499 lines
21 KiB
Plaintext
499 lines
21 KiB
Plaintext
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;===========================================================================
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; CAT
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;===========================================================================
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[cat_test]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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$spawn = "monsters\cat" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 100 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 1.5 ; option for ALife Simulator
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going_speed = 1.0 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = .5 ; option for ALife Simulator
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visual = monsters\cat\cat
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corpse_visual = monsters\cat\cat
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icon = ui_npc_monster_cat
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MaxHealthValue = 165 ; range [0..200]
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DynamicObjectsCount = 8
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smart_terrain_choose_interval = 00:15:00
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Spawn_Inventory_Item_Section = mutant_cat_tail
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Spawn_Inventory_Item_Probability = 0.0
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ef_creature_type = 21 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.045
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cform = skeleton ; collision class
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class = SM_CAT_S ; AI class
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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_max_distance = 0
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psy_max_power = 5
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 0
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radiation_max_power = 0.01
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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radiation_pp_effector_name = postprocess_rad
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radiation_pp_highest_at = 0.02
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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; movement
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ph_box0_center = 0.0, 0.3, 0.0
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ph_box0_size = 0.30, 0.3, 0.30
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ph_box1_center = 0.0, 0.3, 0.0
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ph_box1_size = 0.30, 0.3, 0.30
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ph_crash_speed_min = 10
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ph_crash_speed_max = 30
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ph_collision_damage_factor = 0.1
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ph_mass = 50;30 ; also it's the food
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
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;---------------------------------------------------------------------
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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>)
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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))
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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>)
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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>
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ph_skel_fatal_impulse_factor = 6.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 3.0, 3.0, 1, 1 ;0, 1.79, 1, 1
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Velocity_WalkFwdNormal = 1.2, 1.5, 1.5, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.2, 2.14, 2.14, 0.2, 2.0
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Velocity_RunFwdNormal = 8.5, 2.5, 2.5, 0.2, 1
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Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.2, 1
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Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
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Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 20.5
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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hit_type = wound
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MinAttackDist = 1.4
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MaxAttackDist = 2.0
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as_min_dist = 0.3
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as_step = 0.4
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DayTime_Begin = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_End = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Min_Satiety = 0.00055 ;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>)
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Max_Satiety = 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>)
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distance_to_corpse = 1.8 ; <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
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;------------------------------------------------------------------------
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; Attack On Move
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;------------------------------------------------------------------------
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aom_enabled = 1
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aom_animation_left = stand_run_attack_
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aom_animation_right = stand_run_attack_
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aom_far_radius = 7
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aom_max_go_close_time = 8
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aom_prepare_time = 2
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aom_attack_radius = 1
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aom_update_side_period = 3
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aom_prediction_factor = 1.2
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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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><EFBFBD>
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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>
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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>
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satiety_health_v = 0.00001 ;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>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
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satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><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>
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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>
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morale_v = 0.1 ;<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>
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health_hit_part = 0.8 ;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><EFBFBD><EFBFBD>
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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
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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>
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health_restore_v = 0.00002
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;<3B><><EFBFBD><EFBFBD>v<EFBFBD>v<EFBFBD> <20><><EFBFBD>v
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bleeding_v = 0.0105 ;<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>
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wound_incarnation_v = 0.0025 ;<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>)
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min_wound_size = 0.009
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sleep_health = 1.0 ;<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>
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sleep_power = 1.0
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sleep_satiety = 1.0
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sleep_radiation = 1.0
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sleep_psy_health = 1.0
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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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>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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satiety_threshold = 0.5 ; below this value monster fill hunger
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ImpulseMin = 2.0
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ImpulseMax = 4.0
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\cat\c2_idle_
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sound_eat = monsters\cat\c_eat_
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sound_aggressive = monsters\cat\c2_attack_
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sound_attack_hit = monsters\cat\c2_attack_
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sound_take_damage = monsters\cat\c2_hit_
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sound_die = monsters\cat\c2_die_
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sound_threaten = monsters\cat\c2_threat
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sound_landing = monsters\cat\c2_idle_
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sound_steal = monsters\cat\c2_attack_
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sound_panic = monsters\cat\c2_threat_
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sound_growling = monsters\cat\c2_attack_
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sound_die_in_anomaly = monsters\cat\c2_die_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 120000
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eat_sound_delay = 3000
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attack_sound_delay = 6000
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sound_distant_idle = ambient\soundscape\mutants\cat\distant_
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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SoundThreshold = 0.06 ; range [0..1]
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max_hear_dist = 95
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.12
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.1
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.45
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;----------------------------------------------------------------------------
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; Jump Parameters
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;----------------------------------------------------------------------------
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; jump parameters
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jump_delay = 2500
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jump_factor = 2.0
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jump_ground_trace_range = 1.5
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jump_hit_trace_range = 2.0
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jump_build_line_distance = 5.0
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jump_min_distance = 2.0
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jump_max_distance = 8.0
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jump_max_angle = 0.33
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jump_max_height = 5.0
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jump_auto_aim_factor = 0.6
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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DamagedThreshold = 0.35
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critical_wound_threshold = -1
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critical_wound_decrease_quant = 0.
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material = creatures\medium
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DynamicObjectsCount = 8
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squad_attack_algorithm = 1
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attack_effector = cat_attack_effector
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damage = cat_damage
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|
|||
|
attack_params = cat_attack_params
|
|||
|
step_params = cat_step_params
|
|||
|
|
|||
|
LegsCount = 4
|
|||
|
|
|||
|
;species of monster
|
|||
|
species = cat
|
|||
|
spec_rank = normal
|
|||
|
community = cat
|
|||
|
|
|||
|
terrain = cat_terrain
|
|||
|
|
|||
|
protections_sect = cat_protections
|
|||
|
immunities_sect = cat_immunities
|
|||
|
|
|||
|
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
; Vision
|
|||
|
;-------------------------------------------------------------------------
|
|||
|
eye_fov = 220
|
|||
|
eye_range = 120
|
|||
|
|
|||
|
vision_free_section = cat_vision_free
|
|||
|
vision_danger_section = cat_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>.
|
|||
|
|
|||
|
[cat_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 = 170.0 ; <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 = 0.7
|
|||
|
time_quant = 0.0007
|
|||
|
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 = 0.5
|
|||
|
luminocity_factor = 0.5 ; <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 = 0.15
|
|||
|
|
|||
|
[cat_vision_danger]
|
|||
|
min_view_distance = 1.4 ; <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 = 1.8 ; <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 = 90.0 ; <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 = 0.7
|
|||
|
time_quant = 0.0007
|
|||
|
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 = 0.4
|
|||
|
luminocity_factor = 0.1 ; <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 = 0.15
|
|||
|
|
|||
|
feel_enemy_who_just_hit_max_distance = 350
|
|||
|
|
|||
|
[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, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.5
|
|||
|
;Both leg strike
|
|||
|
stand_attack_1 = 0.30, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 3.5
|
|||
|
stand_attack_rat_0 = 0.40, 0.52, 30, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
|
|||
|
jump_attack_2 = 0.50, 0.85, 80, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
|
|||
|
;Run attack
|
|||
|
stand_run_attack_0 = 0.25, 0.5, 60, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.0
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; SPECIAL EFFECTORS
|
|||
|
;===========================================================================
|
|||
|
[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
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; Step Events
|
|||
|
;===========================================================================
|
|||
|
[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
|
|||
|
|
|||
|
;*********************************************************************************
|
|||
|
; PROTECTIONS
|
|||
|
;*********************************************************************************
|
|||
|
[cat_protections]
|
|||
|
skin_armor = 0.01
|
|||
|
hit_fraction_monster = 0.9
|
|||
|
|
|||
|
;===========================================================================
|
|||
|
; IMMUNITIES
|
|||
|
;===========================================================================
|
|||
|
[cat_immunities]
|
|||
|
burn_immunity = 3.0 ; = 0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
strike_immunity = 0.85
|
|||
|
shock_immunity = 3.0 ; = 0.65
|
|||
|
wound_immunity = 1.3 ;0.75 ;1.0
|
|||
|
radiation_immunity = 0.0 ;1.0
|
|||
|
telepatic_immunity = 0.0
|
|||
|
chemical_burn_immunity = 5.55 ; = 3.0 ; = 0.65
|
|||
|
explosion_immunity = 1
|
|||
|
fire_wound_immunity = 2
|
|||
|
|
|||
|
;=================================================================================
|
|||
|
; CAT Damage
|
|||
|
;=================================================================================
|
|||
|
[cat_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 = 1.0, -1, 0.4
|
|||
|
bip01_spine = 1.0, -1, 0.4
|
|||
|
bip01_spine1 = 1.0, -1, 0.4
|
|||
|
bip01_neck = 1.0, -1, 1.0
|
|||
|
bip01_head = 2.0, -1, 0.5
|
|||
|
bone01 = 1.9, -1, 0.4
|
|||
|
bone03 = 1.9, -1, 0.4
|
|||
|
bone05 = 1.9, -1, 0.4
|
|||
|
bip01_ponytail1 = 0.3, -1, 0.1
|
|||
|
bip01_ponytail2 = 0.3, -1, 0.1
|
|||
|
|
|||
|
;=================================================================================
|
|||
|
; CAT Terrain
|
|||
|
;=================================================================================
|
|||
|
[cat_terrain]
|
|||
|
255,000,255,255
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Normal -------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
|
|||
|
[cat_normal_a]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_normal_a"
|
|||
|
visual = monsters\cat\cat_normal
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1 ; range [0..200
|
|||
|
|
|||
|
[cat_normal_b]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_normal_b"
|
|||
|
visual = monsters\cat\cat_normal2
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1 ; range [0..200
|
|||
|
|
|||
|
[cat_normal_c]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_normal_c"
|
|||
|
visual = monsters\cat\cat_normal3
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1 ; range [0..200
|
|||
|
|
|||
|
[cat_normal_d]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_normal_d"
|
|||
|
visual = monsters\cat\cat_normal4
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1 ; range [0..200
|
|||
|
|
|||
|
[cat_normal_e]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_normal_e"
|
|||
|
visual = monsters\cat\cat_normal5
|
|||
|
spec_rank = normal
|
|||
|
MaxHealthValue = 1 ; range [0..200
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Weak ---------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
[cat_weak_base]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_weak_base"
|
|||
|
visual = monsters\cat\cat_weak
|
|||
|
spec_rank = weak
|
|||
|
|
|||
|
;immunities_sect = cat_weak_immunities
|
|||
|
;attack_params = cat_weak_attack_params
|
|||
|
|
|||
|
|
|||
|
[cat_weak_a]:cat_weak_base
|
|||
|
$spawn = "monsters\cat\cat_weak_a"
|
|||
|
visual = monsters\cat\cat_weak
|
|||
|
|
|||
|
[cat_weak_b]:cat_weak_base
|
|||
|
$spawn = "monsters\cat\cat_weak_b"
|
|||
|
visual = monsters\cat\cat_weak2
|
|||
|
|
|||
|
[cat_weak_c]:cat_weak_base
|
|||
|
$spawn = "monsters\cat\cat_weak_c"
|
|||
|
visual = monsters\cat\cat_weak3
|
|||
|
|
|||
|
[cat_weak_d]:cat_weak_base
|
|||
|
$spawn = "monsters\cat\cat_weak_d"
|
|||
|
visual = monsters\cat\cat_weak4
|
|||
|
|
|||
|
[cat_weak_e]:cat_weak_base
|
|||
|
$spawn = "monsters\cat\cat_weak_e"
|
|||
|
visual = monsters\cat\cat_weak5
|
|||
|
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
;------------- Strong ---------------
|
|||
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|||
|
[cat_strong_base]:cat_test
|
|||
|
$spawn = "monsters\cat\cat_strong_base"
|
|||
|
visual = monsters\cat\cat_strong
|
|||
|
spec_rank = strong
|
|||
|
|
|||
|
|
|||
|
|
|||
|
[cat_strong_a]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_a"
|
|||
|
visual = monsters\cat\cat_strong
|
|||
|
|
|||
|
|
|||
|
[cat_strong_b]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_b"
|
|||
|
visual = monsters\cat\cat_strong2
|
|||
|
|
|||
|
[cat_strong_c]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_c"
|
|||
|
visual = monsters\cat\cat_strong3
|
|||
|
|
|||
|
|
|||
|
[cat_strong_d]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_d"
|
|||
|
visual = monsters\cat\cat_strong4
|
|||
|
|
|||
|
|
|||
|
[cat_strong_e]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_e"
|
|||
|
visual = monsters\cat\cat_strong5
|
|||
|
|
|||
|
|
|||
|
[cat_strong_afro]:cat_strong_base
|
|||
|
$spawn = "monsters\cat\cat_strong_afro"
|
|||
|
visual = monsters\cat\afro_cat_1
|