[m_cat_e]:monster
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         	= 1.0                      	; option for ALife Simulator
search_speed        	= .5                       	; option for ALife Simulator
visual				= monsters\cat\cat
corpse_visual		= monsters\cat\cat
icon 				= ui_npc_monster_cat
short_name			= cat
MaxHealthValue	= 400		; range [0..200]

class                = SM_CAT_S			; AI class

ef_creature_type	= 2				; option for evaluation functions
ef_weapon_type	= 2
ef_detector_type	= 1
panic_threshold		= 0.0

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

Spawn_Inventory_Item_Section = part_tail_cat
Spawn_Inventory_Item_Probability = 0.5

; movement
ph_box0_center 			= 0.0,  0.3,  0.0
ph_box0_size 		 		= 0.30, 0.3,  0.30
ph_box1_center 			= 0.0,  0.3,  0.0
ph_box1_size 		 		= 0.30, 0.3,  0.30
ph_crash_speed_min		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor = 0.01
ph_mass 	= 50

smart_terrain_choose_interval	= 00:15:00
satiety_threshold				= 0.5
critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.

destroyed_vis_name = dynamics\dead_body\skelet_crash_monster


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

eye_fov			 	= 110
eye_range			 	= 30
max_hear_dist		 	= 60

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand				= 0,			3.0,			3.0,			1,		1
Velocity_WalkFwdNormal	= 3.5,		1.5,			1.5,			0.2,		2.0
Velocity_WalkFwdDamaged = 2.0,		2.14,		2.14,		0.2,		2.0	
Velocity_RunFwdNormal	= 14.0,		2.5,			2.5,			0.2,		1	
Velocity_RunFwdDamaged	= 9.5,  		3.0,			3.0,			0.2,		1
Velocity_Drag				= 1.5,		2.14,		2.14,		1,		1
Velocity_Steal				= 1.3,		2.14,		2.14,		1,		1

; acceleration
Accel_Generic		= 1.5
Accel_Calm		= 2.5
Accel_Aggressive	= 7.5

;attack parameters
MinAttackDist		= 1.4
MaxAttackDist		= 2.0
as_min_dist			= 0.3
as_step			= 0.4

Min_Satiety			= 0.4
Max_Satiety		= 1.0
distance_to_corpse	= 1.5
;							  fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting      =      20.0,            20.0,               1000.0,            0.0,               10000.0,					1000.0,             	10000.0,      
selector_hear_sound	=      20.0,            1.0,		      1000.0,            0.0,                0.0,						1000.0,             	10000.0,      
selector_getaway		=      20.0,            20.0,               1000.0,             0.0,               10000.0,					1000.0,			10000.0,      
selector_approach		=      20.0,            1.0,                  1000.0,            0.0,                0.0,						1000.0,			10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain	= 255,000,255,255

;entity condition
satiety_v 			= 0.01
radiation_v 			= 0.00001
satiety_power_v 	= 0.005
satiety_health_v 	= 0.001
satiety_critical 		= -1.0
radiation_health_v 	= 0.01
morale_v			= 0.01
health_hit_part 		= 1.0
power_hit_part 		= 1.0
psy_health_v		= 0.1

;открытые раны
bleeding_v				= 0.01				;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
sleep_power 		= 1.0
sleep_satiety 		= 1.0
sleep_radiation 	= 1.0
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				= 0.05
Morale_Despondent_Threashold	= 0.5

; Sounds
sound_idle				= monsters\cat\idle
sound_eat				= monsters\cat\2
sound_aggressive		= monsters\cat\3
sound_attack_hit		= monsters\cat\attack_hit
sound_take_damage	= monsters\cat\take_damage
sound_die				= monsters\cat\die
sound_threaten			= monsters\cat\7
sound_landing			= monsters\cat\8
sound_steal			= monsters\cat\9
sound_panic			= monsters\cat\10
sound_growling			= monsters\cat\11
sound_die_in_anomaly	= monsters\cat\12

SoundThreshold	 	= 0.06	; range [0..1]

idle_sound_delay			= 55000
eat_sound_delay			= 3000
attack_sound_delay		= 6000

sound_distant_idle			= monsters\cat\1
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0
DamagedThreshold		= 0.2

; jump parameters
jump_delay					= 3000
jump_factor					= 2.0
jump_ground_trace_range	= 0.8
jump_hit_trace_range		= 1.0
jump_build_line_distance	= 0.0
jump_min_distance			= 3.5
jump_max_distance			= 7.0
jump_max_angle			= 0.6

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			= 1.5 			; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

material = creatures\medium
squad_attack_algorithm	 = 1
LegsCount				= 4

attack_effector		= m_cat_attack_effector
attack_params		= m_cat_attack_params
step_params		= m_cat_step_params
damage			= m_cat_damage
immunities_sect		= cat_immunities

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

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

default				= 0.9, -1, 0.10 ;0.15, -1, 0.10
bip01_spine 		= 0.6, -1, 0.05
bip01_spine1 		= 0.6, -1, 0.05
bip01_neck 		= 1.2, -1, 0.05
bip01_head 		= 1.9, -1, 0.30

[m_cat_attack_params]
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;Left leg strike
stand_attack_0 		=	0.25,		0.50,		15,          0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								2.5
;Both leg strike
stand_attack_1 		=	0.30,		0.50,		20,          0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								3.5
stand_attack_rat_0  	=	0.40,		0.65,		30,		0.0, -0.5,1.0,       	-0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2		=	0.50,		0.65,		50,		0.0, -0.5,1.0,       	-0.6, 0.6, -1.6, 0.6,								2.0

[m_cat_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		= 0,0,0
time			= 0.3
time_attack		= 0.05		; fade in
time_release    	= 0.25		; fade out

; camera effects
ce_time				= 0.45	;time 
ce_amplitude		= -10.0 
ce_period_number	= 2.0 
ce_power			= 1.5	; power 

[m_cat_step_params]
;	anim			| cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
stand_walk_fwd_0	=	   8,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_walk_dmg_0	=         7,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_0		=	   6,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_dmg_0	=	   6,	    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
[cat_immunities]
burn_immunity 			= 1.0
strike_immunity 			= 0.0
shock_immunity 		= 1.0
wound_immunity 		= 0.9
radiation_immunity 		= 0.0
telepatic_immunity 		= 1.0
chemical_burn_immunity = 1.0
explosion_immunity 	= 0.8
fire_wound_immunity  	= 0.6

[cat_weak]:m_cat_e	
short_name		= cat_weak
monster_type	= indoor
spec_rank 		= weak

[cat_normal]:m_cat_e
short_name		= cat_normal
monster_type	= indoor
spec_rank 		= normal
visual			= monsters\cat\cat_1
corpse_visual	= monsters\cat\cat_1

[cat_strong]:m_cat_e
short_name		= cat_strong
monster_type	= indoor
spec_rank 		= strong
visual			= monsters\cat\cat_2
corpse_visual	= monsters\cat\cat_2

; Квестовые коты
[cat_quest]:cat_strong
panic_threshold		= 1.0
custom_data 		= scripts\monsters\ohota_cat_quest.ltx
immunities_sect		= pseudodogfrend_immunities_strong

[cat_kulon]:cat_quest
custom_data 		= scripts\monsters\ohota_cat.ltx

; Кошак Устинова
[cat_ystinov]:cat_strong
visual				= monsters\cat\kisa
panic_threshold	 	= 1.0
Velocity_RunFwdNormal	= 9.0, 2.5, 2.5, 0.2, 1	
immunities_sect		= pseudodogfrend_immunities_strong
custom_data 		= scripts\monsters\cat_ystinov.ltx
