; ПАУК
[spider]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
visual			= monsters\spider\minispider
corpse_visual	= monsters\spider\minispider
icon			= ui_npc_monster_spider
short_name		= spider
rank          		= 0
spec_rank     	= weak

; 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		= 5.0	; option for ALife Simulator
going_speed		= 2		; option for ALife Simulator
search_speed	= 1.5	; option for ALife Simulator
current_level_going_speed		= 1;2	; option for ALife Simulator
MaxHealthValue					= 400	; range [0..200]
smart_terrain_choose_interval	= 00:15:00

Spawn_Inventory_Item_Section	= part_spider_gland
Spawn_Inventory_Item_Probability = 0.41

; Physics
ph_box0_center				= 0.0, 0.3, 0.0
ph_box0_size				= 0.3, 0.3, 0.3
ph_box1_center				= 0.0, 0.3, 0.0
ph_box1_size				= 0.3, 0.3, 0.3
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass						= 60

destroyed_vis_name    = dynamics\dead_body\skelet_crash_monster

ph_skeleton_airr_lin_factor	= -0.30	;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor	= -0.20	;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	= 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 	= 6.0,   	3.5,      3.5,    0.4,  	1
Velocity_RunFwdDamaged = 5.5,    	3.0,      3.0,    0.2,  	1
Velocity_WalkFwdDamaged = 4.0,    2.5,      2.5,    0.2,  	2.0
Velocity_WalkFwdNormal  	= 4.5,   	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_spider_attack_effector
attack_params	  = m_spider_attack_params
immunities_sect  = spider_immunities

;attack parameters
MinAttackDist 	= 1.5
MaxAttackDist 	= 2.2
as_min_dist       	= 1.4
as_step         	= 0.5

Run_Attack_Dist     		= 3.0,    3.5
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

; Sound
sound_idle 				= monsters\pauk\pauk_idle_
sound_eat 				= monsters\pauk\pauk_eat_
sound_aggressive 		= monsters\pauk\pauk_aggressive
sound_attack_hit 		= monsters\pauk\pauk_attack
sound_take_damage 	= monsters\pauk\pauk_pain_
sound_die 				= monsters\pauk\pauk_death_
sound_bkgnd 			= monsters\biting\def_
sound_threaten 			= monsters\arahnid\arahnid_threaten_
sound_landing 			= monsters\arahnid\arahnid_landing_
sound_steal 			= monsters\biting\def_
sound_panic 			= monsters\pauk\pauk_threaten
sound_growling 		= monsters\biting\def_
sound_die_in_anomaly 	= monsters\pauk\pauk_anomaly_deat
sound_distant_idle		= monsters\pauk\pauk_idle_dist

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 = spider_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 = spider_critical_wound_bones_head

critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso  = spider_critical_wound_bones_torso

critical_wound_anim_legs  = critical_hit_torso_0
critical_wound_bones_legs = spider_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
step_params		= m_spider_step_params
LegsCount			= 6
distance_to_corpse = 2.1
terrain				= spider_terrain
material			= creatures\phantom
species			= spider

;===========================================================================
; ATTACK PARAMS
;===========================================================================
[m_spider_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 =	  	0.15,		0.70,	      20,        0.0, 0.1, 0.5,	 -0.6, 0.6, -0.6, 0.6,					  3.2
;Bite2
stand_attack_1 =	  	0.20,		0.75,	      20,        0.0, 0.1, 0.5,	 -0.6, 0.6, -0.6, 0.6,					  3.2
;Right Leg Attack
stand_attack_2 =	  	0.20,		0.80,	      20,        0.0, 0.1, 2.0,	 -0.6, 0.6, -0.6, 0.6,					  3.2
stand_attack_run_0 =      0.10,		0.85,	      25,        1.0, 0.0, 1.0,	 -0.6, 0.6, -0.6, 0.6,

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_spider_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

;==============================================================
; Spider Damage
;==============================================================
[spider_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, -1, 0.3
bip01_spine 	= 1, -1, 0.3
bip01_spine1 	= 1, -1, 0.3
bip01_head 	= 2, -1, 0.3, 10

[spider_critical_wound_bones_head]
bip01_pelvis
bip01_l_leg
bip01_l_leg01
bip01_l_leg02
bip01_l_thigh01
bip01_l_calf01
bip01_l_foot01
bip01_l_toe02
bip01_l_toe03
bip01_l_thigh04
bip01_l_calf04
bip01_l_foot04
bip01_l_toe09
bip01_l_toe08
bip01_r_leg
bip01_r_leg01
bip01_r_leg02
bip01_r_thigh01
bip01_r_calf01
bip01_r_foot01
bip01_r_toe02
bip01_r_toe03
bip01_r_thigh04
bip01_r_calf04
bip01_r_foot04
bip01_r_toe09
bip01_r_toe08
bip01_spine
bip01_spine1
bip01_head
bip01_l_thigh02
bip01_l_calf02
bip01_l_foot02
bip01_l_toe04
bip01_l_toe05
bip01_l_thigh03
bip01_l_calf03
bip01_l_foot03
bip01_l_toe06
bip01_l_toe07
bip01_r_thigh02
bip01_r_calf02
bip01_r_foot02
bip01_r_toe04
bip01_r_toe05
bip01_r_thigh03
bip01_r_calf03
bip01_r_foot03
bip01_r_toe06
bip01_r_toe07
bip01_tail1
bip01_tail2
bip01_tail3

[spider_critical_wound_bones_torso]
[spider_critical_wound_bones_legs]

[spider_terrain]
  255,000,255,255

;=====================================================================
; Step Events
;=====================================================================
[m_spider_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
;=================================
[spider_immunities]
burn_immunity       		= 0.5
strike_immunity     		= 0.4
shock_immunity      		= 0.2
wound_immunity      		= 0.4
radiation_immunity    	= 0.0
telepatic_immunity    	= 0.0
chemical_burn_immunity = 0.25
explosion_immunity    	= 0.4
fire_wound_immunity   	= 0.06

; АРАХНИД		(автор - Greshnik13rs)
[arahnid]:spider
visual			= monsters\spider\arahnid
icon			= ui_npc_monster_arahnid
short_name		= arahnid

sound_idle 				= monsters\arahnid\arahnid_idle_
sound_aggressive 		= monsters\arahnid\arahnid_aggressive_
sound_attack_hit 		= monsters\arahnid\arahnid_attack_
sound_take_damage 	= monsters\arahnid\arahnid_pain_
sound_die 				= monsters\arahnid\arahnid_death_
sound_threaten 			= monsters\arahnid\arahnid_threaten_
sound_landing 			= monsters\arahnid\arahnid_landing_
sound_panic 			= monsters\arahnid\arahnid_panic_
sound_distant_idle		= monsters\arahnid\arahnid_idle_

step_params       = arahnid_step_params
[arahnid_step_params]
; anim      | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
stand_walk_fwd_0  	=   5,    	0.01,   	1,       0.01,    0.7,    0.01,    1.0,     0.01,   1.0
stand_walk_dmg_0 	=   4,  	0.01,     	1,       0.01,    0.7,    0.01,    1.0,     0.01,   1.0
stand_run_fwd_0   	=   1, 	0.01,   	1,       0.01,    0.7,    0.01,    1.0,     0.01,   0.2
stand_run_dmg_0   	=   4,  	0.01,	1,       0.01,    0.7,    0.01,    1.0,     0.01,   1.0
stand_steal_0   		=   1,  	0.01,	1,       0.01,    0.7,    0.01,    1.0,     0.01,   1.0
stand_drag_0    		=   1,  	0.01,	1,       0.01,    0.7,    0.01,    1.0,     0.01,   1.0

; АРАХНИД ЖЁЛТЫЙ
[arahnid_strong]:arahnid
visual			= monsters\spider\arahnid_yellow
icon			= ui_npc_monster_arahnid_strong
short_name		= arahnid_strong
