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

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;===========================================================================
; CAT
;===========================================================================
[cat_test]:monster_base
GroupControlSection = spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn = "monsters\cat" ; option for Level Editor
$npc = on ; option for Level Editor
$prefetch = 16
Scheduled = on ; option for ALife Simulator
Human = off ; option for ALife Simulator
Health = 100 ; option for ALife Simulator
MinSpeed = 1.0 ; option for ALife Simulator
MaxSpeed = 1.5 ; option for ALife Simulator
going_speed = 1.0 ; option for ALife Simulator
current_level_going_speed = 3;2 ; option for ALife Simulator
search_speed = .5 ; option for ALife Simulator
visual = monsters\cat\cat
corpse_visual = monsters\cat\cat
icon = ui_npc_monster_cat
MaxHealthValue = 165 ; range [0..200]
DynamicObjectsCount = 8
smart_terrain_choose_interval = 00:15:00
Spawn_Inventory_Item_Section = mutant_cat_tail
Spawn_Inventory_Item_Probability = 0.0
ef_creature_type = 21 ; option for evaluation functions
ef_weapon_type = 2
ef_detector_type = 1
panic_threshold = 0.045
cform = skeleton ; collision class
class = SM_CAT_S ; 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
;------------------------------------------------------------------------
; 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
;---------------------------------------------------------------------
; movement
ph_box0_center = 0.0, 0.3, 0.0
ph_box0_size = 0.30, 0.3, 0.30
ph_box1_center = 0.0, 0.3, 0.0
ph_box1_size = 0.30, 0.3, 0.30
ph_crash_speed_min = 10
ph_crash_speed_max = 30
ph_collision_damage_factor = 0.1
ph_mass = 50;30 ; also it's the food
destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor = 2.0 ;550.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.002 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_airr_ang_factor = 0.0 ;0.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0.3 <20><> <20><><EFBFBD><EFBFBD> (0.0*0.3=0.0))
ph_skeleton_hinger_factor1 = 1.0 ;1.0 (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5.0 <20><> <20><><EFBFBD><EFBFBD>)
ph_skeleton_ddelay = 15.0 ;<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, 3.0, 3.0, 1, 1 ;0, 1.79, 1, 1
Velocity_WalkFwdNormal = 1.2, 1.5, 1.5, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.2, 2.14, 2.14, 0.2, 2.0
Velocity_RunFwdNormal = 8.5, 2.5, 2.5, 0.2, 1
Velocity_RunFwdDamaged = 4.5, 3.0, 3.0, 0.2, 1
Velocity_Drag = 1.5, 2.14, 2.14, 1, 1
Velocity_Steal = 1.3, 2.14, 2.14, 1, 1
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.5
;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
hit_type = wound
MinAttackDist = 1.4
MaxAttackDist = 2.0
as_min_dist = 0.3
as_step = 0.4
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 ;0.6 ; <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 = 1.8 ; <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
;------------------------------------------------------------------------
; Attack On Move
;------------------------------------------------------------------------
aom_enabled = 1
aom_animation_left = stand_run_attack_
aom_animation_right = stand_run_attack_
aom_far_radius = 7
aom_max_go_close_time = 8
aom_prepare_time = 2
aom_attack_radius = 1
aom_update_side_period = 3
aom_prediction_factor = 1.2
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------
satiety_v = 0.0001 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_v = 0.00001 ;0.004 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
satiety_power_v = 0.005 ;0.01 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
satiety_health_v = 0.00001 ;0.03 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD>
satiety_critical = -1.0 ;0.25 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0..1) <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
radiation_health_v = 0.01 ;0.006 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
morale_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_hit_part = 0.8 ;0.8 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
power_hit_part = 1.0 ;0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <09><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>v
psy_health_v = 0.1 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> psy-<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
health_restore_v = 0.00002
;<3B><><EFBFBD><EFBFBD>v<EFBFBD>v<EFBFBD> <20><><EFBFBD>v
bleeding_v = 0.0105 ;<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 = 0.009
sleep_health = 1.0 ;<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
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0
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
ImpulseMin = 2.0
ImpulseMax = 4.0
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
sound_idle = monsters\cat\c2_idle_
sound_eat = monsters\cat\c_eat_
sound_aggressive = monsters\cat\c2_attack_
sound_attack_hit = monsters\cat\c2_attack_
sound_take_damage = monsters\cat\c2_hit_
sound_die = monsters\cat\c2_die_
sound_threaten = monsters\cat\c2_threat
sound_landing = monsters\cat\c2_idle_
sound_steal = monsters\cat\c2_attack_
sound_panic = monsters\cat\c2_threat_
sound_growling = monsters\cat\c2_attack_
sound_die_in_anomaly = monsters\cat\c2_die_
killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
idle_sound_delay = 120000
eat_sound_delay = 3000
attack_sound_delay = 6000
sound_distant_idle = ambient\soundscape\mutants\cat\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0
SoundThreshold = 0.06 ; range [0..1]
max_hear_dist = 95
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant = 0.12
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 = 0.45
;----------------------------------------------------------------------------
; Jump Parameters
;----------------------------------------------------------------------------
; jump parameters
jump_delay = 2500
jump_factor = 2.0
jump_ground_trace_range = 1.5
jump_hit_trace_range = 2.0
jump_build_line_distance = 5.0
jump_min_distance = 2.0
jump_max_distance = 8.0
jump_max_angle = 0.33
jump_max_height = 5.0
jump_auto_aim_factor = 0.6
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DamagedThreshold = 0.35
critical_wound_threshold = -1
critical_wound_decrease_quant = 0.
material = creatures\medium
DynamicObjectsCount = 8
squad_attack_algorithm = 1
attack_effector = cat_attack_effector
damage = cat_damage
attack_params = cat_attack_params
step_params = cat_step_params
LegsCount = 4
;species of monster
species = cat
spec_rank = normal
community = cat
terrain = cat_terrain
protections_sect = cat_protections
immunities_sect = cat_immunities
;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov = 220
eye_range = 120
vision_free_section = cat_vision_free
vision_danger_section = cat_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>.
[cat_vision_free]
min_view_distance = 0.75 ; <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 = 170.0 ; <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 = 0.7
time_quant = 0.0007
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 = 0.5 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>)
transparency_threshold = 0.15
[cat_vision_danger]
min_view_distance = 1.4 ; <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 = 90.0 ; <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 = 0.7
time_quant = 0.0007
decrease_value = 0.01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>-<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
velocity_factor = 0.4
luminocity_factor = 0.1 ; <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
[cat_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 = 0.25, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.5
;Both leg strike
stand_attack_1 = 0.30, 0.52, 30, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 3.5
stand_attack_rat_0 = 0.40, 0.52, 30, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
jump_attack_2 = 0.50, 0.85, 80, 0.0, -0.5,1.0, -0.6, 0.6, -1.6, 0.6, 2.0
;Run attack
stand_run_attack_0 = 0.25, 0.5, 60, 0.0, 0.5, 1.0, -1.2, 1.2, -1.2, 1.2, 2.0
;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[cat_attack_effector]
duality_h = 0.01
duality_v = 0.01
blur = 0.01
gray = 0.5
noise_intensity = 0.0
noise_grain = 1
noise_fps = 30
color_base = 0.65,0.15,0.1
color_gray = 0.333,0.333,0.333
color_add = 0,0,0
time = 0.3
time_attack = 0.05 ; fade in
time_release = 0.25 ; fade out
; camera effects
ce_time = 0.45 ;time
ce_amplitude = -10.0
ce_period_number = 2.0
ce_power = 1.5 ; power
;===========================================================================
; Step Events
;===========================================================================
[cat_step_params]
;-------------------------------------------------------------------------------------------------------------
; anim | cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 = 8, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_walk_dmg_0 = 7, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_0 = 6, 0.2, 1, 0.25, 0.7, 0.5, 1.0, 0.7, 1.0
stand_run_dmg_0 = 6, 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
;*********************************************************************************
; PROTECTIONS
;*********************************************************************************
[cat_protections]
skin_armor = 0.01
hit_fraction_monster = 0.9
;===========================================================================
; IMMUNITIES
;===========================================================================
[cat_immunities]
burn_immunity = 3.0 ; = 0.9 ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>v <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
strike_immunity = 0.85
shock_immunity = 3.0 ; = 0.65
wound_immunity = 1.3 ;0.75 ;1.0
radiation_immunity = 0.0 ;1.0
telepatic_immunity = 0.0
chemical_burn_immunity = 5.55 ; = 3.0 ; = 0.65
explosion_immunity = 1
fire_wound_immunity = 2
;=================================================================================
; CAT Damage
;=================================================================================
[cat_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, 0.3
bip01_pelvis = 1.0, -1, 0.4
bip01_spine = 1.0, -1, 0.4
bip01_spine1 = 1.0, -1, 0.4
bip01_neck = 1.0, -1, 1.0
bip01_head = 2.0, -1, 0.5
bone01 = 1.9, -1, 0.4
bone03 = 1.9, -1, 0.4
bone05 = 1.9, -1, 0.4
bip01_ponytail1 = 0.3, -1, 0.1
bip01_ponytail2 = 0.3, -1, 0.1
;=================================================================================
; CAT Terrain
;=================================================================================
[cat_terrain]
255,000,255,255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cat_normal_a]:cat_test
$spawn = "monsters\cat\cat_normal_a"
visual = monsters\cat\cat_normal
spec_rank = normal
MaxHealthValue = 1 ; range [0..200
[cat_normal_b]:cat_test
$spawn = "monsters\cat\cat_normal_b"
visual = monsters\cat\cat_normal2
spec_rank = normal
MaxHealthValue = 1 ; range [0..200
[cat_normal_c]:cat_test
$spawn = "monsters\cat\cat_normal_c"
visual = monsters\cat\cat_normal3
spec_rank = normal
MaxHealthValue = 1 ; range [0..200
[cat_normal_d]:cat_test
$spawn = "monsters\cat\cat_normal_d"
visual = monsters\cat\cat_normal4
spec_rank = normal
MaxHealthValue = 1 ; range [0..200
[cat_normal_e]:cat_test
$spawn = "monsters\cat\cat_normal_e"
visual = monsters\cat\cat_normal5
spec_rank = normal
MaxHealthValue = 1 ; range [0..200
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cat_weak_base]:cat_test
$spawn = "monsters\cat\cat_weak_base"
visual = monsters\cat\cat_weak
spec_rank = weak
;immunities_sect = cat_weak_immunities
;attack_params = cat_weak_attack_params
[cat_weak_a]:cat_weak_base
$spawn = "monsters\cat\cat_weak_a"
visual = monsters\cat\cat_weak
[cat_weak_b]:cat_weak_base
$spawn = "monsters\cat\cat_weak_b"
visual = monsters\cat\cat_weak2
[cat_weak_c]:cat_weak_base
$spawn = "monsters\cat\cat_weak_c"
visual = monsters\cat\cat_weak3
[cat_weak_d]:cat_weak_base
$spawn = "monsters\cat\cat_weak_d"
visual = monsters\cat\cat_weak4
[cat_weak_e]:cat_weak_base
$spawn = "monsters\cat\cat_weak_e"
visual = monsters\cat\cat_weak5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cat_strong_base]:cat_test
$spawn = "monsters\cat\cat_strong_base"
visual = monsters\cat\cat_strong
spec_rank = strong
[cat_strong_a]:cat_strong_base
$spawn = "monsters\cat\cat_strong_a"
visual = monsters\cat\cat_strong
[cat_strong_b]:cat_strong_base
$spawn = "monsters\cat\cat_strong_b"
visual = monsters\cat\cat_strong2
[cat_strong_c]:cat_strong_base
$spawn = "monsters\cat\cat_strong_c"
visual = monsters\cat\cat_strong3
[cat_strong_d]:cat_strong_base
$spawn = "monsters\cat\cat_strong_d"
visual = monsters\cat\cat_strong4
[cat_strong_e]:cat_strong_base
$spawn = "monsters\cat\cat_strong_e"
visual = monsters\cat\cat_strong5
[cat_strong_afro]:cat_strong_base
$spawn = "monsters\cat\cat_strong_afro"
visual = monsters\cat\afro_cat_1