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

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[m_snork_e]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
;$spawn = "monsters\snork" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
visual = monsters\snork\snork
corpse_visual = monsters\snork\snork_dead
icon = ui_npc_monster_snork
Spawn_Inventory_Item_Section = mutant_snork_leg
Spawn_Inventory_Item_Probability = 0.0
spawn_phantom = m_phantom_snork
can_spawn_phantom = false
;------------------------------------------------------------------------
; 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 = 2.5
radiation_max_power = 0.007
radiation_linear_factor = 1
radiation_quadratic_factor = 0.7
radiation_pp_effector_name = postprocess_rad
radiation_sound = detectors\da-2_beep1.ogg, 2.0
radiation_pp_highest_at = 0.1
;---OFFLINE ALIFE------------------------------------------------------------------
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 155 ; 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
MaxHealthValue = 125 ; range [0..200]
smart_terrain_choose_interval = 00:15:00
;-----------------------------------------------------------------------------------
script_binding = bind_monster.bind
ef_creature_type = 11 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.08
cform = skeleton ; collision class
class = SM_SNORK ; AI class
bone_torso = bip01_spine1 ; bone name
bone_head = bip01_head ; bone name
bone_fire = bip01_head ; bone name
weapon_usage = 0 ; boolean
;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.6, 0.0
ph_box1_size = 0.40, 0.6, 0.40
ph_crash_speed_min = 100
ph_crash_speed_max = 300
ph_collision_damage_factor = 0.1
ph_mass = 90
destroyed_vis_name = dynamics\Dead_Body\skelet_crash
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_ddelay = 15.0 ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>
ph_skel_fatal_impulse_factor = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor = 0.25
;---------------------------------------------------------------------
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.5, 5.2, 1, 1
Velocity_WalkFwdNormal = 1.05, 3.5, 3.2, 0.02, 2.0
Velocity_WalkFwdDamaged = 0.9, 3.5, 3.2, 0.02, 2.0
Velocity_RunFwdNormal = 6.6, 3.5, 3.2, 0.4, 1
Velocity_RunFwdDamaged = 2.5, 3.5, 3.2, 0.2, 1
Velocity_Drag = 1.0, 1.0, 1.0, 1, 1
Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
Velocity_JumpGround = 8.0, 3.0, 0.01, 0.4, 1
Velocity_Jump_Stand = 8.0, 3.0, 0.01, 0.4, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 14.0
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist = 0.1 ;0.5
MaxAttackDist = 3.8 ;3.8
as_min_dist = 1.9
as_step = 0
hit_type = wound ; type of attack
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_run_attack_right_
aom_animation_right = stand_run_attack_left_ ; stand_attack_
aom_far_radius = 1 ;10 ;12
aom_max_go_close_time = 8
aom_prepare_time = 1 ;4
aom_attack_radius = 0.8
aom_update_side_period = 6
aom_prediction_factor = 0.8
;--------------------------------------------------------------------------
; Jump parameters
;--------------------------------------------------------------------------
jump_delay = 4000
jump_factor = 2.0 ;1.5
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 = 10.0
jump_max_angle = 0.6
jump_max_height = 12
jump_auto_aim_factor = 0 ;0.3
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
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>
radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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>
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 = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
morale_v = 0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_hit_part = 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>
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>
psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.00008
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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>
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>)
min_wound_size = 0.0085
;Health from which to play injured animation
DamagedThreshold = 0.33
;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
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.1
Morale_Attack_Success_Quant = 0.1
Morale_Take_Heart_Speed = 0.1
Morale_Despondent_Speed = 0.1
Morale_Stable_Speed = 0.01
Morale_Despondent_Threashold = 0.5
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\snork\snork_idle_ ; idle_
sound_eat = monsters\biting\def_ ; eat_
sound_aggressive = monsters\snork\snork_attack_ ; attack_
sound_attack_hit = monsters\snork\snork_attack_hit_
sound_take_damage = monsters\snork\snork_idle_ ; hit_
sound_die = monsters\biting\def_ ; die_
sound_bkgnd = monsters\biting\def_
;sound_threaten = monsters\biting\def_ ; threaten_
sound_threaten = monsters\snork\snork_attack_
sound_landing = monsters\biting\def_
sound_steal = monsters\biting\def_
sound_panic = monsters\snork\snork_idle_ ; hit_
sound_growling = monsters\biting\def_
sound_die_in_anomaly = monsters\biting\def_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
;Frequency of sounds to be played
idle_sound_delay = 300000
eat_sound_delay = 3000
attack_sound_delay = 4000
sound_distant_idle = ambient\soundscape\mutants\snork\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
SoundThreshold = 0.02 ; range [0..1]
max_hear_dist = 60
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
material = creatures\medium
DynamicObjectsCount = 8
attack_effector = m_snork_attack_effector
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
LegsCount = 2
DayTime_Begin = 3 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DayTime_End = 22 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Min_Satiety = 0.00055 ; <20><><EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>)
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>)
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
;species of monster
species = snork
community = snork
terrain = snork_terrain
step_params = m_snork_step_params
damage = m_snork_damage
immunities_sect = snork_immunities
protections_sect = snork_protections
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 170 ;140
eye_range = 120 ;50
vision_free_section = snork_vision_free
vision_danger_section = snork_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>.
[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