[m_fracture_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone,zone_smallrain
Scheduled		     	= on						
Human		     	 	= off				
Health			     	= 300				
MinSpeed		     	= 1.0				
MaxSpeed		     	= 6.0				
going_speed          	= 4.5                 
search_speed         	= 2.0                 
visual				= monsters\izlom\izlom
corpse_visual		= monsters\izlom\izlom
icon 				= ui_npc_monster_fracture
short_name			= fracture
MaxHealthValue	= 300	; range [0..200]
smart_terrain_choose_interval = 00:15:00
satiety_threshold	= 0.5
jump_max_height 	= 1.0

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

ef_creature_type	= 21				; option for evaluation functions
ef_weapon_type	= 4
ef_detector_type	= 1
panic_threshold		= 0.1

class                = SM_IZLOM				; AI class
monster_section = m_fracture_e

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

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		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.1
ph_mass 	= 170.

destroyed_vis_name	 = dynamics\dead_body\trupik_crash

Spawn_Inventory_Item_Section = part_fracture_hand
Spawn_Inventory_Item_Probability = 0.4

ph_skeleton_airr_lin_factor   	= -0.40
ph_skeleton_airr_ang_factor   	= -0.20
ph_skeleton_hinger_factor1    	= 5.0
ph_skeleton_ddelay	     	  	= 5.0
ph_skel_fatal_impulse_factor  	= 3.0
ph_after_death_velocity_factor	= 0.75
ph_skel_shot_up_factor        		= 0.25

eye_fov		= 100
eye_range		= 100
max_hear_dist	= 40
hit_power		= 50.0
ImpulseMin		= 500.0
ImpulseMax	= 550.0 

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			1.4,			1.4,		1,		1
Velocity_WalkFwdNormal	= 0.9,		2.5,			2.5,		0.02,	2.0	
Velocity_RunFwdNormal	= 4.0,		3.5,			3.5,		0.4,		1	
Velocity_WalkFwdDamaged = 1.4,		3.0,			3.0,		0.2,		2.0	
Velocity_RunFwdDamaged	= 5.5,  		3.0,			3.0,		0.2,		1
Velocity_Drag				= 1.3,		3.0,			3.0,		1,		1
Velocity_Steal				= 1.6,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 3.0
Accel_Aggressive	= 9.5

;attack parameters
MinAttackDist		= 1.8	;0.5
MaxAttackDist		= 2.4	;3.8
as_min_dist			= 0.5
as_step			= 0.5
hit_type 			= strike

Min_Satiety			= 0.4
Max_Satiety		= 1.0
distance_to_corpse	= 1.2		

min_view_distance   		= 0.8				; 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

; entity condition
satiety_v 			= 0.00001	;0.01			;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 		= 0.4		;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

;открытые раны
bleeding_v				= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v	= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size		= 0.01

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_freq			= 5.0	
eat_slice			= 0.01	
eat_slice_weight	= 10.0	

; 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

SoundThreshold 	= 0.06             ; range [0..1]

sound_idle				= monsters\fracture\idle_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= monsters\fracture\aggressive_
sound_attack_hit		= monsters\fracture\attack_1
sound_take_damage	= monsters\fracture\hit_
sound_die				= monsters\fracture\death_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\fracture\attack_7
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\fracture\death_

idle_sound_delay		= 125000
eat_sound_delay		= 3000
attack_sound_delay	= 4000

sound_distant_idle			= monsters\zombie\zombie_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0
DamagedThreshold		= 0.5

material				= creatures\medium
squad_attack_algorithm	= 1
attack_effector			= monster_attack_effector
control_fx_texture		= act\act_izlom
LegsCount				= 2

immunities_sect	 	= fracture_immunities
attack_params		= m_fracture_attack_params
step_params		= m_fracture_step_params
damage			= m_Fracture_damage
species			= fracture
terrain				= fracture_terrain

[fracture_terrain]
	255,255,255,255
	255,000,255,255 ;на всех уровнях, по графам без описания
	255,004,255,255 ;на всех уровнях, по мертвой земле
	255,005,255,255 ;на всех уровнях, по деревням
	255,006,255,255 ;на всех уровнях, по городам
	255,007,255,255 ;на всех уровнях, по промзастройкам
	255,008,255,255 ;на всех уровнях, по туннелям
	255,009,255,255 ;на всех уровнях, по подземельям
	255,014,255,255 ;на всех уровнях, по железнодорожным насыпям
	255,015,255,255 ;на всех уровнях, по искусственным заграждениям

[m_fracture_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 =	  	0.15,		0.90,		    450,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.20,		0.45,		    200,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.55,		0.90,		    700,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[m_fracture_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_fwd_0 	=	1,	   0.01,     1,     0.25,    0.7,   
stand_run_fwd_0	 =	1,	   0.01,     1,	  0.25,    0.6,    

;===========================================================================
; IMMUNITIES
;===========================================================================
[fracture_immunities]
burn_immunity 			= 0.9
strike_immunity 			= 0.8
shock_immunity 		= 0.4
wound_immunity 		= 0.2
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.8
chemical_burn_immunity = 0.5
explosion_immunity 	 = 0.3
fire_wound_immunity  	 = 0.08

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

default				= 0.3, -1,	0.10
bip01_pelvis 		= 0.1, -1, 0.1
;bip01_spine 		= 0.1, -1, 0.1
bip01_spine1 		= 0.2, -1, 0.1
bip01_neck 		= 0.4, -1, 0.1
bip01_head 		= 0.6, -1, 0.50

; ИЗЛОМЫ
[fracture_weak]:m_fracture_e
short_name			= fracture_weak
monster_type		= indoor
rank				= 0
spec_rank			= weak

[fracture_normal]:m_fracture_e
short_name			= fracture_normal
monster_type		= indoor
rank				= 0
spec_rank			= normal

[fracture_strong]:m_fracture_e
short_name			= fracture_strong
monster_type		= indoor
rank				= 0
spec_rank			= strong

; БИБЛИОТЕКАРЬ  (автор - Scarabay)
[bibliotekar]:fracture_strong
monster_type		= indoor
rank				= 0
visual			 	= monsters\bibliotekar\bibliotekar
icon                		= ui_npc_monster_bibliotekar
short_name			= bibliotekar
spec_rank			= strong
panic_threshold		= 0.0

Spawn_Inventory_Item_Section = part_digitis_biblio
Spawn_Inventory_Item_Probability = 0.38

sound_distant_idle		= monsters\bibliotekar\idle_
sound_idle				= monsters\bibliotekar\idle_ 
sound_eat				= monsters\zombie\zombie_eat_ 
sound_aggressive		= monsters\bibliotekar\swamp_run_1
sound_attack_hit		= monsters\bibliotekar\attack_hit_
sound_take_damage	= monsters\bibliotekar\hurt_
sound_die				= monsters\bibliotekar\die_
sound_threaten			= monsters\biting\def_		
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\bibliotekar\hurt_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\bibliotekar\die_

attack_params			= bibliotekar_attack_params
immunities_sect			= bibliotekar_immunities

;===========================================================
; IMMUNITIES
;===========================================================
[bibliotekar_immunities]
burn_immunity          		= 0.05
strike_immunity        		= 0.05
shock_immunity         	= 0.1
wound_immunity         	= 0.005     
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity = 0.05
explosion_immunity     	= 0.05
fire_wound_immunity    	= 0.005

[bibliotekar_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 =	  	0.35,		1.60,		    750,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.40,		1.30,		    600,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.90,		1.70,		    950,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

; ЧЁРНЫЙ БИБЛИОТЕКАРЬ
[bibliotekar_black]:bibliotekar
monster_type		= indoor
rank				= 0
visual			 	= monsters\bibliotekar\bibliotekar_black
icon              			= ui_npc_monster_bibliotekar_black
short_name			= bibliotekar_black
spec_rank			= strong
attack_params		= bibliotekar_black_attack_params
immunities_sect		= bibliotekar_black_immunities

[bibliotekar_black_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 =	  	0.35,		1.80,		    850,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.40,		1.50,		    700,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.90,		1.90,		    950,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[bibliotekar_black_immunities]
burn_immunity          		= 0.0375
strike_immunity        		= 0.0375
shock_immunity         	= 0.075
wound_immunity         	= 0.00375    
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity = 0.0375
explosion_immunity     	= 0.0375
fire_wound_immunity    	= 0.00375

[bibliotekar_friendly]:bibliotekar_black
species			= dogfrend
visual				= monsters\bibliotekar\bibliotekar
panic_threshold		= 0.0
immunities_sect 	= stalker_immunities_sakharov

; snp бармен, друг resident_evil
[bibliofrend_zaton]:bibliotekar_black
species			= dogfrend
visual				= monsters\bibliotekar\bibliotekar
custom_data 		= scripts\monsters\bibliofrend.ltx
panic_threshold		= 0.0
immunities_sect 	= stalker_immunities_sakharov

; МАТЁРЫЙ ИЗЛОМ
[fracture_master]:fracture_strong
icon                    		= ui_npc_monster_fracture_master
short_name			= fracture_master
visual				= monsters\izlom\izlom_master
corpse_visual		= monsters\izlom\izlom_master
immunities_sect		= fracture_karlik_immunities

; КАРЛИКОВЫЙ ИЗЛОМ
[fracture_karlik]:fracture_strong
icon                          	= ui_npc_monster_fracture_karlik
short_name			= fracture_karlik
visual				= monsters\izlom\izlom_karlik
corpse_visual		= monsters\izlom\izlom_karlik
immunities_sect		= fracture_karlik_immunities

[fracture_karlik_immunities]
burn_immunity 			= 0.45
strike_immunity 			= 0.45
shock_immunity 		= 0.45
wound_immunity 		= 0.45
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.45
explosion_immunity 	= 0.4
fire_wound_immunity  	= 0.055

; ПОЛЗУЧИЙ ПОЛТЕРГЕЙСТ
[poltergeist_build]:m_fracture_e
visual				= monsters\poltergeist\poltergeist_build
corpse_visual		= monsters\poltergeist\poltergeist_build
panic_threshold		= 0.00
icon				= ui_npc_monster_poltergeist
short_name			= poltergeist_build
species			= poltergeist

Spawn_Inventory_Item_Section		= part_poltergeist_glas
Spawn_Inventory_Item_Probability 	= 0.34

attack_params		= poltergeist_build_attack_params
step_params		= poltergeist_build_step_params
immunities_sect	 	= fracture_karlik_immunities

sound_idle				= monsters\poltergeist\idle_
sound_eat				= monsters\biting\def_
sound_aggressive		= monsters\poltergeist\hit_
sound_attack_hit		= monsters\poltergeist\attack_
sound_take_damage	= monsters\biting\def_
sound_die				= monsters\poltergeist\die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\poltergeist\attack_hit_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\poltergeist\hit_

[poltergeist_build_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 =	0.45,		0.95,		    20,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				3.5
stand_attack_1 =	 0.45,		0.95,		    30,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				3.5

[poltergeist_build_step_params]
;	anim			| Cycles | time1 | power1 | time2 | power2 |
stand_walk_dmg_0 	=	1,	   0.01,     1,     0.25,    0.7,
stand_walk_fwd_0	=	1,	   0.01,     1,	 0.25,    0.6,

; ЛЕСНИК-СКЕЛЕТ С ТОПОРОМ
[skelet_ded]:m_fracture_e
panic_threshold		= 0.00
icon				= ui_npc_monster_skelet_ded
short_name			= skelet_ded
visual				= monsters\skelet_ded\skelet_ded
corpse_visual		= monsters\skelet_ded\skelet_ded
custom_data 		= scripts\zl\zl_skelet_ded.ltx
immunities_sect		= bibliotekar_immunities
attack_params		= skelet_ded_attack_params
hit_type 			= wound
DayTime_Begin	= 0
DayTime_End		= 6

Spawn_Inventory_Item_Section = wpn_topor
Spawn_Inventory_Item_Probability = 1.0

[skelet_ded_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 =	  0.45,		0.95,		    20,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  0.45,		1.10,		    30,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

; ПСЕВДОКАРЛИК
[karlito]:m_fracture_e
visual				= monsters\karlik\karlito.ogf
corpse_visual		= monsters\karlik\karlito.ogf
icon 				= ui_npc_monster_karlito
short_name			= karlito
immunities_sect		= fracture_karlik_immunities
attack_params		= m_karlito_attack_params
damage			= m_karlito_damage
MinAttackDist		= 1.5
MaxAttackDist		= 2.2

Spawn_Inventory_Item_Section = part_carlic_hand
Spawn_Inventory_Item_Probability = 0.37

; speed factors				linear | angular_real | angular_path | min |  max
Velocity_RunFwdNormal		= 3.0,		3.5,			3.5,		0.4,		1	
Velocity_WalkFwdDamaged	= 0.7,		3.0,			3.0,		0.2,		2.0	
Velocity_RunFwdDamaged		= 5.0,  		3.0,			3.0,		0.2,		1
Velocity_Drag					= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal					= 1.5,		3.0,			3.0,		1,		1

sound_idle				= monsters\karlik\idle_
sound_eat				= monsters\karlik\eat_
sound_aggressive		= monsters\karlik\attack_
sound_attack_hit		= monsters\karlik\attack_hit_
sound_take_damage	= monsters\karlik\take_damage_
sound_die				= monsters\karlik\die_
sound_panic			= monsters\karlik\attack_
sound_die_in_anomaly	= monsters\karlik\die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_idle				= monsters\karlik\idle_

[m_karlito_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 =	  0.45,		0.85,		100,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,						 3.5
stand_attack_1 =	  0.45,		0.70,		140,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,						 3.5
stand_attack_2 =	  0.45,		0.85,		120,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,						 3.5

[m_karlito_damage]
default				= 0.15, -1, 0.1
bip01_pelvis 		= 0.25, -1, 0.1
bip01_spine 		= 0.3, -1, 0.1
bip01_spine1 		= 0.3, -1, 0.1
bip01_neck 		= 0.3, -1, 0.5
bip01_head 		= 0.9, -1, 0.2

; КАРЛИКИ В БЕЛОЙ И СИНЕЙ РУБАХАХ
[carlic_weak]:karlito
visual				= monsters\karlik\karlik_weak.ogf
corpse_visual		= monsters\karlik\karlik_weak.ogf
icon				= ui_npc_monster_carlic_weak
short_name			= carlic_weak
MinAttackDist		= 1.2
MaxAttackDist		= 2.0

sound_idle		= monsters\carlic\idle_
sound_eat		= monsters\carlic\eat_
sound_aggressive	= monsters\carlic\aggressive_
sound_attack_hit	= monsters\carlic\attack_hit_
sound_take_damage	= monsters\carlic\take_damage_
sound_die		= monsters\carlic\die_
sound_panic		= monsters\carlic\attack_
sound_die_in_anomaly	= monsters\carlic\die_
sound_idle		= monsters\carlic\idle_

[carlic_strong]:carlic_weak
visual				= monsters\karlik\karlik_strong.ogf
corpse_visual		= monsters\karlik\karlik_strong.ogf
icon				= ui_npc_monster_carlic_strong
short_name			= carlic_strong

; КОНСТРУКТЫ
[tehno_carlic]:karlito
visual				= monsters\karlik\tehno_1.ogf
short_name			= tehno_carlic
immunities_sect		= tehno_carlic_immunities
Spawn_Inventory_Item_Probability = 0
species			= constructions
sound_idle				= monsters\biting\def_
sound_eat				= monsters\zombie\zombie_eat_
sound_aggressive		= ambient\stoni\priz_smeh
sound_attack_hit		= material\large_metal_trash\collide\large_metal_trash_
sound_take_damage	= material\large-weapon\collide\impact_wpn_large_water1
sound_die				= darks\woi_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\fracture\death_

[tehno_carlic_immunities]
burn_immunity          		= 0.0
strike_immunity        		= 0.0
shock_immunity         	= 0.0
wound_immunity         	= 0.0
radiation_immunity     	= 0.0
telepatic_immunity     	= 0.0
chemical_burn_immunity = 0.0
explosion_immunity     	= 0.5
fire_wound_immunity    	= 0.0

[tehno_carlic1]:tehno_carlic
visual			= monsters\karlik\tehno_2.ogf

; КВЕСТОВЫЙ ПСЕВДОКАРЛИК
[quest_karlito]:karlito
MinAttackDist		= 1.5
MaxAttackDist		= 2.0
custom_data 		= scripts\monsters\ohota_boar.ltx
immunities_sect		= quest_karlito_immunities

Spawn_Inventory_Item_Probability = 0.0

[quest_karlito_immunities]
burn_immunity 			= 0.0
strike_immunity 			= 0.075
shock_immunity 		= 0.0
wound_immunity 		= 0.0
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity = 0.0
explosion_immunity 	= 0.0
fire_wound_immunity  	= 0.0
