694 lines
29 KiB
TeX
694 lines
29 KiB
TeX
[m_snork_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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;$spawn = "monsters\snork" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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visual = monsters\snork\snork
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corpse_visual = monsters\snork\snork_dead
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icon = ui_npc_monster_snork
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Spawn_Inventory_Item_Section = mutant_snork_leg
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Spawn_Inventory_Item_Probability = 0.0
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spawn_phantom = m_phantom_snork
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can_spawn_phantom = false
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_max_distance = 0
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psy_max_power = 5
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 2.5
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radiation_max_power = 0.007
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radiation_linear_factor = 1
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radiation_quadratic_factor = 0.7
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radiation_pp_effector_name = postprocess_rad
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radiation_sound = detectors\da-2_beep1.ogg, 2.0
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radiation_pp_highest_at = 0.1
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;---OFFLINE ALIFE------------------------------------------------------------------
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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 = 155 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 5.0 ; option for ALife Simulator
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going_speed = 3;4.5 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = 1.5 ; option for ALife Simulator
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MaxHealthValue = 125 ; range [0..200]
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smart_terrain_choose_interval = 00:15:00
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;-----------------------------------------------------------------------------------
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script_binding = bind_monster.bind
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ef_creature_type = 11 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.08
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cform = skeleton ; collision class
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class = SM_SNORK ; AI class
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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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 = 100
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ph_crash_speed_max = 300
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ph_collision_damage_factor = 0.1
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ph_mass = 90
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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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>)
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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))
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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>)
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ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
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ph_skel_fatal_impulse_factor = 6.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 5.5, 5.2, 1, 1
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Velocity_WalkFwdNormal = 1.05, 3.5, 3.2, 0.02, 2.0
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Velocity_WalkFwdDamaged = 0.9, 3.5, 3.2, 0.02, 2.0
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Velocity_RunFwdNormal = 6.6, 3.5, 3.2, 0.4, 1
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Velocity_RunFwdDamaged = 2.5, 3.5, 3.2, 0.2, 1
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Velocity_Drag = 1.0, 1.0, 1.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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Velocity_JumpGround = 8.0, 3.0, 0.01, 0.4, 1
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Velocity_Jump_Stand = 8.0, 3.0, 0.01, 0.4, 1
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 14.0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 0.1 ;0.5
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MaxAttackDist = 3.8 ;3.8
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as_min_dist = 1.9
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as_step = 0
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hit_type = wound ; type of attack
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;------------------------------------------------------------------------
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; Attack On Move
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;------------------------------------------------------------------------
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aom_enabled = 1
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aom_animation_left = stand_run_attack_right_
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aom_animation_right = stand_run_attack_left_ ; stand_attack_
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aom_far_radius = 1 ;10 ;12
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aom_max_go_close_time = 8
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aom_prepare_time = 1 ;4
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aom_attack_radius = 0.8
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aom_update_side_period = 6
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aom_prediction_factor = 0.8
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;--------------------------------------------------------------------------
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; Jump parameters
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;--------------------------------------------------------------------------
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jump_delay = 4000
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jump_factor = 2.0 ;1.5
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jump_ground_trace_range = 1.5
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jump_hit_trace_range = 2.0
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jump_build_line_distance = 6.0
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jump_min_distance = 3.0
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jump_max_distance = 10.0
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jump_max_angle = 0.6
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jump_max_height = 12
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jump_auto_aim_factor = 0 ;0.3
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.005 ;<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 = 1 ;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 ;0.9 ;<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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health_restore_v = 0.00008
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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bleeding_v = 0.007 ;<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 = 0.0035 ;<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 = 0.0085
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;Health from which to play injured animation
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DamagedThreshold = 0.33
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;Sleep Settings
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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> <20><> <20><><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 settings
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eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
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eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
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eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
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satiety_threshold = 0.5 ; below this value monster fill hunger
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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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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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\snork\snork_idle_ ; idle_
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sound_eat = monsters\biting\def_ ; eat_
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sound_aggressive = monsters\snork\snork_attack_ ; attack_
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sound_attack_hit = monsters\snork\snork_attack_hit_
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sound_take_damage = monsters\snork\snork_idle_ ; hit_
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sound_die = monsters\biting\def_ ; die_
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sound_bkgnd = monsters\biting\def_
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;sound_threaten = monsters\biting\def_ ; threaten_
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sound_threaten = monsters\snork\snork_attack_
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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\snork\snork_idle_ ; hit_
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sound_growling = monsters\biting\def_
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sound_die_in_anomaly = monsters\biting\def_
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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;Frequency of sounds to be played
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idle_sound_delay = 300000
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eat_sound_delay = 3000
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attack_sound_delay = 4000
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sound_distant_idle = ambient\soundscape\mutants\snork\distant_
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distant_idle_sound_delay = 50000
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distant_idle_sound_range = 50.0
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SoundThreshold = 0.02 ; range [0..1]
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max_hear_dist = 60
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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material = creatures\medium
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DynamicObjectsCount = 8
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attack_effector = m_snork_attack_effector
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critical_wound_threshold = -1
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critical_wound_decrease_quant = 0.
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LegsCount = 2
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DayTime_Begin = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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DayTime_End = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Min_Satiety = 0.00055 ; <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 = 0.9 ; <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD>v<EFBFBD>)
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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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;species of monster
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species = snork
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community = snork
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terrain = snork_terrain
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step_params = m_snork_step_params
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damage = m_snork_damage
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immunities_sect = snork_immunities
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protections_sect = snork_protections
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 170 ;140
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eye_range = 120 ;50
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vision_free_section = snork_vision_free
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vision_danger_section = snork_vision_danger
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; <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>,
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; <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>.
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[snork_vision_free]
|
||
min_view_distance = 0.5 ; <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 = 200.0 ; <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 = 0.0015
|
||
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 = 0.7
|
||
luminocity_factor = 0.8 ; <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 = 0.15
|
||
|
||
[snork_vision_danger]
|
||
min_view_distance = 0.85 ; <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 = 1.7 ; <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 = 0.0015
|
||
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 = 0.7
|
||
luminocity_factor = 0.2 ; <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 = 0.15
|
||
|
||
feel_enemy_who_just_hit_max_distance = 350
|
||
|
||
[snork_protections]
|
||
skin_armor = 0.4
|
||
hit_fraction_monster = 0.6
|
||
|
||
;=================================================================================
|
||
; SNORK Damage
|
||
;=================================================================================
|
||
[m_Snork_damage]
|
||
;bone_name = <hit_scale>,-1,<wound_scale>
|
||
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||
default = 0.95, -1, 0.75
|
||
|
||
bip01_pelvis = 0.95, -1, 0.12
|
||
bip01_spine = 0.9, -1, 0.12
|
||
bip01_spine1 = 0.9, -1, 0.12
|
||
bip01_neck = 0.85, -1, 2.2
|
||
bip01_head = 1.95, -1, 0.65, 10
|
||
|
||
[m_snork_attack_effector]
|
||
duality_h = 0.05;0.01
|
||
duality_v = 0.02;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 = 0.30
|
||
time_attack = 0.05 ; fade in
|
||
time_release = 0.15 ; fade out
|
||
|
||
; camera effects
|
||
ce_time = 0.35 ; time
|
||
ce_amplitude = 10 ; head shake after hit
|
||
ce_period_number = 2.0 ; camera shake times
|
||
ce_power = 2.5; 2.0 ; power
|
||
|
||
;===========================================================================
|
||
; Step Events
|
||
;===========================================================================
|
||
[m_snork_step_params]
|
||
;-------------------------------------------------------------------------------------------------------------
|
||
; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
|
||
;-------------------------------------------------------------------------------------------------------------
|
||
stand_walk_fwd_0 = 1, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0
|
||
stand_walk_damaged_0= 1, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
|
||
stand_run_0 = 1, 0.01, 1, 0.05, 0.7, 0.2, 1.0, 0.2, 0.2
|
||
stand_run_damaged_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
||
stand_steal_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
||
;stand_drag_0 = 1, 0.2, 1, 0.25, 0.7, 0.7, 1.0, 0.7, 1.0
|
||
|
||
|
||
;===========================================================================
|
||
; IMMUNITIES
|
||
;===========================================================================
|
||
[snork_immunities]
|
||
burn_immunity = 1.5 ; 3.0 ; = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 1.0
|
||
shock_immunity = 3.0 ; = 0.8
|
||
wound_immunity = 0.35 ;0.75 ;1.0
|
||
radiation_immunity = 0.01 ;0.5
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 0.14 ; = 3.0 ; = 0.8
|
||
explosion_immunity = 0.9
|
||
fire_wound_immunity = 0.7
|
||
|
||
|
||
;*********************************************************************************
|
||
; WEAK PROFILE
|
||
;*********************************************************************************
|
||
[snork_weak]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_01_weak"
|
||
visual = monsters\snork\snork
|
||
corpse_visual = monsters\snork\snork_dead
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.08
|
||
rank = 8
|
||
immunities_sect = snork_immunities_weak
|
||
attack_params = snork_attack_params_weak
|
||
spec_rank = weak
|
||
community = snork
|
||
|
||
|
||
[snork_immunities_weak]
|
||
burn_immunity = 1.5 ; 3.0 ; = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.8
|
||
shock_immunity = 3.0 ; = 0.8
|
||
wound_immunity = 0.4 ;0.75 ;1.0
|
||
radiation_immunity = 0.01 ;0.5
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 0.5 ; = 3.0 ; = 0.8
|
||
explosion_immunity = 0.95
|
||
fire_wound_immunity = 0.8
|
||
|
||
[snork_attack_params_weak]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
stand_attack_0 = 0.30, 0.6, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_attack_2_1 = 0.30, 0.6, 70, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
|
||
stand_run_attack_left_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_run_attack_right_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE
|
||
;*********************************************************************************
|
||
[snork_normal]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_02_normal"
|
||
visual = monsters\snork\snork
|
||
corpse_visual = monsters\snork\snork_dead
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.08
|
||
rank = 9
|
||
immunities_sect = snork_immunities_normal
|
||
attack_params = snork_attack_params_normal
|
||
spec_rank = normal
|
||
community = snork
|
||
|
||
|
||
[snork_immunities_normal]
|
||
burn_immunity = 1.5 ; 3.0 ; = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.8
|
||
shock_immunity = 3.0 ; = 0.8
|
||
wound_immunity = 0.35 ;0.75 ;1.0
|
||
radiation_immunity = 0.01 ;0.5
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 0.14 ; = 3.0 ; = 0.8
|
||
explosion_immunity = 0.9
|
||
fire_wound_immunity = 0.7
|
||
|
||
[snork_attack_params_normal]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
stand_attack_0 = 0.30, 0.65, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_attack_2_1 = 0.30, 0.65, 30, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
stand_run_attack_left_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_run_attack_right_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE
|
||
;*********************************************************************************
|
||
[snork_strong]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_03_strong"
|
||
visual = monsters\snork\snork
|
||
corpse_visual = monsters\snork\snork_dead
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.055
|
||
rank = 10
|
||
immunities_sect = snork_immunities_strong
|
||
attack_params = snork_attack_params_strong
|
||
spec_rank = strong
|
||
community = snork
|
||
|
||
|
||
[snork_immunities_strong]
|
||
burn_immunity = 1.5 ; 3.0 ; = 0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
strike_immunity = 0.8
|
||
shock_immunity = 3.0 ; = 0.8
|
||
wound_immunity = 0.3 ;0.75 ;1.0
|
||
radiation_immunity = 0.01 ;0.5
|
||
telepatic_immunity = 0.0
|
||
chemical_burn_immunity = 0.14 ; = 3.0 ; = 0.8
|
||
explosion_immunity = 0.85
|
||
fire_wound_immunity = 0.6
|
||
|
||
[snork_attack_params_strong]
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
|
||
;---------------------------------------------------------------------------------------------------------------------------------------------
|
||
stand_attack_0 = 0.30, 0.65, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_attack_2_1 = 0.30, 0.65, 30, 0.0, 1.0, 2.0, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
stand_run_attack_left_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
stand_run_attack_right_0 = 0.40, 0.75, 30, 0.0, 0.5, 0.5, -1.8, 1.8, -1.8, 1.8, 3.5
|
||
|
||
;=================================================================================
|
||
; Terrain
|
||
;=================================================================================
|
||
[snork_terrain]
|
||
255,000,255,255
|
||
|
||
|
||
;*********************************************************************************
|
||
; CUSTOM PROFILES
|
||
;*********************************************************************************
|
||
[snork_indoor]:snork_weak
|
||
$spawn = "monsters\snorks\snork_indoor"
|
||
monster_type = indoor
|
||
community = snork
|
||
|
||
|
||
[snork_outdoor]:snork_weak
|
||
$spawn = "monsters\snorks\snork_outdoor"
|
||
monster_type = outdoor
|
||
community = snork
|
||
|
||
; Jump parameters
|
||
;--------------------------------------------------------------------------
|
||
;jump_delay = 2000
|
||
;jump_factor = 6.0
|
||
;jump_ground_trace_range = 1.5
|
||
;jump_hit_trace_range = 2.0
|
||
;jump_build_line_distance = 6.0
|
||
;jump_min_distance = 3.0
|
||
;jump_max_distance = 4.0
|
||
;jump_max_angle = 0.5
|
||
;jump_max_height = 3.5
|
||
;jump_auto_aim_factor = 0.2
|
||
|
||
[snork_jumper]:snork_weak
|
||
$spawn = "monsters\snorks\snork_jumper"
|
||
monster_type = outdoor
|
||
community = snork
|
||
|
||
; Jump parameters
|
||
;--------------------------------------------------------------------------
|
||
;jump_delay = 3500
|
||
;jump_factor = 1.8
|
||
;jump_ground_trace_range = 1.5
|
||
;jump_hit_trace_range = 2.0
|
||
;jump_build_line_distance = 6.0
|
||
;jump_min_distance = 1.5 ;3
|
||
;jump_max_distance = 7
|
||
;jump_max_angle = 0.55 ;0.8
|
||
;jump_min_angle = 0.05
|
||
;jump_min_height = 2
|
||
;jump_max_height = 6
|
||
;jump_auto_aim_factor = 0.4
|
||
|
||
[snork_indoor_strong]:snork_strong
|
||
$spawn = "monsters\snorks\snork_indoor_strong"
|
||
|
||
[snork_indoor_normal]:snork_normal
|
||
$spawn = "monsters\snorks\snork_indoor_normal"
|
||
|
||
[snork_indoor_weak]:snork_weak
|
||
$spawn = "monsters\snorks\snork_indoor_weak"
|
||
|
||
[snork_arena]:snork_strong
|
||
$spawn = "monsters\arena\snork_arena"
|
||
panic_threshold = 0.05
|
||
|
||
;*********************************************************************************
|
||
; WEAK PROFILE 2
|
||
;*********************************************************************************
|
||
[snork_weak2]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_01_weak"
|
||
visual = monsters\snork\snork2
|
||
corpse_visual = monsters\snork\snorkdead2
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.08
|
||
rank = 8
|
||
immunities_sect = snork_immunities_weak
|
||
attack_params = snork_attack_params_weak
|
||
spec_rank = weak
|
||
community = snork
|
||
MaxHealthValue = 0.8 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; WEAK PROFILE 3
|
||
;*********************************************************************************
|
||
[snork_weak3]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_01_weak"
|
||
visual = monsters\snork\snork3
|
||
corpse_visual = monsters\snork\snorkdead3
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.08
|
||
rank = 8
|
||
immunities_sect = snork_immunities_weak
|
||
attack_params = snork_attack_params_weak
|
||
spec_rank = weak
|
||
community = snork
|
||
MaxHealthValue = 0.8 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; WEAK PROFILE 4
|
||
;*********************************************************************************
|
||
[snork_weak4]:snork_weak
|
||
$spawn = "monsters\snorks\snork_01_weak"
|
||
visual = monsters\snork\snork4
|
||
corpse_visual = monsters\snork\snork_dead4
|
||
|
||
;*********************************************************************************
|
||
; WEAK PROFILE (no mask)
|
||
;*********************************************************************************
|
||
[snork_weak_no_mask]:snork_weak
|
||
$spawn = "monsters\snorks\snork_01_weak"
|
||
visual = monsters\snork\snork_no_mask
|
||
corpse_visual = monsters\snork\snork_no_mask
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE 2
|
||
;*********************************************************************************
|
||
[snork_normal2]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_02_normal"
|
||
visual = monsters\snork\snork2
|
||
corpse_visual = monsters\snork\snork_dead2
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.2
|
||
rank = 9
|
||
immunities_sect = snork_immunities_normal
|
||
attack_params = snork_attack_params_normal
|
||
spec_rank = normal
|
||
community = snork
|
||
MaxHealthValue = 1.0 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE 3
|
||
;*********************************************************************************
|
||
[snork_normal3]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_02_normal"
|
||
visual = monsters\snork\snork3
|
||
corpse_visual = monsters\snork\snork_dead3
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.2
|
||
rank = 9
|
||
immunities_sect = snork_immunities_normal
|
||
attack_params = snork_attack_params_normal
|
||
spec_rank = normal
|
||
community = snork
|
||
MaxHealthValue = 1.0 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE 4
|
||
;*********************************************************************************
|
||
[snork_normal4]:snork_normal
|
||
$spawn = "monsters\snorks\snork_02_normal"
|
||
visual = monsters\snork\snork4
|
||
corpse_visual = monsters\snork\snork_dead4
|
||
|
||
;*********************************************************************************
|
||
; NORMAL PROFILE (no mask)
|
||
;*********************************************************************************
|
||
[snork_normal_no_mask]:snork_normal
|
||
$spawn = "monsters\snorks\snork_02_normal"
|
||
visual = monsters\snork\snork_no_mask
|
||
corpse_visual = monsters\snork\snork_no_mask
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE 2
|
||
;*********************************************************************************
|
||
[snork_strong2]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_03_strong"
|
||
visual = monsters\snork\snork2
|
||
corpse_visual = monsters\snork\snorkdead2
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.05
|
||
rank = 10
|
||
immunities_sect = snork_immunities_strong
|
||
attack_params = snork_attack_params_strong
|
||
spec_rank = strong
|
||
community = snork
|
||
MaxHealthValue = 1.33 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE 3
|
||
;*********************************************************************************
|
||
[snork_strong3]:m_snork_e
|
||
$spawn = "monsters\snorks\snork_03_strong"
|
||
visual = monsters\snork\snork3
|
||
corpse_visual = monsters\snork\snorkdead3
|
||
icon = ui_npc_monster_snork
|
||
panic_threshold = 0.05
|
||
rank = 10
|
||
immunities_sect = snork_immunities_strong
|
||
attack_params = snork_attack_params_strong
|
||
spec_rank = strong
|
||
community = snork
|
||
MaxHealthValue = 1.33 ; range [0..200]
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE 4
|
||
;*********************************************************************************
|
||
[snork_strong4]:snork_strong
|
||
$spawn = "monsters\snorks\snork_03_strong"
|
||
visual = monsters\snork\snork4
|
||
corpse_visual = monsters\snork\snork_dead4
|
||
|
||
;*********************************************************************************
|
||
; STRONG PROFILE (no mask)
|
||
;*********************************************************************************
|
||
[snork_strong_no_mask]:snork_strong
|
||
$spawn = "monsters\snorks\snork_03_strong"
|
||
visual = monsters\snork\snork_no_mask
|
||
corpse_visual = monsters\snork\snork_no_mask |