[m_snork_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
visual				= monsters\snork\snork
corpse_visual		= monsters\snork\snork_dead
icon				= ui_npc_monster_snork
short_name			= snork

Spawn_Inventory_Item_Section = part_snork_leg
Spawn_Inventory_Item_Probability = 0.28

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						= 5.5			; option for ALife Simulator
going_speed					= 4.5			; option for ALife Simulator
current_level_going_speed		= 1;2			; option for ALife Simulator
search_speed					= 1.5			; option for ALife Simulator
MaxHealthValue				= 200			; range [0..200]
smart_terrain_choose_interval	= 00:15:00

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

class					= SM_SNORK			; 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 				= 0.35, 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		= 100
ph_crash_speed_max		= 300
ph_collision_damage_factor	= 0.1
ph_mass 					= 120

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 	;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  	= 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,			2.4,			2.4,		1,		1
Velocity_WalkFwdNormal		= 1.05,		1.0,			1.0,		0.02,	2.0
Velocity_WalkFwdDamaged	= 0.9,		1.0,			1.0,		0.02,	2.0			
Velocity_RunFwdNormal		= 3.2,		3.5,			3.5,		0.4,		1	
Velocity_RunFwdDamaged		= 1.7,		2.0,			2.0,		0.2,		1
Velocity_Drag					= 1.0,		1.0,			1.0,		1,		1
Velocity_Steal					= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpGround			= 9.0,		3.0,			0.01,	0.4,		1
Velocity_Jump_Stand     		= 9.0,		3.0,			0.01,	0.4,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 12.0

; Attack parameters
MinAttackDist		= 1.9	;0.5
MaxAttackDist		= 2.9	;3.8
as_min_dist			= 1.5
as_step			= 0.4
hit_type 			= strike
terrain				= snork_terrain

; Entity Conditions
satiety_v 			= 0.005					;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 		= 0.7		;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				= 0.05				;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

;Health from which to play injured animation
DamagedThreshold	= 0.2

;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

; 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				= 0.01
Morale_Despondent_Threashold	= 0.5

; Sounds and sound parameters
sound_idle				= monsters\snork\snork_idle_	; idle_
sound_eat				= monsters\biting\def_			; eat_
sound_aggressive		= monsters\snork\snork_attack_	; attack_
sound_attack_hit		= monsters\snork\snork_attack_hit_
sound_take_damage	= monsters\snork\snork_idle_	; hit_
sound_die				= monsters\biting\def_			; die_
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\biting\def_			; threaten_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\snork\snork_idle_	; hit_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_
sound_distant_idle		= monsters\snork\snork_idle_

;Frequency of sounds to be played
idle_sound_delay			= 85000
eat_sound_delay			= 3000
attack_sound_delay		= 4000
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0
SoundThreshold			= 0.02             ; range [0..1]
max_hear_dist				= 60

; Vision
eye_fov					= 110	;140
eye_range					= 40	;50	

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

; Other Stuff (refactoring needed)
material				= creatures\medium
species			= snork
attack_effector			= m_snork_attack_effector
immunities_sect			= snork_immunities
step_params			= m_snork_step_params
damage				= m_snork_damage
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

LegsCount				= 2
Min_Satiety				= 0.4
Max_Satiety			= 1.0
distance_to_corpse		= 1.2

; Jump parameters
jump_delay					= 5000
jump_factor					= 1.5
jump_ground_trace_range	= 1.5
jump_hit_trace_range		= 2.0
jump_build_line_distance	= 6.0
jump_min_distance			= 3.5
jump_max_distance			= 10.0
jump_max_angle			= 0.6
jump_max_height			= 3.5

;=================================================================================
; SNORK Damage
;=================================================================================
[m_Snork_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
bip01_pelvis 		= 0.8, -1, 0.1
bip01_spine 		= 0.4, -1, 0.1
bip01_spine1 		= 0.6, -1, 0.1
bip01_neck 		= 1.2, -1, 0.5
bip01_head 		= 1.8, -1, 0.1, 10

[m_snork_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 

;===========================================================================
; Step Events
;===========================================================================
[m_snork_step_params]			   
;	anim			| Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
stand_walk_fwd_0 		=	  1,   0.01,   	1,	     0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_damaged_0 =  	  1,	0.2,    	1,	     0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_0		 	=  	  1,	0.01,   	1,	     0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_damaged_0	=	  1,	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
;===========================================================================
[snork_immunities]
burn_immunity			= 0.8
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity		= 0.8	
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 0.8
explosion_immunity		= 0.6
fire_wound_immunity	= 0.2

; WEAK PROFILE
[snork_weak]:m_snork_e
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
short_name			= snork_weak
panic_threshold		= 0.5
rank				= 0
immunities_sect		= snork_immunities_weak
attack_params		= snork_attack_params_weak
spec_rank			= weak

[snork_immunities_weak]
burn_immunity			= 0.4
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		= 0.8
fire_wound_immunity	= 0.35

[snork_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
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.50,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,					2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.50,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,					2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.50,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,					2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		0.65,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,					2.5

; NORMAL PROFILE
[snork_normal]:m_snork_e
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
short_name			= snork_normal
panic_threshold		= 0.2
rank				= 401
immunities_sect		= snork_immunities_normal
attack_params		= snork_attack_params_normal
spec_rank			= normal

[snork_immunities_normal]
burn_immunity			= 0.4
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.2
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.6
fire_wound_immunity	= 0.25

[snork_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
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.60,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,					2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.60,			35,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,					2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.60,			35,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,					2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		0.85,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,					2.5

; STRONG PROFILE
[snork_strong]:m_snork_e
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
short_name			= snork_strong
panic_threshold		= 0.05
rank				= 801
immunities_sect		= snork_immunities_strong
attack_params		= snork_attack_params_strong
spec_rank			= strong

[snork_immunities_strong]
burn_immunity			= 0.4
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.4
fire_wound_immunity	= 0.06

[snork_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
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.70,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,					2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.70,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,					2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.70,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,					2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		1.05,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,					2.2

[snork_terrain]
	255,000,255,255
	010,001,255,255 ;Ограниченный доступ на Янтаре
	009,001,000,000 ;Ограниченный доступ на Янтаре
	
; CUSTOM PROFILES
[aes_snork]:snork_strong
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
short_name			= aes_snork
panic_threshold		= 0.0

[snork_arena]:snork_strong
visual				= monsters\snork\snork
icon				= ui_npc_monster_snork
species			= arena_monstr

[snork_indoor]:snork_normal
short_name			= snork_indoor
monster_type		= indoor
jump_min_distance	= 2.5
jump_max_angle	= 0.4

[snork_outdoor]:snork_normal
short_name			= snork_outdoor
monster_type		= outdoor

; БОЛОТНЫЙ СНОРК
[snork_stronger]:snork_strong
icon				= ui_npc_monster_snork_stronger
short_name			= snork_stronger
visual				= monsters\snork\snork_stronger
corpse_visual		= monsters\snork\snork_stronger
immunities_sect	 	= snork_immunities_stronger

Spawn_Inventory_Item_Probability = 0.23

jump_min_distance		= 3
jump_max_distance		= 20
jump_max_angle		= 0.8
jump_max_height		= 20.0

[snork_immunities_stronger]
burn_immunity			= 0.2
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.08
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 0.5
explosion_immunity		= 0.3
fire_wound_immunity	= 0.04

; КРЫЛАТЫЙ СНОРК
[snork_jumper]:snork_strong
icon				= ui_npc_monster_snork_jumper
short_name			= snork_jumper
monster_type		= outdoor
visual				= monsters\snork\snork_cockroach
corpse_visual		= monsters\snork\snork_cockroach
jump_factor				= 1.2
jump_min_distance		= 3
jump_max_distance		= 30
jump_max_angle		= 0.8
jump_max_height		= 24.0
sound_idle				= monsters\snork_cockroach\snork_cockroach_idle_
sound_aggressive		= monsters\snork_cockroach\snork_cockroach_attack_
sound_attack_hit		= monsters\snork_cockroach\snork_cockroach_attack_
sound_take_damage	= monsters\snork_cockroach\snork_cockroach_idle_
sound_panic			= monsters\snork_cockroach\snork_cockroach_idle_

;===========================================================================
; Gigant_jumper (SM_SNORK).
; Автор: amik
; 24.08.2011
;===========================================================================
[gigant_jumper]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
visual			= monsters\psevdogigant\gigant_jumper
corpse_visual	= monsters\psevdogigant\gigant_jumper
icon			= ui_npc_monster_gigant_jumper
short_name		= gigant_jumper

Scheduled			= on
Human		     		= off
Health				= 400
MinSpeed			= 1.0
MaxSpeed			= 5.0
going_speed		= 2;4.5
search_speed		= 1.5
MaxHealthValue	= 200
current_level_going_speed	= 1;2
smart_terrain_choose_interval	= 00:15:00

Spawn_Inventory_Item_Section = part_psevdogigant_hand
Spawn_Inventory_Item_Probability = 0.4

ef_creature_type	= 11
ef_weapon_type	= 2
ef_detector_type	= 1
panic_threshold		= 0.1

class			= SM_SNORK			; 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 				= 0.35, 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		= 100
ph_crash_speed_max		= 300
ph_collision_damage_factor = 0.1
ph_mass 					= 1210

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

; Movement::Velocities & Acceleration
; speed factors		linear | angular_real | angular_path | min	 |  max
Velocity_Stand				= 0,			2.4,			2.4,		1,		1
Velocity_WalkFwdNormal	= 2.1,		1.0,			1.0,		0.02,	2.0
Velocity_WalkFwdDamaged = 1.2,		1.0,			1.0,		0.02,	2.0			
Velocity_RunFwdNormal	= 5.2,		3.5,			3.5,		0.4,		1	
Velocity_RunFwdDamaged	= 2.1,		2.0,			2.0,		0.2,		1
Velocity_Drag				= 1.0,		1.0,			1.0,		1,		1
Velocity_Steal				= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpGround		= 9.0,		3.0,			0.01,	0.4,		1
Velocity_Jump_Stand     	= 9.0,		3.0,			0.01,	0.4,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 15.0

; Attack parameters
MinAttackDist	= 1.6	;0.5
MaxAttackDist	= 3.2	;3.8
as_min_dist		= 1.5
as_step		= 0.4
terrain			= gigant_jumper_terrain

; Entity Conditions
satiety_v 			= 0.005					;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 		= 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				= 0.04				;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

;Health from which to play injured animation
DamagedThreshold	= 0.2

;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

; 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				= 0.01
Morale_Despondent_Threashold	= 0.5

; Sounds and sound parameters
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_

;Frequency of sounds to be played
idle_sound_delay		= 85000
eat_sound_delay		= 3000
attack_sound_delay	= 14000

distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	
SoundThreshold			= 0.02             ; range [0..1]
max_hear_dist				= 60

; Vision
eye_fov		= 110	;140
eye_range		= 40	;50	

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

material 	= creatures\medium 	;creatures\large
attack_effector		= gigant_jumper_attack_effector
attack_params		= gigant_jumper_attack_params
immunities_sect		= gigant_jumper_immunities
step_params		= gigant_jumper_step_params
damage			= gigant_jumper_damage

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

LegsCount			= 2
Min_Satiety			= 0.4
Max_Satiety		= 1.0
distance_to_corpse	= 1.3

; Jump parameters
jump_delay					= 4000 ;5000
jump_factor					= 1.5
jump_ground_trace_range	= 1.5
jump_hit_trace_range		= 3.0
jump_build_line_distance	= 5.0
jump_min_distance			= 3.25
jump_max_distance			= 32.0
jump_max_angle			= 0.8
jump_max_height			= 12.0 ;3.5

;species of monster
monster_type		= outdoor
species			= giant
panic_threshold		= 0.01
rank				= 801
spec_rank			= strong

[gigant_jumper_terrain]
	255,000,255,255
	010,001,255,255 ;Ограниченный доступ на Янтаре

;=================================================================================
; Damage
;=================================================================================
[gigant_jumper_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, 0.1
bone01			= 1, -1, 0.1
bip01_pelvis 	= 1, -1, 0.1
bip01_spine 	= 1, -1, 0.1
bip01_neck 	= 1, -1, 0.5
bip01_head 	= 2, -1, 0.2, 10

[gigant_jumper_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 

[gigant_jumper_attack_params]
stand_attack_0   	= gigant_jumper_attack_0_sect_add
stand_attack_1   	= gigant_jumper_attack_1_sect_add
stand_attack_2_1 	= gigant_jumper_attack_2_sect_add

; anim (amik_sect_add)| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
[gigant_jumper_attack_0_sect_add]
value1			= 0.25,		0.90,	    310,        0.5, 1.4, 3.1,		 -0.8, 0.8, -1.8, 1.8,				2.6
value2			= 0.25,		0.80,	    290,        0.5, 1.2, 2.5,		 -0.8, 0.8, -1.8, 1.8,				2.6
value3			= 0.25,		0.90,	    330,        0.5, 1.3, 3.5,		 -0.8, 0.8, -1.8, 1.8,				2.6

[gigant_jumper_attack_1_sect_add]
value1			= 0.30,		1.00,       	470,        0.0, 0.0, 0.8,		 -0.8, 1.6, -0.6, 0.6,				2.1
value2			= 0.30,		1.00,       	425,        0.0, 0.0, 1.5,		 -0.8, 1.6, -0.6, 0.6,				2.1
value3			= 0.30,		1.10,       	590,        0.0, 0.0, 1.1,		 -0.8, 1.6, -0.6, 0.6,				2.1

[gigant_jumper_attack_2_sect_add]
value1			= 0.30,		1.00,       	600,        0.0, 0.0, 7.0,		 -0.8, 0.8, -1.6, 1.6,				2.5
value2			= 0.30,		0.85,       	750,        0.0, 0.0, 6.7,		 -0.8, 0.8, -1.6, 1.6,				2.5
value3			= 0.30,		0.90,       	620,        0.0, 0.0, 7.5,		 -0.8, 0.8, -1.6, 1.6,				2.5
value4			= 0.30,		1.05,      		850,        0.0, 0.0, 9.5,		 -0.8, 0.8, -1.6, 1.6,				2.5

;===========================================================================
; Step Events
;===========================================================================
[gigant_jumper_step_params]			   
;	anim			| Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
stand_walk_fwd_0 			=	  1,   0.01,   1,	     	0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_damaged_0    	=  	  1,	0.2,      1,	0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_0				=  	  1,	0.01,    1,	0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_damaged_0		=	  1,	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
[gigant_jumper_immunities]
burn_immunity 		= 0.3
strike_immunity 	= 0.02
shock_immunity 		= 0.3
wound_immunity 		= 0.01
radiation_immunity 	= 0.0
telepatic_immunity 	= 0.0
chemical_burn_immunity  = 0.08
explosion_immunity 	= 0.035
fire_wound_immunity  	= 0.01

; STRONG PROFILE
[gigant_jumper_strong]:gigant_jumper
short_name			= gigant_jumper_strong
immunities_sect		= gigant_jumper_strong_immunities
species			= giant
jump_max_distance	 = 40.0

[gigant_jumper_strong_immunities]
burn_immunity 		= 0.3
strike_immunity 	= 0.01
shock_immunity 		= 0.3
wound_immunity 		= 0.0085
radiation_immunity 	= 0.0
telepatic_immunity 	= 0.0
chemical_burn_immunity  = 0.05
explosion_immunity 	= 0.025
fire_wound_immunity  	= 0.008

; ВЫПОЛЗНИ - Болотный и Пещерный	(Автор - Ааз)
[vypolzen]:m_snork_e
visual				= monsters\snork\vypolzen
icon				= ui_npc_monster_vypolzen
short_name			= vypolzen
panic_threshold		= 0.05
rank				= 801
immunities_sect		= vypolzen_immunities_strong
attack_params		= vypolzen_attack_params
spec_rank			= strong

; Sounds and sound parameters
sound_idle				= monsters\vypolzen\vypolzen_idle_
sound_eat				= monsters\biting\def_
sound_aggressive		= monsters\vypolzen\vypolzen_attack_
sound_attack_hit		= monsters\vypolzen\vypolzen_attack_hit_
sound_take_damage	= monsters\vypolzen\vypolzen_damage_
sound_die				= monsters\vypolzen\vypolzen_die_
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\vypolzen\vypolzen_panic_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\biting\def_
sound_distant_idle		= monsters\vypolzen\vypolzen_idle_

;Frequency of sounds to be played
idle_sound_delay			= 85000
eat_sound_delay			= 3000
attack_sound_delay		= 4000
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0
SoundThreshold			= 0.02             ; range [0..1]
max_hear_dist				= 60

Spawn_Inventory_Item_Section = part_vypolzen_hrebet
Spawn_Inventory_Item_Probability = 0.38

[vypolzen_immunities_strong]
burn_immunity			= 0.3
strike_immunity			= 0.2
shock_immunity			= 0.4
wound_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 0.1
explosion_immunity		= 0.3
fire_wound_immunity	= 0.04

[vypolzen_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;Right Leg Attack
stand_attack_0 =	  	0.30,		0.80,			30,        0.0, 0.5, 0.5,		-0.3, 0.3, -0.6, 0.6,					2.5
;Right Hand Attack
stand_attack_1 =	  	0.30,		0.80,			30,        0.0, 0.5, 0.5,		-0.8, 1.6, -0.6, 0.6,					2.1
;Right Leg Attack
;stand_attack_2 =	  	0.30,		0.80,			50,        0.0, 1.0, 2.0,		-1.6, 1.6, -1.6, 1.6,					2.9
;Jump attack
stand_attack_2_1 =	  	0.30,		1.15,			70,        0.0, 1.0, 2.0,		-0.8, 0.8, -1.6, 1.6,					2.2

[vypolzen_red]:vypolzen
visual		= monsters\snork\vypolzen_red
icon		= ui_npc_monster_vypolzen_red
short_name	= vypolzen_red

; УПЫРЬ-НОСАЧ из Метро (автор - Greshnik13rs)
[snork_nosach]:snork_strong
visual				= monsters\snork\nosales
corpse_visual		= monsters\snork\nosales
icon				= ui_npc_monster_snork_nosales
short_name			= snork_nosach
immunities_sect		= vypolzen_immunities_strong
attack_params		= vypolzen_attack_params

Spawn_Inventory_Item_Section = part_nosales_tongue
Spawn_Inventory_Item_Probability = 0.35

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

jump_max_distance		= 15.0
jump_max_angle		= 0.8
jump_max_height		= 7.0
