; Giant
[m_gigant_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
Scheduled		= on				; option for ALife Simulator
Human		     	= off				; option for ALife Simulator
Health			= 500				; option for ALife Simulator
MinSpeed		= 1.0				; option for ALife Simulator
MaxSpeed		= 5.0				; option for ALife Simulator
going_speed     	= 2;4.5                      	; option for ALife Simulator
current_level_going_speed = 1;2        ; option for ALife Simulator
search_speed   = 1.5                       	; option for ALife Simulator
visual			= monsters\psevdogigant\psevdogigant
corpse_visual	= monsters\psevdogigant\psevdogigant_dead
icon			= ui_npc_monster_psevdogigant
short_name		= pseudogiant
MaxHealthValue		 = 300		; range [0..200]
smart_terrain_choose_interval = 00:15:00

Spawn_Inventory_Item_Section = part_psevdogigant_hand
Spawn_Inventory_Item_Probability = 0.6

ef_creature_type	= 19			; option for evaluation functions
ef_weapon_type	= 3
ef_detector_type	= 1
panic_threshold		= 0.1

class	= SM_GIANT			; AI class

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

; Physics
ph_box0_center 	 	= 0.0,  0.9,  0.0
ph_box0_size 		 	= 0.6, 0.9,  0.6
ph_box1_center 	 	= 0.0,  0.6,  0.0
ph_box1_size 		 	= 0.40, 0.6,  0.40
ph_crash_speed_min	= 100
ph_crash_speed_max	= 300
ph_collision_damage_factor = 0.1
ph_mass 		     		= 1500		;370

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  	= 12.0
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,			6.0,			6.0,		1,		1
Velocity_WalkFwdNormal	= 4.2,		4.0,			4.0,		0.1,		2.5
Velocity_RunFwdNormal	= 11.0,		4.0,			4.0,		0.2,		1	
Velocity_WalkFwdDamaged = 2.5,		3.0,			3.0,		0.5,		1.5	
Velocity_RunFwdDamaged	= 6.0,  		4.0,			4.0,		0.2,		1
Velocity_Drag				= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal				= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpPrepare		= 6.0,		1.0,			1.0,		1,		1
Velocity_JumpGround		= 12.5,		2.0,			2.0,		0.16,	1	

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 1.5
Accel_Aggressive	= 15.5

; Attack parameters
MinAttackDist		= 1.5	;2.6	;0.5
MaxAttackDist		= 4.0	;3.5	;3.8
as_min_dist			= 2.0
as_step			= 0.3
hit_type 			= strike

; Run Attack 
Run_Attack_Dist	= 4.5, 8.0
Run_Attack_Delay	= 3000,6000

Min_Satiety     		= 0.6
Max_Satiety     		= 0.9

distance_to_corpse  = 1.2
selector_approach   = 20.0,1.0,1000.0,0.0,0.0, 1000.0,  10000.0

terrain 		= giant_terrain

;Entity Condition
satiety_v                	= 0.00001     	;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       	;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   		;0.8      ;процент хита, уходящий на отнимание здоровья
power_hit_part           = 1   		;0.9      ;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     	= 0.02	;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
satiety_threshold   	= 0.5             ; below this value monster fill hunger

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

; Morale
Morale_Hit_Quant              			= 0.001
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  	= 0.5

; Sounds
sound_idle          		= monsters\giant\giant_breath_   ; giant_idle_
sound_eat           		= monsters\boar\boar_eat_
sound_aggressive    	= monsters\giant\giant_aggressive_
sound_attack_hit    		= monsters\giant\giant_attack_
sound_take_damage   	= monsters\giant\giant_hurt_
sound_die          	 		= monsters\giant\giant_death_
sound_bkgnd         		= monsters\biting\def_
sound_threaten      		= monsters\giant\giant_threaten_   ; boar\threaten_
sound_landing       		= monsters\boar\landing_
sound_steal         		= monsters\biting\def_
sound_panic         		= monsters\biting\def_
sound_growling      		= monsters\biting\def_
sound_die_in_anomaly 	= monsters\giant\giant_death_

sound_threaten_hit    	= device\door_stop
sound_threaten_start  	= monsters\giant\giant_attack_0
sound_distant_idle        	= monsters\giant\giant_breath_

idle_sound_delay      	= 85000
eat_sound_delay       	= 3000
attack_sound_delay    	= 14000

distant_idle_sound_delay 	= 80000
distant_idle_sound_range  	= 100.0 
SoundThreshold     	= 0.1             ; range [0..1]
max_hear_dist      	= 50

; Vision
eye_fov 	= 100  ;120
eye_range 	= 40 ;80

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

DamagedThreshold 	= 0.0 ;0.05 ;0.2

material = creatures\large
squad_attack_algorithm = 1
LegsCount    = 2

attack_effector        	= m_giant_attack_effector
immunities_sect 	= giant_immunities
attack_params          	= m_gigant_attack_params
step_params             	= m_gigant_step_params
damage                  	= m_giant_damage
threaten_effector       = pseudogigant_threaten_effector

;species of monster
species        = giant
rank               	= 401
spec_rank	= normal

; step effector
step_effector_time           			=  0.5
step_effector_amplitude      		=  1.5
step_effector_period_number 	=  5.0

; jump parameters
jump_delay                			= 30000 ;3000
jump_factor               			= 1.7
jump_ground_trace_range   	= 1.4
jump_hit_trace_range      	= 3.0
jump_build_line_distance  	= 5.0
jump_min_distance         		= 5.0 
jump_max_distance         	= 15.0
jump_max_angle            		= 0.3

Anomaly_Detect_Radius      = 15.0
Anomaly_Detect_Time_Remember  = 10000

HugeKick_Damage               	= 1.5
HugeKick_Particles            	= monsters\gigant_wave
HugeKick_MinMaxDist           	= 5, 20  ;10, 20
HugeKick_MinMaxDelay       = 13000, 22000 ;10000, 30000
HugeKick_Time_SlowDown = 4000

monster_type = outdoor

critical_wound_threshold      		= -1
critical_wound_decrease_quant = 0.

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

default         		= 0.5, -1, 0.1
bone01          	= 0.5, -1, 0.1
bip01_pelvis    	= 0.9, -1, 0.1
bip01_spine     	= 0.5, -1, 0.1
bip01_neck      	= 0.5, -1, 0.5
bip01_head      	= 0.3, -1, 0.2, 1

;=========================================================================================
; Attack Animation Params
;=========================================================================================
[m_gigant_attack_params]
; anim         | time[0..1] | hit_power | impulse | impulse_dir (x,y,z)   |  Field of hit_test  (left,right, top, bottom) |  Test Dist
;Bite
stand_attack_0 		=      0.25,   0.80,     100,        0.5, 1.0, 0.5,     -0.8, 0.8, -1.8, 1.8,            2.6
;Left leg Strike
stand_attack_1 		=      0.40,   0.90,     200,        5.0, 2.5, 4.0,     -0.6, 0.6, -1.8, 1.8,            3.2
;Bite2
stand_attack_2 		=      0.25,   1.00,     150,        0.5, 1.0, 5.0,     -0.8, 0.8, -1.8, 1.8,            2.6
stand_attack_run_0	=     	0.5,      1.10,     550,        0.5, 1.0, 5.0,     -0.6, 1.3, -1.8, 1.8,            3.3
jump_attack_1       	=   	0.1,      2.00,   1550,        0.5, 1.0, 5.0,     -1.0, 1.3, -1.6, 1.6,            3.5

;=========================================================================================
; Attack Effector
;=========================================================================================
[m_giant_attack_effector]
duality_h            	= 0.05;0.01
duality_v            	= 0.08;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                 	= 1.5
time_attack     	= 0.05    ; fade in
time_release      = 0.65    ; fade out

; camera effects
ce_time              		= 0.85 	;time 
ce_amplitude         	= 25.0 	;15.0 
ce_period_number  = 3.0 
ce_power             	= 3.0 	;0.7 ; power 

;=========================================================================================
; Step Params
;=========================================================================================
[m_gigant_step_params]
; anim      Cycles| time1 | power1 | time2 | power2 |
stand_walk_fwd_0		=	1,        0.5,     1,	   0.1,    	0.7 
stand_walk_fwd_dmg_0 =  	1,	   0.2,     1,	   0.25,   	0.7, 
stand_run_fwd_0		=	1,        0.1,     1,	   0.60,   	0.7
stand_run_dmg_0		=	1,	   0.2,     1,	   0.6,    	0.7,
stand_steal_0			=	1,	   0.2,     1,	   0.5,   	0.7,   

;=========================================================================================
; Threaten Effector
;=========================================================================================
[pseudogigant_threaten_effector]
duality_h     		= 0.1 ;0.31
duality_v     		= 0.1 ;0.31
blur          		= 0.01
gray          		= 0.3 ;0.5
noise_intensity 	= 1.0
noise_grain   	= 0.2
noise_fps     	= 30
color_base    	= 0.3,0.2,0.2 ;0.1,0.15,0.4
color_gray    	= 0.333,0.333,0.333 ;0.333,0.333,0.333
color_add     	= 0.0,0.0,0.0
time          		= 2.0   	;1.5
time_attack   	= 0.1 	;0.5    ; fade in
time_release  	= 0.3   	; fade out

; camera effects
ce_time				= 1.7	;1.5
ce_amplitude		= 6.0
ce_period_number	= 20.0
ce_power			= 1.3 ;0.7


[giant_terrain]
  255,000,255,255
  010,000,000,000

;===========================================================================
; IMMUNITIES
;===========================================================================
[giant_immunities]
burn_immunity       		= 0.3
strike_immunity     		= 0.05
shock_immunity      		= 0.3
wound_immunity      		= 0.01
radiation_immunity    	= 0.01
telepatic_immunity    	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity    	= 0.15
fire_wound_immunity   	= 0.01

[gigant_normal]:m_gigant_e
short_name		= gigant_normal
visual			= monsters\psevdogigant\psevdogigant
rank			= 401
spec_rank		= normal

[gigant_strong]:m_gigant_e
short_name		= gigant_strong
visual        		= monsters\psevdogigant\psevdogigant_strong
rank        		= 801
spec_rank 		= strong
immunities_sect = giant_immunities_strong

[giant_immunities_strong]
burn_immunity          		= 0.3
strike_immunity        		= 0.05
shock_immunity         	= 0.3
wound_immunity         	= 0.02
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity     	= 0.05
fire_wound_immunity    	= 0.0065

; КРАСНЫЙ ГИГАНТ
[gigant_red_strong]:gigant_strong
visual			= monsters\psevdogigant\psevdogigant_red
icon        		= ui_npc_monster_gigant_red
short_name		= gigant_red_strong

; БОЛЬШОЙ ГИГАНТ
[gigant_big_strong]:gigant_strong
short_name		= gigant_big_strong
visual        		= monsters\psevdogigant\psevdogigant_big
immunities_sect = giant_immunities_big_strong

[giant_immunities_big_strong]
burn_immunity          		= 0.3
strike_immunity        		= 0.01
shock_immunity         	= 0.3
wound_immunity         	= 0.0075
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity     	= 0.05
fire_wound_immunity    	= 0.005

; ОГРОМЕННЫЙ ГИГАНТ
[gigant_virus_strong]:gigant_strong
short_name		= gigant_virus_strong
visual 			= monsters\psevdogigant\gigant_virus
immunities_sect = giant_immunities_virus_strong

Velocity_WalkFwdDamaged 	= 4.0,	3.0,		3.0,		0.5,		1.5	
Velocity_RunFwdDamaged		= 7.5,  	4.0,		4.0,		0.2,		1

[giant_immunities_virus_strong]
burn_immunity 			= 0.15
strike_immunity        		= 0.005
shock_immunity         	= 0.3
wound_immunity         	= 0.005 
radiation_immunity     	= 0.00
telepatic_immunity     	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity     	= 0.03
fire_wound_immunity    	= 0.0035

;Большой медведь на скелете псевдогиганта
[bear_big]:gigant_virus_strong
visual				 = monsters\psevdogigant\bear_big
icon				 = ui_npc_monster_bear_big
short_name		= bear_big
MinSpeed		= 1.0
MaxSpeed		= 6.0
going_speed     	= 4.5
search_speed         	= 2.0

material				= creatures\medium

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_
sound_threaten_start  	        = monsters\bear\bear_aggressive_0
panic_threshold		= 0.0

bone_torso			 = boma_spine1	 			; bone name
bone_head			 = boma_head				; bone name
bone_fire			 = boma_head				; bone name

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		6.0,			6.0,		1,		1
Velocity_WalkFwdNormal	= 4.6,		4.0,			4.0,		0.1,	2.5
Velocity_RunFwdNormal	= 11.0,		4.0,			4.0,		0.2,	1	
Velocity_WalkFwdDamaged	= 1.4,		3.0,			3.0,		0.5,	1.5	
Velocity_RunFwdDamaged	= 6.0,  	4.0,			4.0,		0.2,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.4,		3.0,			3.0,		1,		1
Velocity_JumpPrepare	= 6.0,		1.0,			1.0,		1,		1
Velocity_JumpGround		= 12.5,		2.0,			2.0,		0.16,	1	

MinAttackDist		= 3.0
MaxAttackDist		= 3.8
distance_to_corpse	= 1.2

DamagedThreshold		= 0.15

HugeKick_Damage				= 5.5
HugeKick_Particles			= monsters\gigant_wave
HugeKick_MinMaxDist			= 5,20	;10, 20
HugeKick_MinMaxDelay		= 13000, 22000 ;10000, 30000
HugeKick_Time_SlowDown		= 5000

damage				= bigmom_damage
immunities_sect = giant_immunities_virus_strong
attack_params			= bigmom_attack_params
step_params			= bigmom_step_params

[bigmom_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
boma_head 			= 2.0, -1, 0.3
boma_nos 			= 3.0, -1, 0.5
boma_tail 			= 20.0, -1, 0.8

[bigmom_protections]
skin_armor = 0.6
hit_fraction_monster = 0.2

[bigmom_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,		5.9,	    650,        -0.5, 1.0, 0.5,		 -1.1, 1.1, -2.1, 2.1,					  3.3
stand_attack_1 =	  	0.4,		5.9,	    700,        0.5, 1.0, 0.5,		 -1.1, 1.1, -2.1, 2.1,					  3.3
stand_attack_2 =	  	0.4,		6.9,	    750,        0.5, 1.0, 5.0,		 -1.1, 1.1, -2.1, 2.1,					  3.3
stand_attack_run_0 =            0.5,		7.9,	    550,        0.5, 1.0, 5.0,		 -0.6, 1.3, -1.8, 1.8,					  3.3
jump_attack_1 =	 	        0.1,		10.00,	    1550,       0.5, 1.0, 5.0,		 -1.0, 1.3, -1.6, 1.6,					  5.5

[bigmom_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.2,     0.5,     0.7,    1,   
stand_run_0	 	=	1,	   0.42,     1,	    0.89,    1,   



; КВЕСТОВЫЙ БОЛОТНЫЙ ГИГАНТ
[gigant_swamp]:gigant_strong
visual 			= monsters\psevdogigant\gigant_swamp
immunities_sect	 = pseudodogfrend_immunities_strong
custom_data 	= scripts\monsters\buusty_gigant.ltx

Spawn_Inventory_Item_Section = part_psevdogigant_hand
Spawn_Inventory_Item_Probability = 0.0

HugeKick_Damage 	= 8.0
HugeKick_MinMaxDist 	= 2, 40

; Красный гигант Калинина
[kalinin_gigant]:gigant_red_strong
panic_threshold	 = 0.05
immunities_sect	 = kalinin_gigant_immunities
custom_data 	= scripts\monsters\kalinin_gigant.ltx

[kalinin_gigant_immunities]
burn_immunity 			= 0.1
strike_immunity        		= 0.033
shock_immunity         	= 0.1
wound_immunity         	= 0.02
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity = 0.05
explosion_immunity     	= 0.03
fire_wound_immunity    	= 0.005
