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

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;===========================================================================
; BURER
;===========================================================================
[m_burer_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
$spawn = "monsters\burer\burer" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\burer\burer
corpse_visual = monsters\burer\burer_dead
MaxHealthValue = 1.0
Spawn_Inventory_Item_Section = mutant_burer_hand
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_linear_factor = 0.4
psy_quadratic_factor = 0.0
psy_max_distance = 26.0
psy_max_power = 0.25
psy_sound = anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l
psy_pp_effector_name = psy_antenna ;postprocess_psi
psy_pp_highest_at = 0.1
radiation_max_distance = 5
radiation_max_power = 0.035
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_sound = detectors\da-2_beep1
radiation_pp_highest_at = 0.05
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 400 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
smart_terrain_choose_interval = 00:15:00
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.7, 0.0
ph_box0_size = 0.35, 0.7, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.35, 0.6, 0.35
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 70; 100
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 = 6.0
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, 6.0, 6.0, 0.2, 0.5
Velocity_RunFwdNormal = 4.5, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 3.5, 3.0, 3.0, 0.2, 1
Velocity_WalkFwdNormal = 1.6, 3.0, 3.0, 0.02, 1.5
Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.5, 2.0
Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 1.5
Accel_Aggressive = 200 ;6.5
runaway_distance = 7
normal_distance = 11
max_runaway_time = 6000
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.5
MaxAttackDist = 2.5
as_min_dist = 0.9
as_step = 0.3
attack_effector = m_burer_attack_effector
attack_params = m_burer_attack_params
Melee_Rotation_Factor = 1.8
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;<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 ;<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 = 0.001 ;<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 = 0.00007 ;<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 ;<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 = 0.01 ;<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 = 0.01 ;<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>
health_hit_part = 0.5 ;<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 ;<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-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.00002
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.004 ;<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 = 0.009 ;<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 = 0.0256
sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><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><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><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><><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
bone_head = head ; bone name
DayTime_Begin = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 4 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.00055 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
Max_Satiety = 0.9 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\burer\burer_idle_
sound_eat = monsters\burer\burer_idle_
sound_aggressive = monsters\biting\def_
sound_attack_hit = monsters\burer\burer_attack_
sound_take_damage = monsters\burer\burer_telekinetic_
sound_die = monsters\burer\burer_attacking_
sound_threaten = monsters\biting\def_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\burer\burer_attacking_
sound_growling = monsters\biting\def_
sound_gravi_attack = monsters\burer\burer_gravi_attack_
sound_tele_attack = monsters\biting\def_
sound_gravi_wave = monsters\burer\burer_gravi_wave_0
sound_die_in_anomaly = monsters\burer\burer_attacking_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 55000;5000
eat_sound_delay = 3000
attack_sound_delay = 14000;4000
sound_distant_idle = ambient\soundscape\mutants\burer\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.2
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.1
Morale_Despondent_Threashold = 0.5
;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown = 3000
shield_time = 3000
shield_keep_particle = anomaly2\burer_shield_01
shield_keep_particle_period = 300
Particle_Shield = anomaly2\burer_shield_01
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout = 2 ;1.5 ; sec
anti_aim_effectors = effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
anti_aim_animation = stand_stamina_attack_
anti_aim_max_angle = 0.3
anti_aim_detection_gain_speed = 10 ; 2
anti_aim_detection_loose_speed = 0.1
weapon_drop_velocity = 8
weapon_drop_stamina_k = 0.6 ;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped
weight_to_stamina_hit = 0.11 ;0.25 ;kg to stamina %
;-------------------------------------------------------------------------
; Gravi Ability
;-------------------------------------------------------------------------
Gravi_Cooldown = 6840 ; milisec
Gravi_MinDist = 1 ; meter
Gravi_MaxDist = 18 ; meter
Gravi_Speed = 33 ; meter/sec
Gravi_Step = 2 ; meter
Gravi_Time_To_Hold = 1940 ; milisec
Gravi_Radius = 3.0
Gravi_Impulse_To_Objects = 70.0
Gravi_Impulse_To_Enemy = 330.0
Gravi_Hit_Power = 0.61
;-------------------------------------------------------------------------
; Tele Ability
;-------------------------------------------------------------------------
Tele_Max_Handled_Objects = 3;
Tele_Max_Time = 6200; // (s) max time to be in telekinesis
Tele_Time_To_Hold = 340
Tele_Object_Min_Mass = 10
Tele_Object_Max_Mass = 1000.0
Tele_Find_Radius = 25.0
Tele_Min_Distance = 5
Tele_Max_Distance = 60
Tele_Raise_Speed = 7
Tele_Fly_Velocity = 50 ;50
Tele_Object_Height = 3 ;2
sound_tele_hold = monsters\burer\burer_tele_hold
sound_tele_throw = monsters\burer\burer_tele_throw
;-------------------------------------------------------------------------
; Scanner
;-------------------------------------------------------------------------
scan_critical_value = 25.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
scan_radius = 50.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
scan_velocity_threshold = 4.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
scan_decrease_value = 0.3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
scan_trace_time_freq = 2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (for programmer only) (1 = 2 <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD>)
scan_sound = monsters\burer\burer_scan_affect_0
scan_effector_section = m_burer_scan_effector
;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object = static\fire_distort
Particle_Gravi_Wave = anomaly2\burer_wave
Particle_Gravi_Prepare = anomaly2\burer_prepare
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
ef_creature_type = 18 ; option for evaluation functions
ef_weapon_type = 3
ef_detector_type = 1
panic_threshold = 0.1
cform = skeleton ; collision class
class = SM_BURER ; AI class
script_binding = bind_monster.bind
bone_torso = chest ; bone name
bone_head = head ; bone name
bone_fire = head ; bone name
weapon_usage = 0 ; boolean
actor_restrictor = medium_monster ;medium_monster,stalker,none
distance_to_corpse = 1.2 ; <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><><EFBFBD>
selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
terrain = burer_terrain
hit_type = wound
DamagedThreshold = 0.5
material = creatures\large
step_params = m_burer_step_params
LegsCount = 2
damage = m_burer_damage
;species of monster
species = burer
rank = 19
spec_rank = weak
community = burer
monster_type = indoor
protections_sect = burer_protections
immunities_sect = burer_immunities
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
DynamicObjectsCount = 32
eye_fov = 130
eye_range = 100
vision_free_section = burer_vision_free
vision_danger_section = burer_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>.
[burer_protections]
skin_armor = 0.25
hit_fraction_monster = 0.75
[burer_immunities]
burn_immunity = 0.56 ; = 0.65 ;Factors of immunity
strike_immunity = 0.35
shock_immunity = 0.38 ; = 0.4
wound_immunity = 0.25
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.5 ; = 3.0 ; = 0.65
explosion_immunity = 0.9
fire_wound_immunity = 0.40 ; .25
[burer_vision_free]
min_view_distance = 0.4 ; <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 = 1.0 ; <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 = 100.0 ; <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 = 0.001
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>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.5
luminocity_factor = 2.2 ; <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 = 0.20
[burer_vision_danger]
min_view_distance = 0.4 ; <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 = 1.0 ; <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 = 100.0 ; <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 = 0.001
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>-<EFBFBD><EFBFBD> <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> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.20
;=================================================================================
; Burer Attack Params
;=================================================================================
[m_burer_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.4, 0.50, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
stand_stamina_attack_0 = 0.4, 0.0, 0, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
;=================================================================================
; Burer Attack Effector
;=================================================================================
[m_burer_attack_effector]
duality_h = 0.1; 0.01
duality_v = 0.01; 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.1;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 = 0.0,0.0,0.0
time = 3.00
time_attack = 0.05 ; fade in
time_release = 0.50 ; fade out
; camera effects
ce_time = 0.30 ;time
ce_amplitude = 12.0
ce_period_number = 2.0
ce_power = 1.0 ;0.7 ; power
;=================================================================================
; Burer Step Params
;=================================================================================
[m_burer_step_params]
;---------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.4, 1, 0.9, 0.7,
;stand_walk_dmg_0 = 1, 0.4, 1, 0.9, 0.7,
stand_run_fwd_0 = 1, 0.4, 1, 0.9, 0.6,
;stand_run_dmg_0 = 1, 0.4, 1, 0.9, 0.6,
;=================================================================================
; Burer Damage
;=================================================================================
[m_Burer_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 = 1.0, -1, 0.6
hip = 0.75, -1, 0.1
spine = 0.75, -1, 0.03
chest = 0.75, -1, 0.03
neck = 0.7, -1, 2.0
head = 1.3, -1, 1.2
;=================================================================================
; Burer Scan Effector
;=================================================================================
[m_burer_scan_effector]
duality_h = 0.003
duality_v = 0.002
blur = 1.5
gray = 0.3
noise_intensity = 0.0
noise_grain = 2
noise_fps = 8
color_base = 0.55,0.5,0.5;0.637,0.442,0.456
color_gray = 0.333,0.333,0.333
color_add = 0.05,0.0,0.0
time = 10.00
time_attack = 0.3 ; fade in
time_release = 0.85 ; fade out
;=================================================================================
; Terrain
;=================================================================================
[burer_terrain]
255,000,255,255
;=================================================================================
; *** PROFILES *******************************************************************
;=================================================================================
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[burer_normal]:m_burer_e
$spawn = "monsters\burer\burer_normal"
visual = monsters\burer\burer
corpse_visual = monsters\burer\burer_dead
icon = ui_npc_monster_burer
rank = 19
spec_rank = normal
MaxHealthValue = 1.0 ; range [0..200]
skin_armor = 0.5
;*********************************************************************************
; NORMAL PROFILE 2
;*********************************************************************************
[burer_normal2]:m_burer_e
$spawn = "monsters\burer\burer_normal"
visual = monsters\burer\burer2
corpse_visual = monsters\burer\burer2_dead
icon = ui_npc_monster_burer
rank = 19
spec_rank = normal
MaxHealthValue = 1.0 ; range [0..200]
skin_armor = 0.5
;*********************************************************************************
; WEAK PROFILE
;*********************************************************************************
[burer_weak]:m_burer_e
$spawn = "monsters\burer\burer_weak"
visual = monsters\burer\burer3
corpse_visual = monsters\burer\burer3_dead
icon = ui_npc_monster_burer
rank = 18
spec_rank = weak
immunities_sect = burer_immunities_weak
MaxHealthValue = 0.75 ; range [0..200]
skin_armor = 0.4
[burer_immunities_weak]
burn_immunity = 0.46 ; = 0.65 ;Factors of immunity
strike_immunity = 0.30
shock_immunity = 0.30 ; = 0.32
wound_immunity = 0.22
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.5 ; = 3.0 ; = 0.65
explosion_immunity = 0.45 ; .35
fire_wound_immunity = 0.48 ; .18
;*********************************************************************************
; WEAK PROFILE 2
;*********************************************************************************
[burer_weak2]:m_burer_e
$spawn = "monsters\burer\burer_weak"
visual = monsters\burer\burer4
corpse_visual = monsters\burer\burer4_dead
icon = ui_npc_monster_burer
rank = 18
spec_rank = weak
immunities_sect = burer_immunities_weak
MaxHealthValue = 0.75 ; range [0..200]
skin_armor = 0.5
;----------------------------------------------------------------------------
;--------------------------Borovos - May 2014 - Fire Burer -----------------
;----------------------------------------------------------------------------
[burer_fire]:burer_normal
hit_type = fire
;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object = weapons\flame_rocket
Particle_Gravi_Wave = monsters\polter_flame_fire
Particle_Gravi_Prepare = monsters\polter_hidden
;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown = 3000
shield_time = 3000
shield_keep_particle = artefact\af_thermal_hide
shield_keep_particle_period = 300
Particle_Shield = artefact\af_thermal_hide
;----------------------------------------------------------------------------
;--------------------------Borovos - May 2014 - Electric Burer -------------
;----------------------------------------------------------------------------
[burer_electra]:burer_normal2
hit_type = strike
;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object = anomaly2\electra_idle
Particle_Gravi_Wave = anomaly2\electra2_blast
Particle_Gravi_Prepare = artefact\af_electra_hide
;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown = 3000
shield_time = 3000
shield_keep_particle = anomaly2\heat_03_electra
shield_keep_particle_period = 300
Particle_Shield = anomaly2\heat_03_electra
sound_gravi_wave = anomaly\electra_blast
[burer_arena]:m_burer_e
$spawn = "monsters\arena\burer_arena"
visual = monsters\burer\burer
panic_threshold = 0.05
;species = arena_monstr
spec_rank = weak
rank = 0
community = burer
explosion_immunity = 0.2
fire_wound_immunity = 0.1
; Gravi Strike
Gravi_Speed = 76 ; meter/sec
Gravi_Step = 2 ; meter
Gravi_Time_To_Hold = 2100 ; milisec
Gravi_Radius = 3.0
Gravi_Impulse_To_Objects = 60.0
Gravi_Impulse_To_Enemy = 1000.0
Gravi_Hit_Power = 0.56
; Tele Strike
Tele_Max_Handled_Objects = 3 ;1;3
Tele_Time_To_Hold = 380 ;600
Tele_Object_Min_Mass = 20.0
Tele_Object_Max_Mass = 1500.0 ;1000.0
Tele_Find_Radius = 20 ;7.0
[burer_blue_blue]:m_burer_e
$spawn = "monsters\burer\burer_blue_blue"
visual = monsters\burer\burer_blue_blue
corpse_visual = monsters\burer\burer_blue_blue