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

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2024-03-17 20:18:03 -04:00
[m_dog_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\dog" ; 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 = 120 ; 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\dog\dog
corpse_visual = monsters\dog\dog_dead
icon = ui_npc_monster_dog
MaxHealthValue = 100 ; range [0..200]
DynamicObjectsCount = 8
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_dog_tail
Spawn_Inventory_Item_Probability = 0.0
spawn_phantom = m_phantom_dog
can_spawn_phantom = false
cform = skeleton ; collision class
class = SM_DOG_S ; AI class
ef_creature_type = 6 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.085
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
;---------------------------------------------------------------------
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 = 40 ;70
actor_restrictor = medium_monster ;medium_monster,stalker,none
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 = 6.0
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 = 0.5 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
separate_range = 1 ; <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, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 7.4, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 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 = 19.5
;--------------------------------------------------------------------------
; Mob-home parameters
;--------------------------------------------------------------------------
anim_factor = 50 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>/<2F><><EFBFBD><EFBFBD><EFBFBD> vs <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1..100
corpse_use_timeout = 10 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>.
min_life_time = 10 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> min_life_time + rand(10) * min_life_time)
min_sleep_time = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD>. (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> min_sleep_time + rand(5) * min_sleep_time)
drive_out_time = 5 ;<3B><><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
min_move_dist = 4 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>.
max_move_dist = 6 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>.
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.9
MaxAttackDist = 2.4
hit_type = wound
as_min_dist = 1.2
as_step = 0.4
Melee_Rotation_Factor = 2.6
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_attack_
aom_animation_right = stand_attack_
aom_far_radius = 6
aom_max_go_close_time = 6
aom_prepare_time = 3
aom_attack_radius = 0.3
aom_update_side_period = 3
aom_prediction_factor = 1.2
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 3000
jump_factor = 2.0
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2.0
jump_build_line_distance = 7.0
jump_min_distance = 1.0
jump_max_distance = 7.0
jump_max_angle = 0.55
jump_max_height = 3.0
jump_auto_aim_factor = 0.0
;-------------------------------------------------------------------------
; 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><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><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><EFBFBD>
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_health_v = 0.005 ;0.03 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><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><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
morale_v = 0.008 ;<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><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
power_hit_part = 1.0 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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>
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.007 ;<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 = 0.0035 ;<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 = 0.0095
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
;-------------------------------------------------------------------------
; 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 = 0.35
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\dog\bdog_idle_
sound_eat = monsters\dog\bdog_eat_
sound_aggressive = monsters\dog\bdog_attack_ ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; sound_attack = ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD>)
sound_attack_hit = monsters\dog\attack_hit_ ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD>)
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_; monsters\dog\bdog_idle_
sound_panic = monsters\dog\bdog_panic_
sound_growling = monsters\bdog_growl_
sound_die_in_anomaly = monsters\dog\bdog_die_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 80000
eat_sound_delay = 2000
attack_sound_delay = 5000
sound_distant_idle = ambient\soundscape\mutants\dog\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
DamagedThreshold = 0.3
damage = m_dog_damage
critical_wound_threshold = 0.3 ;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)
;-------------------------------------------------------------------------
DayTime_Begin = 3 ;6 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.00055 ;0.06 ; <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 = 0.9 ;0.9 ; <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>)
distance_to_corpse = 1.3 ; <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
material = creatures\medium
DynamicObjectsCount = 8
squad_attack_algorithm = 1
attack_effector = m_dog_attack_effector
LegsCount = 4
;species of monster
species = dog
terrain = dog_terrain
immunities_sect = dog_immunities
protections_sect = dog_protections
attack_params = m_dog_attack_params
step_params = m_dog_step_params
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 160 ;140
eye_range = 50 ;50 ;40;
vision_free_section = dog_vision_free
vision_danger_section = dog_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>.
[dog_vision_free]
min_view_distance = 0.5 ; <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 = 120.0 ; <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 = 0.2
time_quant = 0.005
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 = 1.0
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 = 0.2
[dog_vision_danger]
min_view_distance = 0.7 ; <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 = 40.0 ; <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 = 0.2
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 = 1.0
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 = 0.2
feel_enemy_who_just_hit_max_distance = 350
[dog_terrain]
255,000,255,255
[dog_protections]
skin_armor = 0.01
hit_fraction_monster = 0.8
[dog_immunities]
burn_immunity = 3.0 ; = 1.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 1.0
shock_immunity = 3.0 ; = 1.0
wound_immunity = 1.20 ;0.75 ;1.0
radiation_immunity = 0.001 ;0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 5.5 ; = 3.0 ; = 1.0
explosion_immunity = 1.5
fire_wound_immunity = 1.5
;=================================================================================
; DOG Damage
;=================================================================================
[m_Dog_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 = 1.25, -1, 0.6
bip01_spine = 1.0, -1, 0.5
bip01_spine1 = 1.0, -1, 0.5
bip01_neck = 1.0, -1, 1.0
bip01_head = 2.0, -1, 0.5, 10
;===========================================================================
; 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 = 0.01, 0.3, 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 = 0.01, 0.3, 30, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
stand_attack_2 = 0.01, 0.3, 30, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
stand_attack_3 = 0.01, 0.3, 30, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
;Jump attack
jump_ataka_02 = 0.01, 0.4, 80, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.3, 65, 0.0, 1.0, 1.0, -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
[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
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[dog_normal]:m_dog_e
$spawn = "monsters\dogs\dog_02_normal"
visual = monsters\dog\dog_red
corpse_visual = monsters\dog\dog_red_dead
icon = ui_npc_monster_dog_red
panic_threshold = 0.093 ;0.2
rank = 4
immunities_sect = dog_immunities
attack_params = dog_attack_params_normal
spec_rank = normal
community = dog
[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 = 0.2, 0.35, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Both Legs strike with bite
stand_attack_1 = 0.2, 0.35, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_2 = 0.2, 0.35, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_3 = 0.2, 0.35, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Jump attack
jump_ataka_02 = 0.2, 0.45, 80, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.4, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 6.6, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 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 = 19.5
;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[dog_weak]:dog_normal
$spawn = "monsters\dogs\dog_01_weak"
visual = monsters\dog\dog_white
corpse_visual = monsters\dog\dog_white_dead
icon = ui_npc_monster_dog_white
immunities_sect = dog_immunities
attack_params = dog_attack_params_weak
spec_rank = normal
rank = 5
community = dog
[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 = 0.2, 0.3, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Both Legs strike with bite
stand_attack_1 = 0.2, 0.3, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_2 = 0.2, 0.3, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_3 = 0.2, 0.3, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Jump attack
jump_ataka_02 = 0.2, 0.4, 80, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.35, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 6.7, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 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 = 19.5
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[dog_strong]:dog_normal
$spawn = "monsters\dogs\dog_03_strong"
visual = monsters\dog\dog
corpse_visual = monsters\dog\dog_dead
icon = ui_npc_monster_dog
immunities_sect = dog_immunities
attack_params = dog_attack_params_strong
rank = 6
spec_rank = strong
community = dog
[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 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Both Legs strike with bite
stand_attack_1 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_2 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_3 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Jump attack
jump_ataka_02 = 0.2, 0.5, 80, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.45, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 7.0, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 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 = 19.5
;*********************************************************************************
; STRONG_2 PROFILE
;*********************************************************************************
[dog_cute]:dog_normal
$spawn = "monsters\dogs\dog_04_cute"
visual = monsters\dog\dog_bulterier
corpse_visual = monsters\dog\dog_bulterier_dead
icon = ui_npc_monster_dog
immunities_sect = dog_immunities
attack_params = dog_attack_params_cute
rank = 6
spec_rank = strong
community = dog
[dog_attack_params_cute]
;---------------------------------------------------------------------------------------------------------------------------------------------------------
; 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 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Both Legs strike with bite
stand_attack_1 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_2 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
stand_attack_3 = 0.2, 0.4, 30, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
;Jump attack
jump_ataka_02 = 0.2, 0.5, 80, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
stand_atack_run_0 = 0.5, 0.45, 50, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.2, 1, 1
Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
Velocity_RunFwdNormal = 6.7, 4.5, 4.3, 0.21, 1
Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 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 = 19.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dog_normal_red]:dog_normal
$spawn = "monsters\dogs\dog_normal_red"
visual = monsters\dog\dog_red
corpse_visual = monsters\dog\dog_red_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.0 ; range [0..200]
[dog_normal_white]:dog_normal
$spawn = "monsters\dogs\dog_normal_white"
visual = monsters\dog\dog_white
corpse_visual = monsters\dog\dog_white_dead
icon = ui_npc_monster_dog_white
MaxHealthValue = 1.0 ; range [0..200]
[dog_normal_brown]:dog_normal
$spawn = "monsters\dogs\dog_normal_brown"
visual = monsters\dog\dog_brown
corpse_visual = monsters\dog\dog_brown_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.0 ; range [0..200]
[dog_normal_bulterier]:dog_normal
$spawn = "monsters\dogs\dog_normal_bulterier"
visual = monsters\dog\dog_bulterier
corpse_visual = monsters\dog\dog_bulterier_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.0 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dog_weak_red]:dog_normal
$spawn = "monsters\dogs\dog_weak_red"
visual = monsters\dog\dog_red_small
corpse_visual = monsters\dog\dog_red_small_dead
icon = ui_npc_monster_dog
MaxHealthValue = 0.75 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_weak
protections_sect = dog_protections
[dog_weak_white]:dog_normal
$spawn = "monsters\dogs\dog_weak_white"
visual = monsters\dog\dog_white_small
corpse_visual = monsters\dog\dog_white_small_dead
icon = ui_npc_monster_dog_white
MaxHealthValue = 0.75 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_weak
protections_sect = dog_protections
[dog_weak_brown]:dog_normal
$spawn = "monsters\dogs\dog_weak_brown"
visual = monsters\dog\dog_brown_small
corpse_visual = monsters\dog\dog_brown_small_dead
icon = ui_npc_monster_dog
MaxHealthValue = 0.75 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_weak
protections_sect = dog_protections
[dog_weak_bulterier]:dog_normal
$spawn = "monsters\dogs\dog_weak_bulterier"
visual = monsters\dog\dog_bulterier_small
corpse_visual = monsters\dog\dog_bulterier_small_dead
icon = ui_npc_monster_dog
MaxHealthValue = 0.75 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_weak
protections_sect = dog_protections
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dog_strong_red]:dog_normal
$spawn = "monsters\dogs\dog_strong_red"
visual = monsters\dog\dog_red_big
corpse_visual = monsters\dog\dog_red_big_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.25 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_strong
protections_sect = dog_protections
[dog_strong_white]:dog_normal
$spawn = "monsters\dogs\dog_strong_white"
visual = monsters\dog\dog_white_big
corpse_visual = monsters\dog\dog_white_big_dead
icon = ui_npc_monster_dog_white
MaxHealthValue = 1.25 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_strong
protections_sect = dog_protections
[dog_strong_brown]:dog_normal
$spawn = "monsters\dogs\dog_strong_brown"
visual = monsters\dog\dog_brown_big
corpse_visual = monsters\dog\dog_brown_big_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.25 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_strong
protections_sect = dog_protections
[dog_strong_bulterier]:dog_normal
$spawn = "monsters\dogs\dog_strong_bulterier"
visual = monsters\dog\dog_bulterier_big
corpse_visual = monsters\dog\dog_bulterier_big_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.25 ; range [0..200]
immunities_sect = dog_immunities
attack_params = dog_attack_params_strong
protections_sect = dog_protections
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Black -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dog_strong_black]:dog_normal
$spawn = "monsters\dogs\dog_strong_black"
visual = monsters\dog\dog_black
corpse_visual = monsters\dog\dog_black_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.33 ; range [0..200]
panic_threshold = 0.0001
rank = 7
radiation_max_distance = 5
radiation_max_power = 0.015
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.05
[dog_build]:dog_normal
$spawn = "monsters\dogs\dog_build"
visual = monsters\dog\dog_build
corpse_visual = monsters\dog\dog_build_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.33 ; range [0..200]
panic_threshold = 0.000
rank = 9
radiation_max_distance = 2
radiation_max_power = 0.1
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.1
[dog_header]:dog_normal
$spawn = "monsters\dogs\dog_header"
visual = monsters\dog\dog_header
corpse_visual = monsters\dog\dog_header_dead
icon = ui_npc_monster_dog
MaxHealthValue = 1.33 ; range [0..200]
panic_threshold = 0.000
rank = 9
radiation_max_distance = 2
radiation_max_power = 0.1
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.1