263 lines
8.9 KiB
TeX
263 lines
8.9 KiB
TeX
;R.P.A.mod
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[m_bibliotekar_e]:fracture_weak
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone,zone_smallrain
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$spawn = "monsters\fracture" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 250 ; option for ALife Simulator
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MinSpeed = 2.0 ; option for ALife Simulator
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MaxSpeed = 9.0 ; option for ALife Simulator
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going_speed = 8.5 ; option for ALife Simulator
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search_speed = 2.0 ; option for ALife Simulator
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visual = monsters\bibliotekar\izlom
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corpse_visual = monsters\bibliotekar\izlom
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icon = ui_npc_monster_fracture
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MaxHealthValue = 250 ; range [0..200]
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DynamicObjectsCount = 32
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smart_terrain_choose_interval = 00:15:00
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satiety_threshold = 0.5
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jump_max_height = 1.0
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script_binding = bind_monster.bind
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critical_wound_threshold = -1
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critical_wound_decrease_quant = 0.
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;---EVALUATION FUNCTIONS----------------------------------------------
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ef_creature_type = 21 ; option for evaluation functions
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ef_weapon_type = 4
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ef_detector_type = 1
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panic_threshold = 0.1
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cform = skeleton ; collision class
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class = SM_IZLOM ; AI class
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monster_section = m_bibliotekar_e
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.35, 0.9, 0.35
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.40, 0.6, 0.40
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ph_crash_speed_min = 10
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ph_crash_speed_max = 30
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ph_collision_damage_factor = 0.1
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ph_mass = 170.
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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Spawn_Inventory_Item_Section = ;mutant_fracture_hand
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Spawn_Inventory_Item_Probability = 0.0
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = -0.40
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ph_skeleton_airr_ang_factor = -0.20
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ph_skeleton_hinger_factor1 = 5.0 ;1.0
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ph_skeleton_ddelay = 5.0
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ph_skel_fatal_impulse_factor = 3.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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SoundThreshold = 0.06 ; range [0..1]
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eye_fov = 100;
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eye_range = 100 ;30
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max_hear_dist = 40
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hit_power = 50.0;
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ImpulseMin = 500.0
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ImpulseMax = 550.0
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 1.4, 1.4, 1, 1
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Velocity_WalkFwdNormal = 0.9, 2.5, 2.5, 0.02, 2.0
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Velocity_RunFwdNormal = 3.0, 3.5, 3.5, 0.4, 1
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Velocity_WalkFwdDamaged = 1.0, 3.0, 3.0, 0.2, 2.0
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Velocity_RunFwdDamaged = 5.0, 3.0, 3.0, 0.2, 1
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Velocity_Drag = 1.0, 3.0, 3.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 3.0
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Accel_Aggressive = 9.5
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;attack parameters
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MinAttackDist = 1.8 ;0.5
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MaxAttackDist = 2.4 ;3.8
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as_min_dist = 0.5
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as_step = 0.5
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DayTime_Begin = 4 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_End = 23 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Min_Satiety = 0.4 ; <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>)
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Max_Satiety = 1.0 ; <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>)
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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><>v
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hit_type = wound
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; entity condition
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satiety_v = 0.00001 ;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>
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radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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satiety_health_v = 0.0001 ;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>
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satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><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>
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radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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morale_v = 0.01 ;<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>
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health_hit_part = 0.4 ;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>
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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>
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psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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immunities_sect = fractur_immunities
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wound_incarnation_v = 0.01 ;<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>)
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min_wound_size = 0.01
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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><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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; Morale
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Morale_Hit_Quant = 0.1
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.1
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.5
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sound_idle = monsters\biblio\izlome_idle_
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sound_eat = monsters\biblio\izlome_eat_
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sound_aggressive = monsters\biblio\izlome_attack_
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sound_attack_hit = monsters\biblio\izlome_attack_hit_
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sound_take_damage = monsters\biblio\izlome_take_damage_
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sound_die = monsters\biblio\izlome_die_
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sound_death = monsters\biblio\izlome_death_
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sound_hit = monsters\biblio\izlome_hit_
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sound_threaten = monsters\biting\def_
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sound_landing = monsters\biting\def_
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sound_steal = monsters\biting\def_
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sound_panic = monsters\biblio\izlome_hit_
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sound_growling = monsters\biting\def_
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sound_die_in_anomaly = monsters\biblio\izlome_die_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 125000
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eat_sound_delay = 3000
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attack_sound_delay = 4000
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sound_distant_idle = monsters\zombie\zombie_idle_
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 100.0
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DamagedThreshold = 0.5
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material = creatures\medium
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DynamicObjectsCount = 32
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squad_attack_algorithm = 1
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attack_effector = monster_attack_effector
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control_fx_texture = act\act_izlom
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LegsCount = 2
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attack_params = m_fractur_attack_params
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step_params = m_fractur_step_params
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damage = m_Fractur_damage
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;species of monster
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species = zombie
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[m_fractur_attack_params]
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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stand_attack_0 = 0.15, 9.90, 450, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
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stand_attack_1 = 0.20, 9.15, 200, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
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stand_attack_2 = 0.55, 9.90, 700, 0.0, 1.0, 0.0, -9.6, 9.6, -9.6, 9.6, 3.5
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[m_fractur_step_params]
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;---------------------------------------------------------------------------
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; anim | Cycles | time1 | power1 | time2 | power2 |
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;---------------------------------------------------------------------------
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stand_walk_fwd_0 = 1, 0.01, 1, 0.25, 0.7,
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stand_run_fwd_0 = 1, 0.01, 1, 0.25, 0.6,
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;===========================================================================
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; IMMUNITIES
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;===========================================================================
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[fractur_immunities]
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burn_immunity = 0.4 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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strike_immunity = 0.4
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shock_immunity = 0.4
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wound_immunity = 0.2 ;0.3 ;0.4
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radiation_immunity = 0.5
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telepatic_immunity = 0.8
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chemical_burn_immunity = 0.4
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explosion_immunity = 0.3
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fire_wound_immunity = 0.1
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[m_Fractur_damage]
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;bone_name = <hit_scale>,-1,<wound_scale>
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;<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>)
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;<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>
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default = 0.3, -1, 0.10
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bip01_pelvis = 0.1, -1, 0.1
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;bip01_spine = 0.1, -1, 0.1
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bip01_spine1 = 0.2, -1, 0.1
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bip01_neck = 0.5, -1, 0.1
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bip01_head = 0.8, -1, 0.50
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[bibliotekar_weak]:m_bibliotekar_e
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$spawn = "monsters\fracture" ; option for Level Editor
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monster_type = indoor
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rank = 0
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spec_rank = weak
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community = fracture
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Tele_Time_To_Hold = 200
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[bibliotekar_normal]:m_bibliotekar_e
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$spawn = "monsters\fracture" ; option for Level Editor
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monster_type = indoor
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rank = 0
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spec_rank = normal
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community = fracture
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Tele_Time_To_Hold = 200
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visual = monsters\bibliotekar\izlom
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corpse_visual = monsters\bibliotekar\izlom
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[bibliotekar_strong]:m_bibliotekar_e
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$spawn = "monsters\fracture" ; option for Level Editor
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monster_type = indoor
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rank = 0
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spec_rank = strong
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community = fracture
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Tele_Time_To_Hold = 200
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;R.P.A.mod |