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

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[m_pseudodog_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\pseudodog" ; option for Level Editor
$npc = on ; option for Level Editor
;$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 185 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 3.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\pseudodog\pseudodog
corpse_visual = monsters\pseudodog\pseudodog_dead
icon = ui_npc_monster_pseudodog
MaxHealthValue = 185 ; range [0..200]
DynamicObjectsCount = 8
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_pseudodog_tail
Spawn_Inventory_Item_Probability = 0.0
spawn_phantom = m_phantom_pseudodog
can_spawn_phantom = false
ef_creature_type = 21 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.008
cform = skeleton ; collision class
class = SM_P_DOG ; AI class
script_binding = bind_monster.bind
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
bone_eye_left = bip01_ponytail1
bone_eye_right = bip01_ponytail2
weapon_usage = 0 ; boolean
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
ph_box0_size = 0.50, 0.4, 0.50
ph_box1_center = 0.0, 0.2, 0.0
ph_box1_size = 0.50, 0.4, 0.50
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 75;50 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
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 ;T<><54><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, 1.4, 1.4, 1, 1
Velocity_RunFwdNormal = 6.8, 2.0, 2.0, 0.05, 1.0
Velocity_RunFwdDamaged = 4.3, 2.0, 2.0, 0.5, 1.0
Velocity_WalkFwdNormal = 5.0, 2.0, 2.0, 0.1, 1.0
Velocity_WalkFwdDamaged = 2.2, 3.0, 3.0, 0.1, 2.2
Velocity_Drag = 0.6, 0.8, 0.8, 1, 1
Velocity_Steal = 1.6, 3.0, 3.0, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 18.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 1.6
MaxAttackDist = 2.0
as_min_dist = 1.0
as_step = 0.2
DayTime_Begin = 3 ;6 ; <20><><EFBFBD>v<EFBFBD> <20><><EFBFBD> <20>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.00055 ;0.3 ;0.6 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD> - <20><><EFBFBD> <20>v<EFBFBD><76><EFBFBD>v )
Max_Satiety = 0.9 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD>v<EFBFBD>-<EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v )
distance_to_corpse = 1.8 ; <20><><EFBFBD><EFBFBD>. <20><> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v
;terrain = 255,255,255,255,30,40
terrain = pseudodogs_terrain
hit_type = wound
Melee_Rotation_Factor = 2.6
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
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>
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> (<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 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
morale_v = 0.1 ;<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>
health_hit_part = 1.0 ;0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
power_hit_part = 1.0 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v
psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.00002
immunities_sect = pseudodog_immunities
protections_sect = pseudodog_protections
;<3B><><EFBFBD><EFBFBD>v<EFBFBD>v<EFBFBD> <20><><EFBFBD>v
bleeding_v = 0.0095 ;<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 = 0.002 ;<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 = 0.0095
sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
eat_freq = 5.0 ; <20>𿪳<EFBFBD><F0BFAAB3> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
eat_slice = 0.01 ; <20><><EFBFBD>v<EFBFBD><76><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> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
satiety_threshold = 0.5 ; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\pseudodog\pdog_idle_
sound_eat = monsters\pseudodog\pdog_chew_
sound_aggressive = monsters\pseudodog\pdog_aggression_
sound_attack_hit = monsters\pseudodog\pdog_attack_
sound_take_damage = monsters\pseudodog\pdog_hurt_
sound_die = monsters\pseudodog\pdog_death_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\pseudodog\pdog_threaten_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\biting\def_
sound_growling = monsters\biting\def_
sound_psy_attack = monsters\pseudodog\psy_attack_
sound_die_in_anomaly = monsters\pseudodog\pdog_death_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 92000
eat_sound_delay = 3000
attack_sound_delay = 28500
sound_distant_idle = ambient\soundscape\mutants\wolf\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
SoundThreshold = 0.04 ; 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 = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;----------------------------------------------------------------------------
; Jump Parameters
;----------------------------------------------------------------------------
jump_delay = 3000 ;3000
jump_factor = 2.0
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2.0
jump_build_line_distance = 7.0
jump_min_distance = 1.0
jump_max_distance = 7.0
jump_max_angle = 0.55
jump_max_height = 4.5
jump_auto_aim_factor = 0.5
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold = 0.3
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
material = creatures\medium ;medium
DynamicObjectsCount = 8
squad_attack_algorithm = 1
attack_effector = m_pseudodog_attack_effector
damage = m_pseudodog_damage
attack_params = m_pseudodog_attack_params
step_params = m_pseudodog_step_params
LegsCount = 4
anger_hunger_threshold = 0.1
anger_loud_threshold = 0.7
;species of monster
species = pseudodog
rank = 7
spec_rank = weak
community = pseudodog
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 250 ;150
eye_range = 110 ;100
vision_free_section = pseudodog_vision_free
vision_danger_section = pseudodog_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>.
[pseudodog_vision_free]
min_view_distance = 0.7 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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>v<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>v<EFBFBD>
always_visible_distance = 0.65
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 = 0.4
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><EFBFBD>)
transparency_threshold = 0.10
[pseudodog_vision_danger]
min_view_distance = 1.3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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>v<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 = 110.0 ; <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>v<EFBFBD>
always_visible_distance = 0.65
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 = 0.4
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><EFBFBD>)
transparency_threshold = 0.10
feel_enemy_who_just_hit_max_distance = 350
[m_pseudodog_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.2, 0.48, 35, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Jump attack
run_jamp_1 = 0.55, 0.85, 90, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_pseudodog_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 = -15.0
ce_period_number = 2.0
ce_power = 1.0 ;0.7 ; power
;===========================================================================
; Step Events
;===========================================================================
[m_pseudodog_step_params] ;left right right left
;------------------------------------------------------------------------------------------------------------------
; anim cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-----------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 1, 0.1, 1, 0.34, 1, 0.6, 1, 0.84, 1
stand_walk_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.5, 1, 0.7, 1
stand_run_0 = 1, 0.1, 1, 0.3, 1, 0.5, 1, 0.55, 1
stand_run_dmg_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
stand_drag_0 = 1, 0.2, 1, 0.25, 1, 0.7, 1, 0.75, 1
;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[pseudodog_protections]
skin_armor = 0.2
hit_fraction_monster = 0.7
;===========================================================================
; IMMUNITIES
;===========================================================================
[pseudodog_immunities]
burn_immunity = 3.0 ; = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.75
shock_immunity = 3.0 ; = 0.5
wound_immunity = 0.6 ;0.75 ;1.0
radiation_immunity = 0.0 ;1.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.7 ; = 3.0 ; = 0.65
explosion_immunity = 0.8
fire_wound_immunity = 0.8
;=================================================================================
; PSEUDO-DOG Damage
;=================================================================================
[m_Pseudodog_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>v <20><><EFBFBD><EFBFBD>v<EFBFBD><76><EFBFBD> <20><><EFBFBD>v
default = 0.5, -1, 0.3
bip01_pelvis = 1.15, -1, 0.4
bip01_spine = 0.65, -1, 0.3
bip01_spine1 = 0.7, -1, 0.3
bip01_neck = 0.75, -1, 2.0
bip01_head = 2.15, -1, 1.0, 10
;=================================================================================
; PSEUDO-DOG Terrain
;=================================================================================
[pseudodogs_terrain]
255,000,255,255
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[pseudodog_normal]:m_pseudodog_e
$spawn = "monsters\pseudodogs\pseudodog_02_normal"
visual = monsters\pseudodog\pseudodog
corpse_visual = monsters\pseudodog\pseudodog_dead
icon = ui_npc_monster_pseudodog
panic_threshold = 0.008
rank = 7
attack_params = pseudodog_attack_params_normal
spec_rank = normal
community = pseudodog
[pseudodog_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.25, 0.41, 35, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6
;Jump attack
run_jamp_1 = 0.55, 0.88, 90, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;---------------------------------------------------------------------------------
;-- PSY DOG
;---------------------------------------------------------------------------------
[psy_dog_aura_effector]
duality_h = 0.00
duality_v = 0.00
blur = 10
gray = 0.0
noise_intensity = 10.0
noise_grain = 1
noise_fps = 25
color_base = 0.9,0.9,1.0
color_gray = 0.33,0.330,0.33
color_add = 0.00,0.00,0.015
[psy_dog]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog"
visual = monsters\pseudodog\pseudodog_grey
corpse_visual = monsters\pseudodog\pseudodog_grey_dead
icon = ui_npc_monster_pseudodog_grey
panic_threshold = 0.001
class = SM_DOG_P
attack_params = psy_dog_attack_params
aura_effector = psy_dog_aura_effector
Phantoms_Count = 4
Time_Phantom_Respawn = 1362
;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout = 3 ; sec
anti_aim_effectors = anti_aim_effector
anti_aim_animation = stand_attack_
anti_aim_max_angle = 0.5
anti_aim_detection_gain_speed = 10
anti_aim_detection_loose_speed = 0.05
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
psy_linear_factor = 0.9
psy_quadratic_factor = 0
psy_max_distance = 23.0
psy_max_power = 4.5
psy_sound = anomaly\psy_voices_1_l ;monsters\controller\controller_presence_l
psy_pp_effector_name = psy_antenna ;postprocess_psi
psy_pp_highest_at = 0.05
[psy_dog_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.25, 0.52, 35, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6
;Jump attack
run_jamp_1 = 0.55, 0.98, 90, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;---------------------------------------------------------------------------------
;-- PSY DOG PHANTOM
;---------------------------------------------------------------------------------
;=========================================================================================
; Appear Effector
;=========================================================================================
[psy_dog_phantom_appear_effector]
duality_h = 0.028 ;0.31
duality_v = 0.028 ;0.31
blur = 0.00
gray = 0 ;0.5
noise_intensity = 1
noise_grain = 0.1
noise_fps = 50
color_base = 0.5,0.5,0.5 ;0.1,0.15,0.4
color_gray = 0.333,0.333,0.333 ;0.333,0.333,0.333
color_add = 0.00,0.00,0.00
time = 0.5 ;1.5
time_attack = 0.05 ;0.5 ; fade in
time_release = 0.3 ; fade out
; camera effects
ce_time = 0 ;0.2 ;1.5
ce_amplitude = 0 ;1.0
ce_period_number = 0 ;2.0
ce_power = 0 ;0.3 ;0.7
DayTime_Begin = 20 ;6 ; <20><><EFBFBD>v<EFBFBD> <20><><EFBFBD> <20>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 5 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;=========================================================================================
; Base Definition
;=========================================================================================
[psy_dog_phantom]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog_phantom"
visual = monsters\pseudodog\pseudodog_grey
icon = ui_npc_monster_pseudodog_grey
class = SM_DOG_F
rank = 1
;jump_delay = 3000 ;3000
;jump_factor = 3
;jump_min_distance = 4.0
;jump_max_distance = 10.0
;jump_max_angle = 0.2
appear_effector = psy_dog_phantom_appear_effector
particles_appear = monsters\pseudo_phantom_birth_00
particles_disappear = monsters\pseudo_phantom_death_00
attack_params = psydog_attack_params_phantom
hit_type = telepatic
[psydog_attack_params_phantom]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.25, 0.35, 10, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.6
;Jump attack
run_jamp_1 = 0.55, 0.6, 10, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
;=========================================================================================
[zat_b18_dog]:pseudodog_normal
$spawn = "monsters\psy_dog\zat_b18_dog"
visual = monsters\up_monsters\pseudodog_noah
community = pseudodog
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 3 ;150
eye_range = 1 ;100
vision_free_section = zat_b18_dog_vision_free
vision_danger_section = zat_b18_dog_vision_danger
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> visibility_threshold <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>,
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>.
[zat_b18_dog_vision_free]
min_view_distance = 0.1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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 = 0.2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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 = 70.0 ; <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>v<EFBFBD>
always_visible_distance = 0.001
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 = 0.4
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><EFBFBD>)
transparency_threshold = 0.10
[zat_b18_dog_vision_danger]
min_view_distance = 0.1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<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 = 0.2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
visibility_threshold = 60.0 ; <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>v<EFBFBD>
always_visible_distance = 0.001
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 = 0.4
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><EFBFBD>)
transparency_threshold = 0.10
feel_enemy_who_just_hit_max_distance = 350
radiation_max_distance = 0
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.0, 3.0, 1, 1
Velocity_RunFwdNormal = 6.6, 5.0, 5.0, 0.05, 1.0
Velocity_RunFwdDamaged = 4.3, 5.0, 5.0, 0.5, 1.0
Velocity_WalkFwdNormal = 5.0, 5.0, 5.0, 0.1, 1.0
Velocity_WalkFwdDamaged = 2.2, 6.0, 6.0, 0.1, 2.2
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = ; monsters\pseudodog\pdog_idle_
sound_eat = ; monsters\pseudodog\pdog_chew_
sound_aggressive = ; monsters\pseudodog\pdog_aggression_
sound_attack_hit = ; monsters\pseudodog\pdog_attack_
sound_take_damage = ; monsters\pseudodog\pdog_hurt_
sound_die = ; monsters\pseudodog\pdog_death_
sound_bkgnd = ; monsters\biting\def_
sound_threaten = ; monsters\pseudodog\pdog_threaten_
sound_landing = ; monsters\biting\def_
sound_steal = ; monsters\biting\def_
sound_panic = ; monsters\biting\def_
sound_growling = ; monsters\biting\def_
sound_psy_attack = ; monsters\pseudodog\psy_attack_
sound_die_in_anomaly = ; monsters\pseudodog\pdog_death_
sound_distant_idle = ; monsters\mwolf\howl_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
;mlr
[zat_b18_dog_little_m]:zat_b18_dog
$spawn = "monsters\psy_dog\zat_b18_dog_little"
visual = monsters\pseudodog\pseudodog_small
corpse_visual = monsters\pseudodog\pseudodog_small_dead
MaxHealthValue = 0.75 ; range [0..200]
[zat_b18_dog_little_two_m]:zat_b18_dog
$spawn = "monsters\psy_dog\zat_b18_dog_little_two"
visual = monsters\pseudodog\pseudodog_small
corpse_visual = monsters\pseudodog\pseudodog_small_dead
MaxHealthValue = 0.75 ; range [0..200]
;mlr
;*********************************************************************************
; FEARLESS PROFILES FOR GARBAGE
;*********************************************************************************
[psy_dog_normal]:pseudodog_normal
$spawn = "monsters\psy_dog\psy_dog_normal"
visual = monsters\pseudodog\pseudodog_grey
corpse_visual = monsters\pseudodog\pseudodog_grey_dead
icon = ui_npc_monster_pseudodog_grey
class = SM_DOG_P
rank = 5
;material = creatures\large
aura_effector = psy_dog_aura_effector
Phantoms_Count = 2
Time_Phantom_Respawn = 5000
Max_Phantoms_Count = 3
Min_Phantoms_Count = 2
Time_Phantom_Appear = 3000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;Pseudodog population - Borovos 2013;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;include new meshes, new parameters for each population
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pseudodog_weak_base]:pseudodog_normal
$spawn = "monsters\pseudodog\pseudodog_weak_base"
visual = monsters\pseudodog\pseudodog
corpse_visual = monsters\pseudodog\pseudodog_dead
Health = 200 ; option for ALife Simulator
panic_threshold = 0.05
spec_rank = weak
rank = 4
skin_armor = 0.15
attack_params = pseudodog_attack_params_weak
[pseudodog_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.2, 0.40, 35, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Jump attack
run_jamp_1 = 0.50, 0.73, 90, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
[pseudodog_weak]:pseudodog_weak_base
$spawn = "monsters\pseudodog\pseudodog_weak"
visual = monsters\pseudodog\pseudodog_small
corpse_visual = monsters\pseudodog\pseudodog_small_dead
MaxHealthValue = 0.75 ; range [0..200]
[pseudodog_grey_weak]:pseudodog_weak_base
$spawn = "monsters\pseudodog\pseudodog_grey_weak"
visual = monsters\pseudodog\pseudodog_grey_small
corpse_visual = monsters\pseudodog\pseudodog_grey_small_dead
MaxHealthValue = 0.75 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pseudodog_strong_base]:pseudodog_normal
$spawn = "monsters\pseudodog\pseudodog_strong_base"
visual = monsters\pseudodog\pseudodog_big
corpse_visual = monsters\pseudodog\pseudodog_big_dead
Health = 300 ; option for ALife Simulator
panic_threshold = 0.00
spec_rank = strong
rank = 8
skin_armor = 0.25
attack_params = pseudodog_attack_params_strong
[pseudodog_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.2, 0.56, 35, 0.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 2.5
;Jump attack
run_jamp_1 = 0.55, 0.98, 90, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
[pseudodog_strong]:pseudodog_strong_base
$spawn = "monsters\pseudodog\pseudodog_strong"
visual = monsters\pseudodog\pseudodog_big
corpse_visual = monsters\pseudodog\pseudodog_big_dead
MaxHealthValue = 1.33 ; range [0..200]
[pseudodog_grey_strong]:pseudodog_strong_base
$spawn = "monsters\pseudodog\pseudodog_grey_strong"
visual = monsters\pseudodog\pseudodog_grey_big
corpse_visual = monsters\pseudodog\pseudodog_grey_big_dead
MaxHealthValue = 1.33 ; range [0..200]
[pseudodog_arena]:pseudodog_strong
$spawn = "monsters\arena\pseudodog_arena"
visual = monsters\pseudodog\pseudodog_grey
panic_threshold = 0.05