities_strong
species			= dogfrend

; Поросята возле мамаши
[boar_children]:boar_mini
custom_data 		= scripts\monsters\boar_mother.ltx
immunities_sect		= pseudodogfrend_immunities_strong
species			= dogfrend
