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

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;===========================================================================
; BLOODSUCKER
;===========================================================================
[m_bloodsucker_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn = "monsters\bloodsuckers\bloodsucker_base" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
visual = monsters\krovosos\krovosos
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos
ef_creature_type = 13 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.01
cform = skeleton ; collision class
class = SM_BLOOD ; AI class
spawn_phantom = m_phantom_bloodsucker
can_spawn_phantom = false
script_binding = bind_monster.bind
bone_head = bip01_head ; bone name
bone_fire = bip01_head
bone_eye_left = bip01_ponytail1
bone_eye_right = bip01_ponytail2
weapon_usage = 0 ; boolean
Spawn_Inventory_Item_Section = ;mutant_krovosos_jaw
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; 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
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 700 ; option for ALife Simulator
MinSpeed = 2.0 ;1.0 ; option for ALife Simulator
MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator
going_speed = 3.0 ;1.0 ; option for ALife Simulator
current_level_going_speed = 3.0;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_foot_size = 0.20, 0.23, 0.20
ph_crash_speed_min = 100
ph_crash_speed_max = 200
ph_collision_damage_factor = 0.1
ph_mass = 150;120
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <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 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <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 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <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
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 7.8, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 8.0
Velocity_Invisible_Angular = 5.0
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
;Velocity_Stand = 0, 3.05, 3.05, 1, 1
;Velocity_RunFwdNormal = 5.0, 4.0, 4.0, 0.5, 1
;Velocity_RunFwdDamaged = 1.90, 3.0, 3.0, 0.5, 1
;Velocity_WalkFwdNormal = 2.15, 3.5, 3.5, 0.2, 2.0
;Velocity_WalkFwdDamaged = 1.4, 4.0, 4.0, 0.2, 2.0
;Velocity_Drag = 1.5, 3.0, 3.0, 1, 1
;Velocity_Steal = 0.7, 3.0, 3.0, 1, 1
; Speed factors while invisible
;Velocity_Invisible_Linear = 5.0
;Velocity_Invisible_Angular = 4.62
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 2.0 ;2.4
MaxAttackDist = 2.8 ;3.8
EffectDistance = 20.0
hit_type = wound ; type of attack
as_min_dist = 2.0
as_step = 0.0
Run_Attack_Dist = 3.5, 4.5
Run_Attack_Delay = 1000, 3000
attack_params = m_bloodsucker_attack_params
attack_effector = m_bloodsucker_attack_effector
vampire_effector = m_bloodsucker_vampire_effector
Melee_Rotation_Factor = 2.0
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_only_jump = 1
aom_animation_left = stand_run_attack_right_
aom_animation_right = stand_run_attack_left_
aom_far_radius = 15
aom_max_go_close_time = 8
aom_prepare_time = 5
aom_attack_radius = 1
aom_update_side_period = 4
aom_prediction_factor = 1.2
;-------------------------------------------------------------------------
; 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> [0...1]
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> [0...1]
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> [0...1]
satiety_health_v = 0.001 ;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> [0...1]
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> (<EFBFBD> <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 = 0.0 ;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> [0...1]
morale_v = 0.01 ;<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> [0...1]
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> [0...1]
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> [0...1]
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-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.0001
immunities_sect = bloodsucker_immunities
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.008 ;<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 = 0.02 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><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 = 0.0226
;Health from which to play injured animation
DamagedThreshold = 0.36
;Sleep settings
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 settings
eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
eat_slice = 0.05 ; <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 = 0.8 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\bloodsucker\idle_
sound_eat = monsters\bloodsucker\eat_
sound_aggressive = monsters\bloodsucker\sucker_breath_mix_
sound_attack_hit = monsters\bloodsucker\attack_hit_
sound_take_damage = monsters\bloodsucker\hit_
sound_die = monsters\bloodsucker\die_
sound_panic = monsters\bloodsucker\hit_
sound_die_in_anomaly = monsters\bloodsucker\die_
sound_distant_idle = ambient\soundscape\mutants\bloodsucker\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
;Frequency of sounds to be played
idle_sound_delay = 95000
eat_sound_delay = 3000
attack_sound_delay = 1000 ;6000
Sound_Invisibility_Change_State = monsters\bloodsucker\invisible
Sound_Vampire_Grasp = monsters\bloodsucker\vampire_grasp
Sound_Vampire_Sucking = monsters\bloodsucker\vampire_sucking
Sound_Vampire_Hit = monsters\bloodsucker\vampire_hit
Sound_Vampire_StartHunt = monsters\bloodsucker\vampire_grasp
Sound_Growl = monsters\bloodsucker\sucker_growl_
Sound_Alien = monsters\bloodsucker\sucker_breath_
SoundThreshold = 0.05 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.01
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
damage = m_bloodsucker_damage
critical_wound_threshold = -1; 1.1 ;1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_torso_0
critical_wound_bones_head = bloodsucker_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = bloodsucker_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = bloodsucker_critical_wound_bones_legs
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin = 22 ;6 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 5 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.000055 ;0.06 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><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> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v<EFBFBD>)
distance_to_corpse = 0.8 ; <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
; spin spin sugar
bone_spin = bip01_spine1
; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
terrain = bloodsucker_terrain
material = creatures\medium
step_params = m_bloodsucker_step_params
LegsCount = 2
;species of monster
species = bloodsucker
;-------------------------------------------------------------------------
; Invisible Ability
;-------------------------------------------------------------------------
Particle_Invisible = anomaly2\bloodsucker_shield
Particles_Invisible_Tracks = monsters\bloodsucker_step
Particles_Invisible_Tracks_Freq = 70;100
Invisibility_BlinkTime = 300
Invisibility_BlinkMicroInterval = 30
Invisibility_EnergySpeed = 0.05
full_visibility_radius = 5 ;5
partial_visibility_radius = 9 ;10
no_visibility_radius = 14 ;15
visibility_state_change_min_delay = 1000 ; ms
;-------------------------------------------------------------------------
; Vampire Ability
;-------------------------------------------------------------------------
Vampire_Delay = 5000
Vampire_Want_Speed = 0.1
Vampire_Wound = 0.2
Vampire_GainHealth = 0.65 ; how many hp to restore?
Vampire_Sufficient_Hits = 5
Vampire_Distance = 1 ; may artifact when < 1
;-------------------------------------------------------------------------
; Predator Ability
;-------------------------------------------------------------------------
Predator_Visual = monsters\krovosos\krovosos_xray
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 180 ;150
eye_range = 150 ;120
DynamicObjectsCount = 32
vision_free_section = bloodsucker_vision_free
vision_danger_section = bloodsucker_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>.
[bloodsucker_vision_free]
min_view_distance = 0.8 ; <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>
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 = 190.0 ; <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 = 0.05
time_quant = 0.0005
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>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.2
luminocity_factor = 0.6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.1
[bloodsucker_vision_danger]
min_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>
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 = 0.05
time_quant = 0.0005
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>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.2
luminocity_factor = 0.6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.1
feel_enemy_who_just_hit_max_distance = 350
;=================================================================================
; Bloodsucker Damage
;=================================================================================
[m_bloodsucker_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> (<EFBFBD><EFBFBD><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, 0.2
bip01_spine = 1.0, -1, 0.3
bip01_spine1 = 1.0, -1, 0.3
bip01_spine2 = 1.0, -1, 0.3
bip01_spine3 = 1.0, -1, 0.3
bip01_neck = 1.0, -1, 1.0
bip01_head = 2.0, -1, 0.5
[bloodsucker_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone03
bone04
bone14
bone10
bone11
bone12
bone19
bone15
bone16
bone17
bone24
bone20
bone21
bone22
[bloodsucker_critical_wound_bones_torso]
bip01_spine
bip01_spine1
bip01_spine2
bip01_spine3
bip01_pelvis
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_l_finger1
bip01_l_finger11
bip01_l_finger2
bip01_l_finger21
bip01_l_finger3
bip01_l_finger31
bip01_l_finger4
bip01_l_finger41
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_r_finger1
bip01_r_finger11
bip01_r_finger2
bip01_r_finger21
bip01_r_finger3
bip01_r_finger31
bip01_r_finger4
bip01_r_finger41
[bloodsucker_critical_wound_bones_legs]
bip01_l_thigh
bip01_l_calf
bip01_l_foot
bip01_l_toe1
bip01_r_thigh
bip01_r_calf
bip01_r_foot
bip01_r_toe1
;=================================================================================
; Bloodsucker Terrain
;=================================================================================
[bloodsucker_terrain]
255,000,255,255
;===========================================================================
; Step Events
;===========================================================================
[m_bloodsucker_step_params]
; order: front_left, front_right
;--------------------------------------------------------------------------
; anim Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
stand_run_0 = 1, 0.15, 1.0, 0.70, 1.0,
stand_run_dmg_0 = 1, 0.15, 1.0, 0.40, 1.0,
stand_walk_fwd_0 = 1, 0.05, 1.0, 0.50, 1.0
stand_walk_fwd_dmg_0 = 1, 0.05, 1.0, 0.60, 1.0,
stand_steal_0 = 2, 0.15, 0.2, 0.50, 0.2,
;stand_drag_0 = 1, 0.2, 1.0, 0.25, 0.7,
;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_bloodsucker_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 hand Strike
stand_attack_0 = 0.30, 0.95, 50, 3.5, 2.0, 0.5, -0.6, 0.6, -0.6, 0.6, 2.2
;Both hands Strike
stand_attack_1 = 0.30, 1.1, 50, 0.0, 2.0, 4.0, -0.6, 0.6, -0.6, 0.6, 2.2
;Right hand Strike
stand_attack_2 = 0.30, 0.95, 50, -4.0, 2.5, 0.50, -0.6, 0.6, -0.6, 0.6, 2.2
;Right hand Strike
vampire_2 = 0.60, 0.85, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;===========================================================================
; Immunities
;===========================================================================
[bloodsucker_immunities]
burn_immunity = 2.2 ; 3.0 ; = 0.1
strike_immunity = 0.1
shock_immunity = 2.7 ; = 0.1
wound_immunity = 0.45
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.33 ; = 3.0 ; = 0.1
explosion_immunity = 0.65
fire_wound_immunity = 0.8
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_bloodsucker_vampire_effector]
duality_h = 0.08
duality_v = 0.06
blur = 0.71
gray = 0.5
noise_intensity = 0.5
noise_grain = 0.3
noise_fps = 30
color_base = 0.255,0.0,0.0
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
[m_bloodsucker_attack_effector]
duality_h = 0.08
duality_v = 0.06
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 0.1 ;1.0
noise_fps = 30
color_base = 0.255,0.0,0.0
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.65 ;0.3
time_attack = 0.1 ; fade in
time_release = 0.45 ; fade out
; camera effects
ce_time = 0.6; 0.65 ;time
ce_amplitude = 10;12.0
ce_period_number = 1.0;3.0
ce_power = 2.0 ;0.7 ; power
[bloodsucker_protections]
skin_armor = 0.3
hit_fraction_monster = 0.5
;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[bloodsucker_weak]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_01_weak"
visual = monsters\krovosos\krovosos
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos
panic_threshold = 0.02
rank = 14
immunities_sect = bloodsucker_immunities_weak
attack_params = bloodsucker_attack_params_weak
spec_rank = weak
community = bloodsucker
protections_sect = bloodsucker_protections
MaxHealthValue = 0.75 ; range [0..200]
skin_armor = 0.25
invisibility_activate_delay = 5000
[bloodsucker_immunities_weak]
burn_immunity = 1.5 ; 5.0 ; = 0.8 ;Factors of immunity
strike_immunity = 0.8
shock_immunity = 3.0 ; = 0.75
wound_immunity = 0.65
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0 ; = 3.0 ; = 0.8
explosion_immunity = 0.75
fire_wound_immunity = 0.9
[bloodsucker_attack_params_weak]:m_bloodsucker_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 hand Strike
;stand_attack_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 0.95, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
;stand_attack_2 = 0.30, 0.9, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
;vampire_2 = 0.60, 0.65, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 0.72, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.72, 65, 3.5, 2.0, 0.5, -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, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.4, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 8.0
Velocity_Invisible_Angular = 5.0
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 15.0
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[bloodsucker_normal]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_02_normal"
visual = monsters\krovosos\krovosos_green
corpse_visual = monsters\krovosos\krovosos_green_dead
Predator_Visual = monsters\krovosos\krovosos_green_xray
icon = ui_npc_monster_krovosos
panic_threshold = 0.01
rank = 15
immunities_sect = bloodsucker_immunities_normal
attack_params = bloodsucker_attack_params_normal
spec_rank = normal
community = bloodsucker
invisibility_activate_delay = 3500
protections_sect = bloodsucker_protections
MaxHealthValue = 1.0 ; range [0..200]
skin_armor = 0.3
[bloodsucker_immunities_normal]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.75
shock_immunity = 2.7 ; = 0.7
wound_immunity = 0.6
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.8 ; = 3.0 ; = 0.75
explosion_immunity = 0.7
fire_wound_immunity = 0.8
[bloodsucker_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 hand Strike
stand_attack_0 = 0.30, 1.15, 60, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 1.2, 65, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 1.15, 60, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 0.90, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 2 ;4.5
;Right hand Strike
stand_run_attack_left_0 = 0.30, 0.87, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 0.87, 50, 3.5, 2.0, 0.5, -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, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.0, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[bloodsucker_strong]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_strong
attack_params = bloodsucker_attack_params_strong
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
MaxHealthValue = 1.5 ; range [0..200]
skin_armor = 0.35
[bloodsucker_immunities_strong]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.75
shock_immunity = 2.7 ; = 0.7
wound_immunity = 0.50
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75
explosion_immunity = 0.65
fire_wound_immunity = 0.7
[bloodsucker_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 hand Strike
stand_attack_0 = 0.30, 1.35, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 1.5, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 1.35, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 1.15, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
stand_run_attack_left_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
stand_run_attack_right_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -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, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;*********************************************************************************
; CUSTOM PROFILES
;*********************************************************************************
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;Bloodsucker population - Borovos 2013;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[psysucker_weak]:bloodsucker_weak
can_spawn_phantom = true
[psysucker_normal]:bloodsucker_normal
can_spawn_phantom = true
[psysucker_strong]:bloodsucker_strong
can_spawn_phantom = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bloodsucker_red_weak]:bloodsucker_weak
$spawn = "monsters\bloodsuckers\bloodsucker_red_weak"
MaxHealthValue = 0.75 ; range [0..200]
[bloodsucker_green_weak]:bloodsucker_weak
$spawn = "monsters\bloodsuckers\bloodsucker_green_weak"
MaxHealthValue = 0.75 ; range [0..200]
[bloodsucker_black_weak]:bloodsucker_weak
$spawn = "monsters\bloodsuckers\bloodsucker_black_weak"
MaxHealthValue = 0.75 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bloodsucker_red_normal]:bloodsucker_normal
$spawn = "monsters\bloodsuckers\bloodsucker_red_normal"
MaxHealthValue = 1.0 ; range [0..200]
[bloodsucker_green_normal]:bloodsucker_normal
$spawn = "monsters\bloodsuckers\bloodsucker_green_normal"
MaxHealthValue = 1.0 ; range [0..200]
[bloodsucker_black_normal]:bloodsucker_normal
$spawn = "monsters\bloodsuckers\bloodsucker_black_normal"
MaxHealthValue = 1.0 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bloodsucker_red_strong]:bloodsucker_strong
$spawn = "monsters\bloodsuckers\bloodsucker_red_strong"
MaxHealthValue = 1.5 ; range [0..200]
[bloodsucker_green_strong]:bloodsucker_strong
$spawn = "monsters\bloodsuckers\bloodsucker_green_strong"
MaxHealthValue = 1.5 ; range [0..200]
[bloodsucker_black_strong]:bloodsucker_strong
$spawn = "monsters\bloodsuckers\bloodsucker_black_strong"
MaxHealthValue = 1.5 ; range [0..200]
[bloodsucker_arena]:bloodsucker_strong
$spawn = "monsters\bloodsuckers\arena\bloodsucker_arena"
visual = monsters\krovosos\krovosos
panic_threshold = 0.05
;species = arena_monstr
;Immunities ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
explosion_immunity = 0.2
fire_wound_immunity = 0.35
[bloodsucker_strong_big]:bloodsucker_strong
$spawn = "monsters\bloodsuckers\bloodsucker_strong_big"
visual = monsters\krovosos\krovosos_strong_big
panic_threshold = 0.05
MaxHealthValue = 1.0 ; range [0..200]
immunities_sect = bloodsucker_immunities_strong666
[bloodsucker_immunities_strong666]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.75
shock_immunity = 2.7 ; = 0.7
wound_immunity = 0.50
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75
explosion_immunity = 0.65
fire_wound_immunity = 0.65