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

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;===========================================================================
; BOAR
;===========================================================================
[m_boar_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\boars\boar_base" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
icon = ui_npc_monster_mutant_boar
;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 440 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 5.0 ; option for ALife Simulator
going_speed = 3;4.5 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = 1.5 ; option for ALife Simulator
spawn_phantom = m_phantom_boar
can_spawn_phantom = false
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_boar_leg
Spawn_Inventory_Item_Probability = 0.0
;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------
fire_max_distance = 0
fire_max_power = 5
fire_linear_factor = 0
fire_quadratic_factor = 0.025
psy_max_distance = 0
psy_max_power = 5
psy_linear_factor = 0.05
psy_quadratic_factor = 0
radiation_max_distance = 0
radiation_max_power = 0.01
radiation_linear_factor = 1
radiation_quadratic_factor = 1
radiation_pp_effector_name = postprocess_rad
radiation_pp_highest_at = 0.02
;------------------------------------------------------------------------
; Physics
;------------------------------------------------------------------------
ph_box0_center = 0.0, 0.6, 0.0
ph_box0_size = 0.55, 0.6, 0.55
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.55, 0.6, 0.55
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 250 ;110
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 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
ph_skel_fatal_impulse_factor = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;---------------------------------------------------------------------
; Squad seperation behaviour (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
;---------------------------------------------------------------------
separate_factor = 0.8 ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
separate_range = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;------------------------------------------------------------------------
; Movement
;------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; speed factors linear | angular_real | angular_path | min | max
;Velocity_Stand = 0, 3.4, 3.0, 1, 1
;Velocity_RunFwdNormal = 7.5, 3.0, 2.8, 0.4, 1
;Velocity_RunFwdDamaged = 4.5, 3.0, 2.8, 0.2, 1
;Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
;Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
;Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
;Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
;------------------------------------------------------------------------
; Attack
;------------------------------------------------------------------------
attack_effector = m_boar_attack_effector
attack_params = m_boar_attack_params
;attack parameters
MinAttackDist = 2.6
MaxAttackDist = 3.2
as_min_dist = 1.6
as_step = 0.5
Run_Attack_Dist = 3.5, 4.0
Run_Attack_Delay = 1000, 3000
Melee_Rotation_Factor = 2.2
hit_type = wound ; type of attack
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_attack_run_left_
aom_animation_right = stand_attack_run_right_
aom_far_radius = 8
aom_max_go_close_time = 8
aom_prepare_time = 4
aom_attack_radius = 1
aom_update_side_period = 3
aom_prediction_factor = 1.2
;------------------------------------------------------------------------
; Conditions
;------------------------------------------------------------------------
satiety_v = 0.0005 ;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>
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 = 0.00001;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>
satiety_health_v = 0.001 ;0.03 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_health_v = 0.00 ;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 = 0.036 ;<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><EFBFBD><EFBFBD><EFBFBD> <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><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;Immunities
immunities_sect = boar_immunities
protections_sect = boar_protections
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
bleeding_v = 0.0075 ;<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 = 0.0025 ;<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 = 0.0075
;Sleep Settings
sleep_health = 1.0 ;1.5 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>
sleep_power = 1.0 ;1.5
sleep_satiety = 1.0 ;0.8
sleep_radiation = 1.0 ;1.1
sleep_psy_health = 1.0
;Eat settings
eat_freq = 5.0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD>
eat_slice = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> 1 <20><><EFBFBD><EFBFBD><EFBFBD>
eat_slice_weight = 10.0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>v <20> <20><><EFBFBD><EFBFBD><EFBFBD>
satiety_threshold = 0.5 ; below this value monster fill hunger
;------------------------------------------------------------------------
; Sound
;------------------------------------------------------------------------
sound_idle = monsters\boar\boar_idle_ ; idle_
sound_eat = monsters\boar\boar_eat_ ; eat_
sound_aggressive = monsters\boar\boar_aggressive_ ; attack_
sound_attack_hit = monsters\boar\boar_attack_
sound_take_damage = monsters\boar\boar_pain_ ; hit_
sound_die = monsters\boar\boar_death_ ; die_
sound_bkgnd = monsters\biting\def_
sound_threaten = monsters\boar\boar_threaten_
sound_landing = monsters\boar\landing_
sound_steal = monsters\biting\def_
sound_panic = monsters\boar\boar_panic_
sound_growling = monsters\biting\def_
sound_distant_idle = ambient\soundscape\mutants\boar\distant_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
;Frequency of sounds to be played
idle_sound_delay = 14000
eat_sound_delay = 5000
attack_sound_delay = 4000
SoundThreshold = 0.06 ; 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 = 0.2
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
;Health from which to play injured animation
DamagedThreshold = 0.4
damage = m_boar_damage
critical_wound_threshold = 0.4; 1.1
critical_wound_decrease_quant = 0.
critical_wound_anim_head = critical_hit_head_0
critical_wound_bones_head = boar_critical_wound_bones_head
critical_wound_anim_torso = critical_hit_torso_0
critical_wound_bones_torso = boar_critical_wound_bones_torso
critical_wound_anim_legs = critical_hit_torso_0
critical_wound_bones_legs = boar_critical_wound_bones_legs
;------------------------------------------------------------------------
; Other
;------------------------------------------------------------------------
ef_creature_type = 11 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.5
cform = skeleton ; collision class
class = SM_BOARW ; 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
weapon_usage = 0 ; boolean
actor_restrictor = medium_monster ;medium_monster,stalker,none
step_params = m_boar_step_params
LegsCount = 4
DayTime_Begin = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 23 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
distance_to_corpse = 2.1 ; <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
terrain = boar_terrain
material = creatures\hoof
DynamicObjectsCount = 32
;species of monster
species = boar
;------------------------------------------------------------------------
; Vision
;------------------------------------------------------------------------
eye_fov = 190 ;130
eye_range = 100 ;60
vision_free_section = boar_vision_free
vision_danger_section = boar_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>.
[boar_vision_free]
min_view_distance = 0.7 ; <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>
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 = 250 ; <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 = 1.15
time_quant = 0.005
decrease_value = 0.011 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.5
luminocity_factor = 0.6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.35
[boar_vision_danger]
min_view_distance = 1.2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
max_view_distance = 1.8 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> eye_range, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
visibility_threshold = 90 ; <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 = 1.15
time_quant = 0.002
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.5
luminocity_factor = 0.6 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.15
feel_enemy_who_just_hit_max_distance = 350
;===========================================================================
; ATTACK PARAMS
;===========================================================================
[m_boar_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
;Bite2
stand_attack_1 = 0.30, 0.55, 50, 0.0, 0.5, 0.5, -0.6, 0.6, -0.6, 0.6, 3.2
;Right Leg Attack
stand_attack_2 = 0.30, 0.55, 50, 0.0, 1.0, 2.0, -0.6, 0.6, -0.6, 0.6, 3.2
stand_attack_run_0 = 0.40, 1.0, 650, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
stand_attack_run_right_0 = 0.40, 0.95, 650, 0.0, 1.0, 2.0, -1.4, 1.4, -1.4, 1.4, 3.2
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_boar_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
;=================================================================================
; Boar Damage
;=================================================================================
[m_Boar_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
;<wound_scale> - <20><><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
default = 0.75, -1, 0.2
bip01_pelvis = 2.25, -1, 0.45
bip01_spine = 1.5, -1, 0.25
bip01_spine1 = 1.1, -1, 0.25
bip01_spine2 = 1.1, -1, 0.25
bip01_l_upperarm = 0.8, -1, 0.08
bip01_r_upperarm = 0.8, -1, 0.08
bip01_l_thigh = 1.5, -1, 0.07
bip01_r_thigh = 1.5, -1, 0.07
bip01_neck = 0.65, -1, 2.0
bip01_head = 0.75, -1, 0.4
[boar_critical_wound_bones_head]
bip01_pelvis
bip01_l_thigh
bip01_l_calf
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_calf
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_spine
bip01_spine1
bip01_spine2
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2
bone01
bone02
bone04
bone05
bone06
bone07
bone08
bone09
bone10
bone11
bone12
bone13
bone14
bone15
bip01_l_clavicle
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_r_clavicle
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bone16
bone17
bone19
bone18
bip01_tail
bip01_tail1
[boar_critical_wound_bones_torso]
[boar_critical_wound_bones_legs]
;=================================================================================
; Boar Terrain
;=================================================================================
[boar_terrain]
255,000,255,255
;===========================================================================
; Step Events
;===========================================================================
[m_boar_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 5, 0.01, 1, 0.5, 0.7, 0.15, 1.0, 0.5, 1.0
stand_walk_fwd_dmg_0 = 4, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_fwd_0 = 1, 0.01, 5, 0.05, 5, 0.2, 5.0, 0.2, 5.0
stand_run_dmg_0 = 4, 0.2, 5, 0.25, 5, 0.7, 5.0, 0.7, 5.0
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
;===========================================================================
[boar_immunities]
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 0.35
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.6
fire_wound_immunity = 0.6
;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[boar_protections]
skin_armor = 0.4
hit_fraction_monster = 0.4
;*********************************************************************************
; BASE PROFILES
;*********************************************************************************
;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[boar_normal]:m_boar_e
$spawn = "monsters\boars\boar_02_normal"
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
icon = ui_npc_monster_mutant_boar
panic_threshold = 0.4
rank = 5
immunities_sect = boar_immunities_normal
attack_params = boar_attack_params_normal
spec_rank = normal
community = boar
MaxHealthValue = 1.0 ; range [0..200]
skin_armor = 0.5
[boar_immunities_normal]
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 0.28
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.6
fire_wound_immunity = 0.8
[boar_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
skin_armor = 0.7
[boar_strong]:m_boar_e
$spawn = "monsters\boars\boar_03_strong"
visual = monsters\mutant_boar\mutant_boar_strong
icon = ui_npc_monster_mutant_boar_strong
panic_threshold = 0.3
rank = 7
immunities_sect = boar_immunities_strong
attack_params = boar_attack_params_strong
MaxHealthValue = 1.25 ; range [0..200]
spec_rank = strong
community = boar
;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************
[boar_immunities_strong]
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 0.22
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.5
fire_wound_immunity = 0.7
[boar_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 0.7, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 0.7, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 1.15, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 1.1, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;Boar population - Borovos 2013;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;include new meshes, new parameters for each population
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[boar_01a_weak]:m_boar_e
$spawn = "monsters\boars\boar_01a_weak"
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
MaxHealthValue = 0.75 ; range [0..200]
skin_armor = 0.33
panic_threshold = 0.5
immunities_sect = boar_immunities_weak
attack_params = boar_attack_params_weak
[boar_immunities_weak]
burn_immunity = 0.816 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.2125
shock_immunity = 0.629 ; = 0.25
wound_immunity = 0.238
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.411 ; = 3.0 ; = 0.2
explosion_immunity = 0.51
fire_wound_immunity = 0.9
[boar_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
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 0.95, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 0.9, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
skin_armor = 0.7
[boar_02a_weak]:boar_01a_weak
$spawn = "monsters\boars\boar_02a_weak"
visual = monsters\mutant_boar\mutant_boar
corpse_visual = monsters\mutant_boar\mutant_boar_dead
MaxHealthValue = 0.75 ; range [0..200]
panic_threshold = 0.3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[boar_02a_strong]:boar_strong
$spawn = "monsters\boars\boar_02a_strong"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_strong_dead
MaxHealthValue = 1.25 ; range [0..200]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Hard ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[boar_01a_hard]:m_boar_e
$spawn = "monsters\boars\boar_01a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
MaxHealthValue = 1.33 ; range [0..200]
panic_threshold = 0.45
immunities_sect = boar_immunities_hard
attack_params = boar_attack_params_hard
[boar_immunities_hard]
burn_immunity = 0.96 ; = 0.2 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 0.28
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.6
fire_wound_immunity = 0.6
[boar_attack_params_hard]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.30, 0.65, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.30, 0.65, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
stand_attack_run_0 = 0.40, 1.05, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_left_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
stand_attack_run_right_0 = 0.40, 1.0, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
; acceleration
Accel_Generic = 1.0
Accel_Calm = 2.0
Accel_Aggressive = 3.5
skin_armor = 0.7
[boar_02a_hard]:boar_01a_hard
$spawn = "monsters\boars\boar_02a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big2_dead
MaxHealthValue = 1.33 ; range [0..200]