Divergent/mods/Soundscape Overhaul/gamedata/configs/creatures/m_flesh.ltx

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2024-03-17 20:18:03 -04:00
;===========================================================================
; FLESH
;===========================================================================
[m_flesh_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_gravi_zone
$spawn = "monsters\fleshes\flesh_base" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 350 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 3.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\flesh\flesh
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh
MaxHealthValue = 200 ; range [0..200]
DynamicObjectsCount = 8
smart_terrain_choose_interval = 00:15:00
spawn_phantom = m_phantom_flesh
can_spawn_phantom = false
;Spawn_Inventory_Item_Section = mutant_flesh_eye
;Spawn_Inventory_Item_Probability = 0.8
ef_creature_type = 7 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.45
cform = skeleton ; collision class
class = SM_FLESH ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
; movement
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.55, 0.9, 0.55
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 = 200;100 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;----------------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<2D><> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;----------------------------------------------------------------------------
;---------------------------------------------------------------------
; Squad seperation behaviour (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
;---------------------------------------------------------------------
separate_factor = 0.8 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
separate_range = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.79, 1.79 1, 1
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.3, 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 = 4.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.3
MaxAttackDist = 2.9
as_min_dist = 1.3
as_step = 0.4
Melee_Rotation_Factor = 1.8
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
satiety_health_v = 0.0005 ;0.001 ;0.03 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>𪹸<EFBFBD>
radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
morale_v = 0.035 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_hit_part = 1.0 ;0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
power_hit_part = 1.0 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v
psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.00006
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.005 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
wound_incarnation_v = 0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
min_wound_size = 0.012
sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>
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 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
SoundThreshold = 0.07 ; range [0..1]
max_hear_dist = 40
sound_idle = monsters\flesh\flesh_idle_
sound_eat = monsters\flesh\flesh_eat_
sound_aggressive = monsters\flesh\flesh_aggressive_
sound_attack_hit = monsters\flesh\flesh_attack_ ;hit_
sound_take_damage = monsters\flesh\flesh_pain_
sound_die = monsters\flesh\flesh_death_
sound_threaten = monsters\flesh\flesh_attack_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\flesh\flesh_panic_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\flesh\flesh_anomaly_death_
sound_distant = mmonsters\boar\distant_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 85000
eat_sound_delay = 3000
attack_sound_delay = 6000
sound_distant_idle = ambient\soundscape\mutants\flesh\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
;---------------------------------------------------------
; Logic
;---------------------------------------------------------
DayTime_Begin = 6 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 21 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.4 ;0.6 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>)
Max_Satiety = 1.0 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v<EFBFBD>)
;-------------------------------------------------------------------------
; 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 = 0.005
Morale_Despondent_Threashold = 0.1
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
critical_wound_threshold = 0.4
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_head_0
critical_wound_bones_head = flesh_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = flesh_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = flesh_critical_wound_bones_legs
distance_to_corpse = 0.9; <20><><EFBFBD><EFBFBD>. <20><> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
DamagedThreshold = 0.4
material = creatures\hoof
step_params = m_flesh_step_params
LegsCount = 4
;species of monster
species = flesh
terrain = flesh_terrain
damage = m_flesh_damage
protections_sect = flesh_protections
immunities_sect = flesh_immunities
attack_effector = m_flesh_attack_effector
attack_params = m_flesh_attack_params
;---------------------------------------------------------
; Vision
;---------------------------------------------------------
eye_fov = 240
eye_range = 80 ;30
; number of visible objects monster can handle
DynamicObjectsCount = 8
vision_free_section = flesh_vision_free
vision_danger_section = flesh_vision_danger
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> visibility_threshold <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>,
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>.
[flesh_vision_free]
min_view_distance = 0.75 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
max_view_distance = 1.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
visibility_threshold = 60 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
always_visible_distance = 1.35
time_quant = 0.004
decrease_value = 0.011 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.7
luminocity_factor = 0.7 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.30
[flesh_vision_danger]
min_view_distance = 1.2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
max_view_distance = 1.6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
visibility_threshold = 60 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
always_visible_distance = 1.35
time_quant = 0.001
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<2D><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.3
luminocity_factor = 0.7 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.30
feel_enemy_who_just_hit_max_distance = 350
[flesh_terrain]
255,000,255,255
[m_Flesh_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
default = 0.75, -1, 0.3
bip01_pelvis = 2.0, -1, 0.8
bip01_spine = 0.9, -1, 0.4
bip01_neck = 0.75, -1, 1.5
bip01_head = 0.7, -1, 0.3
[flesh_protections]
skin_armor = 0.25
hit_fraction_monster = 0.67
;===========================================================================
; Immunities
;===========================================================================
[flesh_immunities]
burn_immunity = 1.34 ; = 0.65 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 1
shock_immunity = 0.88 ; = 1.0
wound_immunity = 0.54
radiation_immunity = 0.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
explosion_immunity = 0.65
fire_wound_immunity = 0.45 ; .28
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_flesh_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, 0.45, 70, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Both leg strike
stand_attack_1 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.45, 150, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;===========================================================================
; Step Events
;===========================================================================
[m_flesh_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_fwd_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_crawl_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
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_flesh_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 ;0.7 ; power
;*********************************************************************************
;WEAK PROFILE
;*********************************************************************************
[flesh_weak]:m_flesh_e
panic_threshold = 0.55
immunities_sect = flesh_immunities_weak
attack_params = flesh_attack_params_weak
$spawn = "monsters\fleshes\flesh_weak"
MaxHealthValue = 0.75 ; range [0..200]
skin_armor = 0.08
[flesh_immunities_weak]
burn_immunity = 1.19 ; = 0.65
strike_immunity = 0.55
shock_immunity = 0.78 ; = 0.4
wound_immunity = 0.47
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.11 ; = 3.0 ; = 0.5
explosion_immunity = 0.65
fire_wound_immunity = 1.0
[flesh_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.4, 50, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
;Both leg strike
stand_attack_1 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[flesh_normal]:m_flesh_e
$spawn = "monsters\fleshes\flesh_02_normal"
visual = monsters\flesh\flesh
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh
panic_threshold = 0.45
rank = 2
immunities_sect = flesh_immunities_normal
attack_params = flesh_attack_params_normal
spec_rank = normal
community = flesh
[flesh_immunities_normal]
burn_immunity = 1.34 ; = 0.65
strike_immunity = 0.65
shock_immunity = 0.88 ; = 0.4
wound_immunity = 0.54
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
explosion_immunity = 0.6
fire_wound_immunity = 0.9
[flesh_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.4, 50, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
;Both leg strike
stand_attack_1 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.4, 60, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.79, 1.79 1, 1
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 3.0, 0.3, 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 = 4.0
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[flesh_strong]:m_flesh_e
$spawn = "monsters\fleshes\flesh_03_strong"
visual = monsters\flesh\flesh_strong
corpse_visual = monsters\flesh\flesh_dead
icon = ui_npc_monster_flesh_strong
panic_threshold = 0.35
rank = 3
immunities_sect = flesh_immunities_strong
attack_params = flesh_attack_params_strong
spec_rank = strong
community = flesh
damage = m_flesh_strong_damage
[m_Flesh_strong_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
default = 0.75, -1, 0.65
bip01_pelvis = 1.0, -1, 0.25
bip01_spine = 0.9, -1, 0.1
bip01_neck = 0.7, -1, 1.7
bip01_head = 0.2, -1, 0.05
[flesh_immunities_strong]
burn_immunity = 1.34 ; = 0.65
strike_immunity = 0.65
shock_immunity = 0.88 ; = 0.4
wound_immunity = 0.48
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.28 ; = 3.0 ; = 0.5
explosion_immunity = 0.55
fire_wound_immunity = 0.7
[flesh_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.65, 55, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.0
;Both leg strike
stand_attack_1 = 0.30, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_2 = 0.30, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
stand_attack_3 = 0.40, 0.65, 75, 0.0, 0.5, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 1.79, 1.79 1, 1
Velocity_WalkFwdNormal = 1.5, 2.0, 2.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 1.14, 1.14, 0.2, 2.0
Velocity_RunFwdNormal = 8.0, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 3.0, 0.3, 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 = 4.0
[flesh_group]
GroupControlSection = spawn_group
;$spawn = "monsters\flesh-group" ; option for Level Editor
$npc = on ; option for Level Editor
Human = off ; option for ALife Simulator
class = AI_FLE_G ; AI class
monster_section = m_flesh_e
[flesh_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
[flesh_critical_wound_bones_torso]
bip01_pelvis
bip01_l_calf
bip01_r_calf
bip01_spine
bip01_spine1
bip01_spine2
bip01_l_clavicle
bip01_r_clavicle
[flesh_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
[flesh_01a_weak]:flesh_weak
$spawn = "monsters\fleshes\flesh_01a_weak"
visual = monsters\flesh\flesh_small
corpse_visual = monsters\flesh\flesh_small_dead
MaxHealthValue = 0.75 ; range [0..200]
[flesh_02a_weak]:flesh_weak
$spawn = "monsters\fleshes\flesh_02a_weak"
visual = monsters\flesh\flesh2_small
corpse_visual = monsters\flesh\flesh2_small_dead
MaxHealthValue = 0.75 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[flesh_01a_normal]:flesh_normal
$spawn = "monsters\fleshes\flesh_01a_normal"
visual = monsters\flesh\flesh
corpse_visual = monsters\flesh\flesh_dead
MaxHealthValue = 1.0 ; range [0..200]
[flesh_02a_normal]:flesh_normal
$spawn = "monsters\fleshes\flesh_02a_normal"
visual = monsters\flesh\flesh2
corpse_visual = monsters\flesh\flesh2_dead
MaxHealthValue = 1.0 ; range [0..200]
[flesh_03a_normal]:flesh_normal ;added
$spawn = "monsters\fleshes\flesh_01a_normal"
visual = monsters\flesh\flesh3
corpse_visual = monsters\flesh\flesh3
MaxHealthValue = 1.25 ; range [0..200]
going_speed = 5.0
current_level_going_speed = 5
search_speed = .5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[flesh_01a_strong]:flesh_strong
$spawn = "monsters\fleshes\flesh_01a_strong"
visual = monsters\flesh\flesh_big
corpse_visual = monsters\flesh\flesh_big_dead
MaxHealthValue = 1.25 ; range [0..200]
[flesh_02a_strong]:flesh_strong
$spawn = "monsters\fleshes\flesh_02a_strong"
visual = monsters\flesh\flesh2_big
corpse_visual = monsters\flesh\flesh2_big_dead
MaxHealthValue = 1.25 ; range [0..200]
[flesh_03a_strong]:flesh_strong ;added
$spawn = "monsters\fleshes\flesh_01a_strong"
visual = monsters\flesh\flesh3_strong
corpse_visual = monsters\flesh\flesh3_strong
MaxHealthValue = 1.5 ; range [0..200]
going_speed = 5.0
current_level_going_speed = 5
search_speed = .5
[flesh_bolot]:flesh_strong
visual = monsters\flesh\fleshasd
MaxHealthValue = 1.25 ; range [0..200] ; option for ALife Simulator
going_speed = 5.0
current_level_going_speed = 5
search_speed = .5
[flesh_bolot1]:flesh_strong
visual = monsters\flesh\fleshasda
MaxHealthValue = 1.25 ; range [0..200] ; option for ALife Simulator
panic_threshold = 0.0