; BURER
[m_burer_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
visual					= monsters\burer\burer
corpse_visual			= monsters\burer\burer
icon 					= ui_npc_monster_burer
short_name				= burer
MaxHealthValue		= 400		; range [0..200]

Spawn_Inventory_Item_Section = part_burer_hand
Spawn_Inventory_Item_Probability = 0.31

; Offline Alife
Scheduled				= on			; option for ALife Simulator
Human		     			= off			; option for ALife Simulator
Health					= 400			; option for ALife Simulator
MinSpeed				= 1.0			; option for ALife Simulator
MaxSpeed				= 6.0			; option for ALife Simulator
going_speed			= 3		;4.5         ; option for ALife Simulator
search_speed			= 3.5                       ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00

; Physics
ph_box0_center 			= 0.0,  0.7,  0.0
ph_box0_size 				= 0.35, 0.7,  0.35
ph_box1_center 			= 0.0,  0.6,  0.0
ph_box1_size 				= 0.35, 0.6,  0.35
ph_crash_speed_min		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 					= 70;	100

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::Velocities & Acceleration
; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			6.0,			6.0,		0.2,		0.5
Velocity_RunFwdNormal	= 6.0,		2.5,			2.5,		0.2,		1	
Velocity_RunFwdDamaged	= 4.5,  		3.0,			3.0,		0.2,		1
Velocity_WalkFwdNormal	= 2.0,		3.0,			3.0,		0.02,	1.5
Velocity_WalkFwdDamaged = 1.2,		3.0,			3.0,		0.5,		2.0	
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		= 200 	;6.5

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

attack_effector			= m_burer_attack_effector
attack_params			= m_burer_attack_params

Melee_Rotation_Factor	= 3.5

; Entity Conditions
satiety_v				= 0.0001					;скорость уменьшения сытости со временем
radiation_v				= 0.00001					;скорость уменьшения радиации
satiety_power_v		= 0.001						;увеличение силы при уменьшении сытости 
satiety_health_v		= 0.00007					;увеличение здоровья при уменьшении сытости 
satiety_critical			= -1.0						;критическое значения сытости (в процентах от 0..1) когда здоровье начинает уменьшаться
radiation_health_v		= 0.01						;уменьшение здоровья при воздействии радиации
morale_v				= 0.01						;скорость восстановления морали
health_hit_part			= 0.5						;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

immunities_sect			= burer_immunities

;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_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				= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 0.9		; макс. норма сытости (больше - очень сытый)
satiety_threshold		= 0.5		; below this value monster fill hunger

; Sounds and sound parameters
sound_idle				= monsters\burer\burer_idle_
sound_eat				= monsters\burer\burer_idle_
sound_aggressive		= monsters\biting\def_
sound_attack_hit		= monsters\burer\burer_attack_
sound_take_damage	= monsters\burer\burer_telekinetic_
sound_die				= monsters\burer\burer_attacking_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\burer\burer_attacking_
sound_growling			= monsters\biting\def_
sound_gravi_attack		= monsters\burer\burer_gravi_attack_
sound_tele_attack		= monsters\biting\def_
sound_gravi_wave		= monsters\burer\burer_gravi_wave_0
sound_die_in_anomaly	= monsters\burer\burer_attacking_

idle_sound_delay		= 55000;5000
eat_sound_delay		= 3000
attack_sound_delay	= 14000;4000

sound_distant_idle			= monsters\burer\burer_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

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

; Vision
eye_fov				= 80
eye_range				= 40	;60	;30

min_view_distance   	= 0.4			; 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 = 0.2
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					= 0.1
Morale_Attack_Success_Quant		= 0.2
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed				= 0.1
Morale_Despondent_Threashold	= 0.5

; Gravi Ability
Gravi_Speed				= 250	; meter/sec	
Gravi_Step					= 2		; meter
Gravi_Time_To_Hold		= 350	; milisec
Gravi_Radius				= 5.0
Gravi_Impulse_To_Objects	= 10.0
Gravi_Impulse_To_Enemy	= 500.0
Gravi_Hit_Power			= 1.70

; Tele Ability
Tele_Max_Handled_Objects = 3	
Tele_Time_To_Hold		= 200
Tele_Object_Min_Mass	 	= 10.0
Tele_Object_Max_Mass 	= 100.0
Tele_Find_Radius		 	= 6.0

sound_tele_hold		= monsters\burer\burer_tele_hold
sound_tele_throw		= monsters\burer\burer_tele_throw

; Scanner
scan_critical_value			= 25.0	; граничное значение 
scan_radius				= 40.0  	; радиус сканирования
scan_velocity_threshold	= 3.0	; 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_0
scan_effector_section	= m_burer_scan_effector

; Particles
Particle_Tele_Object	= static\fire_distort
Particle_Gravi_Wave	= anomaly2\burer_wave
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\burer_shield_01

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

ef_creature_type	= 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	= 1.2		; 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				= burer_terrain

DamagedThreshold = 0.5

material			= creatures\large
step_params		= m_burer_step_params
LegsCount			= 2
damage			= m_burer_damage

;species of monster
species			= burer
rank				= 0
spec_rank			= weak

;=================================================================================
; Burer Attack Params
;=================================================================================
[m_burer_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;Left hand Strike
stand_attack_0 =	  	0.5,		  1.00,	     90,        2.0, 1.0, 0.5,		 -1.6, 1.6, -1.6, 1.6,				  2.5

;=================================================================================
; Burer Attack Effector
;=================================================================================
[m_burer_attack_effector]
duality_h			= 0.1; 0.01 
duality_v			= 0.01; 0.01
blur					= 0.01
gray				= 0.5
noise_intensity		= 0.1;0.0
noise_grain			= 1
noise_fps			= 30
color_base			= 0.65,0.15,0.1
color_gray			= 0.333,0.333,0.333
color_add			= 0.0,0.0,0.0
time				= 3.00
time_attack			= 0.05		; fade in
time_release		= 0.50		; fade out

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

;=================================================================================
; Burer Step Params
;=================================================================================
[m_burer_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	   1,	  0.4,    1,      0.9,    0.7,    
stand_walk_dmg_0 	=	   1,	  0.4,    1,      0.9,    0.7,    
stand_run_fwd_0	=	   1,	  0.4,    1,      0.9,    0.6,    
stand_run_dmg_0 	=	   1,	  0.4,    1,      0.9,    0.6,    

;===========================================================================
; BURER IMMUNITIES
;===========================================================================
[burer_immunities]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 1.0
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.5
fire_wound_immunity	= 0.4

;=================================================================================
; Burer Damage
;=================================================================================
[m_Burer_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_pelvis 		= 0.1, -1, 0.1
;bip01_spine 		= 0.1, -1, 0.1
;bip01_spine1 		= 0.1, -1, 0.1
bip01_neck 		= 1.8, -1, 0.5
bip01_head 		= 3.0, -1, 0.2

;=================================================================================
; Burer Scan Effector
;=================================================================================
[m_burer_scan_effector]
duality_h			= 0.003
duality_v			= 0.002
blur					= 1.5
gray				= 0.3
noise_intensity		= 0.0
noise_grain			= 2
noise_fps			= 8
color_base			= 0.55,0.5,0.5;0.637,0.442,0.456
color_gray			= 0.333,0.333,0.333
color_add			= 0.05,0.0,0.0
time				= 10.00
time_attack			= 0.3		; fade in
time_release		= 0.85		; fade out

[burer_terrain]
255,000,255,255
255,255,255,255

; PROFILES
[burer_weak]:m_burer_e
short_name				= burer_weak
monster_type			= indoor
spec_rank				= weak

[burer_normal]:m_burer_e
short_name				= burer_normal
Health					= 700
monster_type			= indoor
spec_rank				= normal

[burer_strong]:m_burer_e
visual					= monsters\burer\burer_1
corpse_visual			= monsters\burer\burer_1
icon 					= ui_npc_monster_burer_strong
short_name				= burer_strong
Health					= 1000
monster_type			= indoor
spec_rank				= strong
immunities_sect			= burer_strong_immunities

[burer_strong_immunities]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 1.0
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.25
fire_wound_immunity	= 0.2

; ЖЁЛТЫЙ ПРАБЮРЕР
[burer_build]:burer_strong
visual				= monsters\karlik\papakarlo
corpse_visual		= monsters\karlik\papakarlo
icon 				= ui_npc_monster_burer_build
short_name			= burer_build

Particle_Gravi_Wave		= ogsm\ogsm_burer_wave
Gravi_Speed				= 100	; meter/sec	
Gravi_Time_To_Hold		= 800	; milisec
Gravi_Hit_Power			= 1.70

; ЭЛЕКТРОБЮРЕР
[burer_electro]:burer_strong
visual				= monsters\burer\burer_electro
icon 				= ui_npc_monster_burer_electro
short_name			= burer_electro
immunities_sect		= poltergeist_dd_immunities
sound_gravi_wave	= anomaly\electra_blast1

Spawn_Inventory_Item_Section = part_burer_red_hand
Spawn_Inventory_Item_Probability = 0.2

Particle_Gravi_Wave	= weapons\generic_weapon_gauss
Particle_Shield			= anomaly2\emi_entrance_big_00

Gravi_Speed				= 85	; meter/sec
Gravi_Step					= 1.5	; meter
Gravi_Time_To_Hold		= 1800	; milisec
Gravi_Radius				= 3.5
Gravi_Impulse_To_Objects	= 0.0
Gravi_Impulse_To_Enemy	= 0.0
Gravi_Hit_Power			= 1.95
Gravi_Hit_Type 			= shock

; Квестовый фантомный электробюрер
[burer_phantom]:burer_electro
visual				= monsters\burer\burer_phantom
immunities_sect		= burer_strong_immunities
custom_data 		= scripts\monsters\burer_phantom.ltx

Spawn_Inventory_Item_Probability = 0.0

sound_aggressive		= monsters\poltergeist\attack_
sound_attack_hit		= monsters\poltergeist\attack_
sound_take_damage	= monsters\poltergeist\hit_
sound_die				= monsters\poltergeist\die_
sound_gravi_attack		= monsters\poltergeist\attack_
Particle_Shield			= monsters\phantom_death
