[m_dog_e]:monster
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
Scheduled		     	= on			; option for ALife Simulator
Human		     	 	= off			; option for ALife Simulator
Health			     	= 100			; option for ALife Simulator
MinSpeed		     	= 1.0			; option for ALife Simulator
MaxSpeed		     	= 1.5			; option for ALife Simulator
going_speed          	= 2.0                      	; option for ALife Simulator
current_level_going_speed	= 1;2	; option for ALife Simulator
search_speed         	= .5                       	; option for ALife Simulator
visual				= monsters\dog\dog
corpse_visual		= monsters\dog\dog_dead
icon				= ui_npc_monster_dog
short_name			= blind
MaxHealthValue	= 100		; range [0..200]
smart_terrain_choose_interval = 00:15:00

Spawn_Inventory_Item_Section = part_dog_tail
Spawn_Inventory_Item_Probability = 0.29

class                = SM_DOG_S				; AI class

ef_creature_type	= 6					; option for evaluation functions
ef_weapon_type	= 2
ef_detector_type 	= 1
panic_threshold		= 0.1

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,  0.2,  0.0	;0.0,  0.9,  0.0
ph_box0_size 	 	= 0.35, 0.4,  0.35	;0.35, 0.9,  0.35
ph_box1_center 	= 0.0,  0.2,  0.0
ph_box1_size 		= 0.35, 0.4,  0.35
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     	= 50	;70
actor_restrictor	 	= medium_monster ;medium_monster,stalker,none
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  	= 2.0
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,			2.0,			2.0,		1,		1
Velocity_WalkFwdNormal	= 1.45,		3.0,			3.0,		0.2,		1.5
Velocity_WalkFwdDamaged = 1.3,		1.0,			1.0,		0.2,		1	
Velocity_RunFwdNormal	= 8.0,		2.6,			2.6,		0.21,	1	
Velocity_RunFwdDamaged	= 5.5,		1.0,			1.0,		0.18,	1
Velocity_Drag				= 0.6,		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 	= 14.5

; Attack parameters
MinAttackDist		= 1.9
MaxAttackDist		= 2.4
as_min_dist			= 1.2
as_step			= 0.4

Melee_Rotation_Factor	= 2.6
; Jump parameters
jump_factor				= 1.7
jump_delay				= 4000	;6000	
jump_min_dist			= 4.5	;9.;3.0
jump_max_dist			= 3.0	;8.;4.0
jump_max_angle		= 0.5	;1.0	;1.2
jump_trace_dist			= 1.0

; Entity Conditions
satiety_v 			= 0.0001	;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 	= 0.005		;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 		= 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

;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

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
satiety_threshold	= 0.5

; Morale
Morale_Hit_Quant					= 0.2
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	= 0.4

; Sounds and sound parameters
sound_idle				= monsters\dog\bdog_idle_
sound_eat				= monsters\dog\bdog_eat_
sound_aggressive		= monsters\dog\bdog_attack_ ; издается, когда монстр преследует противника
; sound_attack			= ; звук для неудачной попытки ударить или укусить (рык)
sound_attack_hit		= monsters\dog\attack_hit_ ; звук для успешной попытки ударить или укусить (рык)
sound_take_damage	= monsters\dog\bdog_hurt_
sound_die				= monsters\dog\bdog_die_
sound_bkgnd			= monsters\biting\def_
sound_threaten			= monsters\dog\bdog_groan_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\dog\bdog_panic_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\dog\bdog_die_
sound_distant_idle		= monsters\dog\bdog_distant_	; только для расстояний свыше 200м

idle_sound_delay		= 80000;50000	;20000	;15000
eat_sound_delay		= 2000	;3000
attack_sound_delay	= 5000	;2000; 5000	;2000

distant_idle_sound_delay = 80000
distant_idle_sound_range = 30.0	

SoundThreshold		 = 0.04             ; range [0..1]
max_hear_dist		 = 60

; Vision
eye_fov			 = 110	;140
eye_range			 = 30	;50

min_view_distance   		= 0.7		; 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 	= 0.4
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

; Damages
DamagedThreshold		= 0.2
damage					= m_dog_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 = dog_critical_wound_bones_head

critical_wound_anim_torso	= critical_hit_torso_0
critical_wound_bones_torso	= dog_critical_wound_bones_torso

critical_wound_anim_legs	= critical_hit_torso_0
critical_wound_bones_legs	= dog_critical_wound_bones_legs

; Other Stuff (refactoring needed)
Min_Satiety			= 0.5	;0.06
Max_Satiety		= 1.0	;0.9

distance_to_corpse	= 1.3

terrain		= dogs_terrain
material	= creatures\medium
squad_attack_algorithm	 = 1
LegsCount	= 4

attack_effector		= m_dog_attack_effector
attack_params		= m_dog_attack_params
step_params		= m_dog_step_params
immunities_sect		= dog_immunities
species			= dog

;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_dog_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 =	  	0.35,		0.25,	    30,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5
;Both Legs strike with bite
stand_attack_1 =	  	0.45,		0.30,	    30,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5
stand_attack_2 =	  	0.45,		0.35,	    35,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5
stand_attack_3 =	  	0.45,		0.35,	    40,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,				 3.5

[m_dog_attack_effector]

duality_h		= 0.01
duality_v		= 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		= 0.1,0,0;0,0,0
time			= 0.1
time_attack		= 0.05		; fade in
time_release	= 0.25		; fade out

; camera effects
ce_time				= 0.35 ;time 
ce_amplitude		= 5.0 
ce_period_number	= 2.0 
ce_power			= 0.7 ; power 

;===========================================================================
; Step Events
;===========================================================================
[m_dog_step_params]			    fwdleftleg	    fwdrightleg     backrightleg     backleftleg
;	anim			Cycles 	| time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
stand_walk_fwd_0	=   	1,	0.2,     0.75,	  0.4,      0.7,    0.6,     	    0.75,     0.8,   0.75
stand_walk_dmg_0	=   	1,	0.4,     0.75,	  0.2,      0.7,    0.45,    	    0.75,     0.7,    0.75
stand_run_0		=	1,	0.25,   0.75,	  0.20,    0.7,    0.6,	    0.75,     0.67,   0.75
stand_run_dmg_0	=	1,	0.4,     0.75,	  0.20,    0.7,    0.7,	    0.75,     0.7,    0.75
stand_steal_0		=	1,	0.2,     0.75,	  0.25,    0.7,    0.7,	    0.75,     0.7,    0.75
stand_drag_0		=	1,	0.2,     0.75,	  0.25,    0.7,    0.7,	    0.75,     0.7,    0.75

;===========================================================================
; IMMUNITIES
;===========================================================================
[dog_immunities]
burn_immunity 			= 1.0
strike_immunity 			= 1.0
shock_immunity 		= 1.0
wound_immunity 		= 0.9
radiation_immunity 		= 0.0
telepatic_immunity 		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity 	= 1.0
fire_wound_immunity  	= 0.8

;=================================================================================
; DOG Damage
;=================================================================================
[m_Dog_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,	0.2
bip01_pelvis 		= 1.4, -1, 0.5
bip01_spine 		= 0.5, -1, 0.5
bip01_spine1 		= 0.5, -1, 0.5
bip01_neck 		= 1.2, -1, 1.5
bip01_head 		= 2.5, -1, 0.5, 10

[dog_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail2

[dog_critical_wound_bones_torso]
bip01_pelvis
bip01_l_calf
bip01_r_calf
bip01_spine
bip01_spine1
bip01_spine2
bip01_l_clavicle
bip01_r_clavicle
bip01_tail
bip01_tail1
bip01_tail2
bip01_tail3

[dog_critical_wound_bones_legs]
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_l_thigh

;=================================================================================
; DOG Terrain
;=================================================================================
[dogs_terrain]
	255,255,255,255
	255,000,255,255
	
; WEAK PROFILE
[dog_weak]:m_dog_e
visual				= monsters\dog\dog
corpse_visual		= monsters\dog\dog_dead
icon				= ui_npc_monster_dog
short_name			= dog_weak
panic_threshold		= 0.2
rank				= 0
immunities_sect		= dog_immunities_weak
attack_params		= dog_attack_params_weak
spec_rank			= weak

eye_fov			 = 100
eye_range			 = 20
time_quant			 = 0.003

[dog_immunities_weak]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.7
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.55
fire_wound_immunity	= 0.8

[dog_attack_params_weak]
;	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 =	  	0.35,		0.30,	    30,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
;Both Legs strike with bite
stand_attack_1 =	  	0.45,		0.30,	    30,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_2 =	  	0.45,		0.30,	    40,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_3 =	  	0.45,		0.30,	    50,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8

; NORMAL PROFILE
[dog_normal]:m_dog_e
visual				= monsters\dog\dog_red
corpse_visual		= monsters\dog\dog_red_dead
icon				= ui_npc_monster_dog_red
short_name			= dog_normal
panic_threshold		= 0.2
rank				= 401
immunities_sect		= dog_immunities_normal
attack_params		= dog_attack_params_normal
spec_rank			= normal

[dog_immunities_normal]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.55
fire_wound_immunity	= 0.5

[dog_attack_params_normal]
;	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 =	  	0.35,		0.35,	    30,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
;Both Legs strike with bite
stand_attack_1 =	  	0.45,		0.35,	    30,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_2 =	  	0.45,		0.35,	    40,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_3 =	  	0.45,		0.35,	    60,        1.0, 0.1, 0.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8

; STRONG PROFILE
[dog_strong]:m_dog_e
visual				= monsters\dog\dog_white
corpse_visual		= monsters\dog\dog_white_dead
icon				= ui_npc_monster_dog_white
short_name			= dog_strong
panic_threshold		= 0.2
rank				= 801
immunities_sect		= dog_immunities_strong
attack_params		= dog_attack_params_strong
spec_rank			= strong

[dog_immunities_strong]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity		= 0.3
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.55
fire_wound_immunity	= 0.35

[dog_attack_params_strong]
;	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 =	  	0.35,		0.40,	    30,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
;Both Legs strike with bite
stand_attack_1 =	  	0.45,		0.40,	    30,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_2 =	  	0.45,		0.40,	    40,        .0, 0.1, 01.0,	 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_3 =	  	0.45,		0.50,	    70,        .0, 0.1, 01.0,	 -0.5, 0.5, -1.0, 1.0,				 1.8

; ЧЁРНАЯ СОБАКА
[dog_habaruch]:dog_strong
visual            			= monsters\dog\dog_habaruch
corpse_visual    	= monsters\dog\dog_habaruch_dead
icon              			= ui_npc_monster_black_dog
short_name			= dog_habaruch
panic_threshold 	= 0.0
rank              			= 801
immunities_sect   	= dog_immunities_habaruch
attack_params     	= dog_attack_params_habaruch
spec_rank         		= strong

[dog_immunities_habaruch]
burn_immunity              	= 0.5
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         = 0.3
fire_wound_immunity       = 0.2

[dog_attack_params_habaruch]
;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 =	  	0.35,		0.50,	    30,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
;Both Legs strike with bite
stand_attack_1 =	  	0.45,		0.60,	    50,        .0, 0.1, 01.0,	 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_2 =	  	0.45,		0.60,	    50,        .0, 0.1, 01.0,	 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_3 =	  	0.45,		0.65,	    70,        .0, 0.1, 01.0,	 -0.5, 0.5, -1.0, 1.0,				 1.8

; ЗЕЛЁНАЯ ПРИЗРАЧНАЯ СОБАКА
[dog_green]:dog_habaruch
visual				= monsters\dog_backervill\dog_green
corpse_visual		= monsters\dog_backervill\dog_green
icon				= ui_npc_monster_green_dog
short_name			= dog_green
rank				= 801
immunities_sect		= dog_green_immunities
spec_rank			= strong

[dog_green_immunities]
burn_immunity			= 0.6
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.2
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.25
fire_wound_immunity	= 0.1

; СОБАКА БЕЗ КОЖИ ИЗ САЙЛЕНТ ХИЛЛ
[dog_sil_hill]:dog_habaruch
visual				= monsters\dog\dog_silhill
corpse_visual		= monsters\dog\dog_silhill
icon				= ui_npc_monster_silhil_dog
short_name			= dog_sil_hill
rank				= 801
immunities_sect		= dog_sil_immunities
spec_rank			= strong

[dog_sil_immunities]
burn_immunity			= 0.5
strike_immunity			= 0.5
shock_immunity			= 0.5
wound_immunity		= 0.2
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.2
fire_wound_immunity	= 0.05

; РЫЖАЯ ПРИЗРАЧНАЯ СОБАКА (автор - DanekSTALKER)
[dog_skeleton]:dog_habaruch
visual            			= monsters\dog\dog_danek
corpse_visual     	= monsters\dog\dog_danek_dead
icon              			= ui_npc_monster_dog_danek
short_name			= dog_skeleton
rank              			= 801
immunities_sect   	= dog_sil_immunities
attack_params     	= dog_skeleton_attack_params
spec_rank         		= strong

[dog_skeleton_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 =	  	0.45,		0.60,	    40,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
;Both Legs strike with bite
stand_attack_1 =	  	0.65,		0.70,	    60,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_2 =	  	0.65,		0.70,	    60,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8
stand_attack_3 =	  	0.65,		0.75,	    70,        .0, 0.1, 01.0,		 -0.5, 0.5, -1.0, 1.0,				 1.8

; ДОБЕРМАН
[dog_zombie]:dog_sil_hill
visual				= monsters\dog\dog_zombie
corpse_visual		= monsters\dog\dog_zombie_dead
icon				= ui_npc_monster_dog_zombie
short_name			= dog_zombie
attack_params     	= dog_skeleton_attack_params

; Квестовая собака Калинина
[dog_quest]:dog_weak
species			= dogfrend
custom_data 		= scripts\monsters\kalinin_dog.ltx
immunities_sect		= pseudodogfrend_immunities_strong
panic_threshold		= 0.0

; ЛИСИЦА  (автор - Greshnik13rs)
[dog_fox]:dog_habaruch
visual				= monsters\dog\fox
icon				= ui_npc_monster_dog_fox
short_name			= dog_fox
panic_threshold		= 0.2
attack_params     	= dog_skeleton_attack_params

Spawn_Inventory_Item_Section = part_fang_wolf
Spawn_Inventory_Item_Probability = 0.0

sound_idle				= monsters\molerat\molerat_idle_
sound_eat				= monsters\molerat\molerat_eat
sound_aggressive		= monsters\molerat\molerat_aggressive_
sound_attack_hit		= monsters\molerat\molerat_attack_
sound_take_damage	= monsters\molerat\molerat_pain_
sound_die				= monsters\molerat\molerat_death_
sound_threaten			= monsters\molerat\molerat_threaten_
sound_landing			= monsters\molerat\molerat_landing_
sound_panic			= monsters\molerat\molerat_pain_
sound_die_in_anomaly	= monsters\molerat\molerat_pain_
sound_distant_idle		= monsters\molerat\molerat_idle_
