
;-----------------------------------------------------------------------------------
; Flesh
;-----------------------------------------------------------------------------------
[flesh_group]
GroupControlSection	= spawn_group
$spawn               = "monsters\flesh-group"		; option for Level Editor
$npc			     = on						; option for Level Editor
Human		     	 = off						; option for ALife Simulator
class                = AI_FLE_G					; AI class
monster_section     = m_flesh_e

[m_flesh_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\flesh"			; 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			     = 250						; 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
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\flesh\flesh_new
MaxHealthValue		     = 100			; range [0..200]

cform                = skeleton					; collision class
class                = AI_FLESH					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

; movement
ph_box0_center 		 = 0.0,  0.9,  0.0
ph_box0_size 		 = 0.55, 0.9,  0.55
ph_box1_center 		 = 0.0,  0.6,  0.0
ph_box1_size 		 = 0.40, 0.6,  0.40
ph_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170						; also it's the food

capture_bone		 = bip01_ponytail2

ph_skeleton_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              

SoundThreshold		 = 0.06						; range [0..1]

EyeFov				 = 80
eye_range			 = 30

hit_power			 = 30.0

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 

; speed factors
TurnNormalAngular		= 0.79
WalkFwdNormal			= 3.0
WalkBkwdNormal			= 1.0
WalkFwdDamaged			= 1.0
WalkAngular				= 0.79
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 7.0
RunFwdDamaged			= 7.0
RunAngular				= 1.57
RunTurn					= 3.5
RunTurnAngular			= 2.6
Drag					= 1.5 
Steal					= 1.3

; state times
LieIdleTimeMin		= 5000
LieIdleTimeMax		= 7000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 5000
FreeWalkTimeMin		= 3000
FreeWalkTimeMax		= 5000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 2.4
MaxAttackDist		= 3.8


; "Rest" state specific 
ProbRestWalkFree	= 50    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 10		
ProbRestLieIdle		= 30
ProbRestTurnLeft	= 10	

DayTime_Begin		= 6	;6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.85	;0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 1.0		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 1.8		; дист. до трупа, при которой он переходит в состояние еды

;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;							  fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      


terrain				 = 255,255,255,255,30,40

hit_type = strike

;entity condition

satiety_v = 0.01			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25			;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.75	;1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

; Sounds
sound_idle				= monsters\boar\idle_
sound_eat				= monsters\boar\eat_
sound_attack			= monsters\boar\attack_
sound_attack_hit		= monsters\boar\attack_hit_
sound_take_damage		= monsters\boar\hit_
sound_die				= monsters\boar\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.6
jump_delay				= 3000	
jump_min_dist			= 1.0 
jump_max_dist			= 20.0
jump_max_angle			= 1.5

as_min_dist				= 1.0
as_step					= 0.1

DamagedThreshold		= 0.5

;-----------------------------------------------------------------------------------
; Chimera
;-----------------------------------------------------------------------------------
[m_chimera_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\chimera"			; 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			     = 400						; 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
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\chimera\chimera_ik
MaxHealthValue		     = 100			; range [0..200]

cform                = skeleton					; collision class
class                = AI_HIMER					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.
capture_bone		 = 0

ph_skeleton_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              

SoundThreshold		 = 0.06             ; range [0..1]

EyeFov				 = 100;
eye_range			 = 70;

hit_power			 = 70.0;

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 


; speed factors
TurnNormalAngular		= 1.05
WalkFwdNormal			= 3.0
WalkFwdDamaged			= 3.0
WalkBkwdNormal			= 1.0
WalkAngular				= 0.79
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 8.5
RunFwdDamaged			= 8.5
RunAngular				= 1.57
RunTurn					= 3.5
RunTurnAngular			= 2.6
Drag					= 1.5 
Steal					= 1.3

; state times
LieIdleTimeMin		= 3000
LieIdleTimeMax		= 5000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 5000
FreeWalkTimeMin		= 5000
FreeWalkTimeMax		= 7000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 2.4
MaxAttackDist		= 3.8

; "Rest" state specific 
ProbRestWalkFree	= 50    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 15		
ProbRestLieIdle		= 25
ProbRestTurnLeft	= 10

DayTime_Begin		= 0	;6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.85 ;0.06		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 1.0	;0.9		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 2.8		; дист. до трупа, при которой он переходит в состояние еды

; spin spin sugar
bone_spin			= bip01_spine1

;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      



terrain						= 255,255,255,255,30,40

hit_type = wound

;entity condition

satiety_v = 0.01			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.5 ;1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0


sound_idle				= monsters\boar\idle_
sound_eat				= monsters\boar\eat_
sound_attack			= monsters\boar\attack_
sound_attack_hit		= monsters\boar\attack_hit_
sound_take_damage		= monsters\boar\hit_
sound_die				= monsters\boar\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.6
jump_delay				= 3000	
jump_min_dist			= 1.0 
jump_max_dist			= 20.0
jump_max_angle			= 1.5

as_min_dist				= 1.0
as_step					= 0.1

DamagedThreshold		= 0.5

;-----------------------------------------------------------------------------------
; Bloodsucker
;-----------------------------------------------------------------------------------
[m_bloodsucker_e_fx]
default			=	1,	0

bip01_pelvis	=	1,	-1
bip01_head		=	-1,	3
bip01_neck		=	2,  1


[m_bloodsucker_e]
GroupControlSection	 = spawn_group
$spawn               = "monsters\bloodsucker"	; 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			     = 400						; option for ALife Simulator
MinSpeed		     = 2.0	;1.0						; option for ALife Simulator
MaxSpeed		     = 4.5	;1.5						; option for ALife Simulator
going_speed          = 2.0	;1.0                      ; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\krovosos\krovosos
MaxHealthValue		 = 200						; range [0..200]

cform                = skeleton					; collision class
class                = AI_BLOOD					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.
capture_bone		 = 0

ph_skeleton_mass_factor			= 1.5
ph_skeleton_airr_lin_factor		= 1.0
ph_skeleton_airr_ang_factor		= 1.0
ph_skeleton_hinger_factor		= 15.
ph_skeleton_hinger_factor1		= 0
ph_skeleton_hinger_factor2		= 0
ph_skeleton_hinge_vel			= 10
ph_skeleton_ddelay	     		= 20
ph_skel_fatal_impulse_factor	= 7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              


SoundThreshold		 = 0.06             ; range [0..1]

EyeFov				 = 100;
eye_range			 = 70;

hit_power			 = 70.0;

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 

; speed factors
TurnNormalAngular		= 3.05
WalkFwdNormal			= 1.5
WalkFwdDamaged			= 0.7
WalkBkwdNormal			= 1.0
WalkAngular				= 3.0
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 5.5
RunFwdDamaged			= 1.35
RunAngular				= 4.0
RunTurn					= 3.5
RunTurnAngular			= 2.6
Drag					= 1.5 
Steal					= 0.7

; state times
LieIdleTimeMin		= 2000						; sit idle в том числе
LieIdleTimeMax		= 3000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 4000
FreeWalkTimeMin		= 5000
FreeWalkTimeMax		= 8000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 1.3	;2.4
MaxAttackDist		= 2.5	;3.8
EffectDistance		= 20.0

; "Rest" state specific 
ProbRestWalkFree	= 60	;50    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 15		
ProbRestLieIdle		= 15	;25
ProbRestTurnLeft	= 10

; параметры невидимости
BlinkTime			= 400	;300		; время мерцания
BlinkMicroInterval  = 30		; время кванта мерцания
RestoreInterval		= 5000		; время восстановления 5 сек
InvisibilityTimeMin	= 2000		; мин время, на которое монстр становится невидимым
InvisibilityTimeMax	= 5000	;4000		; макс время, на которое монстр становится невидимым
PowerDownFactor		= 0.10		; [0..1] коэффициент, на который падает сила монстра при активации невидимости
PowerThreshold		= 0.70		; [0..1] порог силы, после которого нельзя стать невидимым 
InvisibilityDist	= 8.0		; [1..n] дистанция до врага, на которой монстр может становиться нивидимым

DayTime_Begin		= 6	;6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.85 	;0.06		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 1.0	;0.9		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 0.8		; дист. до трупа, при которой он переходит в состояние еды

; spin spin sugar
bone_spin				= bip01_spine1

;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting   =      20.0,            20.0,				1000.0,              0.0,               10000.0,          1000.0,               10000.0,      
selector_cover          =      20.0,            -1000.0,			30.0,                0.0,               0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      

;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      



terrain					= 255,255,255,255,30,40
hit_type				= wound

; entity condition
satiety_v = 0.01				;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0							;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.1	;1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\bloodsucker\idle_
sound_eat				= monsters\bloodsucker\eat_
sound_attack			= monsters\bloodsucker\attack_
sound_attack_hit		= monsters\bloodsucker\attack_hit_
sound_take_damage		= monsters\bloodsucker\hit_
sound_die				= monsters\bloodsucker\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.6
jump_delay				= 3000	
jump_min_dist			= 1.0 
jump_max_dist			= 20.0
jump_max_angle			= 1.5

as_min_dist				= 1.0
as_step					= 0.2

DamagedThreshold		= 0.5

;-----------------------------------------------------------------------------------
; Red Dog
;-----------------------------------------------------------------------------------
[m_dog_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\dog"				; 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			     = 400						; 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
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\dog\dog_cmn_1
MaxHealthValue		     = 100			; range [0..200]

cform                = skeleton					; collision class
class                = AI_DOG_R					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.
capture_bone		 = 0

ph_skeleton_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              


SoundThreshold		 = 0.06             ; range [0..1]

EyeFov				 = 100;
eye_range			 = 70;

hit_power			 = 70.0;

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 

; speed factors
TurnNormalAngular		= 1.05
WalkFwdNormal			= 2.0
WalkFwdDamaged			= 2.0
WalkBkwdNormal			= 1.0
WalkAngular				= 2.0
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 8.0	;6.0
RunFwdDamaged			= 8.0	;6.0
RunAngular				= 5.0
RunTurn					= 8.5
RunTurnAngular			= 2.6
Drag					= 0.4 
Steal					= 1.5

; state times
LieIdleTimeMin		= 5000
LieIdleTimeMax		= 7000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 5000
FreeWalkTimeMin		= 3000
FreeWalkTimeMax		= 5000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 1.0
MaxAttackDist		= 2.2

; "Rest" state specific 
ProbRestWalkFree	= 30    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 15		
ProbRestLieIdle		= 50
ProbRestTurnLeft	= 5

DayTime_Begin		= 0	;6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.85	;0.06		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 1.0	;0.9		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 1.3		; дист. до трупа, при которой он переходит в состояние еды



;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      


terrain				 = 255,255,255,255,30,40

hit_type = wound

;entity condition

satiety_v = 0.01			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\dog\idle_
sound_eat				= monsters\dog\eat_
sound_attack			= monsters\dog\attack_
sound_attack_hit		= monsters\dog\attack_hit_
sound_take_damage		= monsters\dog\hit_
sound_die				= monsters\dog\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.7
jump_delay				= 6000	
jump_min_dist			= 2.0 
jump_max_dist			= 3.0
jump_max_angle			= 1.2
jump_trace_dist			= 1.0

as_min_dist				= 0.8
as_step					= 0.1

DamagedThreshold		= 0.5

;-----------------------------------------------------------------------------------
; Boar
;-----------------------------------------------------------------------------------
[m_boar_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\boar"				; 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			     = 400						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 5.0						; option for ALife Simulator
going_speed          = 4.5                      ; option for ALife Simulator
search_speed         = 1.5                       ; option for ALife Simulator
visual				 = monsters\mutantboar\mutantboar
MaxHealthValue		     = 100			; range [0..200]

cform                = skeleton					; collision class
class                = AI_BOAR					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

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_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170.
capture_bone		 = 0

ph_skeleton_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              


SoundThreshold		 = 0.06             ; range [0..1]

EyeFov				 = 100;
eye_range			 = 50;

hit_power			 = 70.0;

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 

; speed factors
TurnNormalAngular		= 1.05
WalkFwdNormal			= 1.5
WalkFwdDamaged			= 1.5
WalkBkwdNormal			= 1.0
WalkAngular				= 0.79
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 6.0
RunFwdDamaged			= 6.0
RunAngular				= 3.0
RunTurn					= 2.5
RunTurnAngular			= 2.6
Drag					= 0.6 
Steal					= 1.5
  
; state times
LieIdleTimeMin		= 5000
LieIdleTimeMax		= 7000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 5000
FreeWalkTimeMin		= 3000
FreeWalkTimeMax		= 5000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 2.0
MaxAttackDist		= 3.8

; "Rest" state specific 
ProbRestWalkFree	= 30    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 15		
ProbRestLieIdle		= 50
ProbRestTurnLeft	= 5

DayTime_Begin		= 6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 0.9		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 1.2		; дист. до трупа, при которой он переходит в состояние еды


;                           fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;                           fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain				 = 255,255,255,255,30,40

hit_type = wound

;entity condition

satiety_v = 0.01			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 0.8				;коэффициенты иммунитета 
strike_immunity = 0.7
shock_immunity = 1.0
wound_immunity = 0.30	;1.0		
radiation_immunity = 0.2
telepatic_immunity = 1.0
chemical_burn_immunity = 0.9
explosion_immunity = 0.7
fire_wound_immunity  = 0.7

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

sound_idle				= monsters\boar\idle_
sound_eat				= monsters\boar\eat_
sound_attack			= monsters\boar\attack_
sound_attack_hit		= monsters\boar\attack_hit_
sound_take_damage		= monsters\boar\hit_
sound_die				= monsters\boar\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.6
jump_delay				= 3000	
jump_min_dist			= 1.0 
jump_max_dist			= 20.0
jump_max_angle			= 1.5


as_min_dist				= 1.0
as_step					= 0.1

DamagedThreshold		= 0.5

;-----------------------------------------------------------------------------------
; PseudoDog
;-----------------------------------------------------------------------------------
[m_pseudodog_e]
GroupControlSection	= spawn_group
$spawn               = "monsters\pseudodog"		; 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			     = 250						; 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
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\pseudodog\pseudodog
MaxHealthValue		     = 100			; range [0..200]

cform                = skeleton					; collision class
class                = AI_DOG_B					; AI class

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

; movement
ph_box0_center 		 = 0.0,  0.9,  0.0
ph_box0_size 		 = 0.55, 0.9,  0.55
ph_box1_center 		 = 0.0,  0.6,  0.0
ph_box1_size 		 = 0.40, 0.6,  0.40
ph_foot_center		 = 0.0,  0.2,  0.0
ph_foot_size 		 = 0.20, 0.23, 0.20
ph_crash_speed_min   = 16
ph_crash_speed_max   = 30
ph_mass 		     = 170						; also it's the food

capture_bone		 = bip01_ponytail2

ph_skeleton_mass_factor	 = 1.5
ph_skeleton_airr_lin_factor = 1.0
ph_skeleton_airr_ang_factor = 1.0
ph_skeleton_hinger_factor    =15.
ph_skeleton_hinger_factor1   =0
ph_skeleton_hinger_factor2   =0
ph_skeleton_hinge_vel	     =10
ph_skeleton_ddelay	     	 =20
ph_skel_fatal_impulse_factor =7.0

ph_friction_air					= 0.05		
ph_friction_ground				= 8			
ph_friction_wall				= 4.0              

SoundThreshold		 = 0.06						; range [0..1]

EyeFov				 = 80
eye_range			 = 30

hit_power			 = 30.0

ImpulseMin			 = 1000.0
ImpulseMax			 = 1500.0 

; speed factors
TurnNormalAngular		= 3.05
WalkFwdNormal			= 2.0
WalkFwdDamaged			= 2.0
WalkBkwdNormal			= 1.0
WalkAngular				= 2.0
WalkTurn				= 1.0
WalkTurnAngular			= 1.57
RunFwdNormal			= 5.0	;6.0
RunFwdDamaged			= 5.0	;6.0
RunAngular				= 5.0
RunTurn					= 8.5
RunTurnAngular			= 2.6
Drag					= 0.4 
Steal					= 1.5

; state times
LieIdleTimeMin		= 5000
LieIdleTimeMax		= 7000
StandIdleTimeMin	= 3000
StandIdleTimeMax	= 5000
FreeWalkTimeMin		= 3000
FreeWalkTimeMax		= 5000
SleepTimeMin		= 2000
SleepTimeMax		= 3000

;attack parameters
MinAttackDist		= 2.4
MaxAttackDist		= 3.8


; "Rest" state specific 
ProbRestWalkFree	= 50    ; при выборе действия, в 50% случаях монстр будет ходить
ProbRestStandIdle	= 10		
ProbRestLieIdle		= 30
ProbRestTurnLeft	= 10	

DayTime_Begin		= 0	;6			; начала дня для монстра
DayTime_End			= 21		; конец дня для монстра
Min_Satiety			= 0.85	;0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety			= 1.0		; макс. норма сытости (больше - очень сытый)

distance_to_corpse	= 1.8		; дист. до трупа, при которой он переходит в состояние еды

;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =      20.0,            20.0,                 1000.0,                 0.0,               10000.0,               1000.0,               10000.0,      
;							  fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,
selector_hear_sound		=      20.0,            1.0,				1000.0,              0.0,               0.0,              1000.0,               10000.0,      

selector_getaway		=      20.0,            20.0,                1000.0,             0.0,               10000.0,		  1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      

terrain				 = 255,255,255,255,30,40

hit_type = strike

;entity condition

satiety_v = 0.01			;0.01			;скорость уменьшения сытости со временем
radiation_v = 0.00001		;0.004			;скорость уменьшения радиации
satiety_power_v = 0.001		;0.01			;увеличение силы при уменьшении сытости 
satiety_health_v = 0.001	;0.03			;увеличение здоровья при уменьшении сытости 
satiety_critical = 0		;0.25			;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v = 0.01	;0.006			;уменьшение здоровья при воздействии радиации
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 0.75	;1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

sleep_health = 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power = 1.0		;1.5
sleep_satiety = 1.0		;0.8
sleep_radiation = 1.0	;1.1

; Morale
MoraleSuccessAttackQuant	= 0.3;
MoraleDeathQuant			= -0.3;
MoraleFearQuant				= -0.002
MoraleRestoreQuant			= 0.001
MoraleBroadcastDistance		= 10.0

; Sounds
sound_idle				= monsters\boar\idle_
sound_eat				= monsters\boar\eat_
sound_attack			= monsters\boar\attack_
sound_attack_hit		= monsters\boar\attack_hit_
sound_take_damage		= monsters\boar\hit_
sound_die				= monsters\boar\die_
sound_bkgnd				= monsters\biting\def_

idle_sound_delay		= 15000
eat_sound_delay			= 3000
attack_sound_delay		= 2000

jump_factor				= 1.7
jump_delay				= 6000	
jump_min_dist			= 5.0 
jump_max_dist			= 2.0
jump_max_angle			= 1.8
jump_trace_dist			= 1.0

as_min_dist				= 0.8
as_step					= 0.1

DamagedThreshold		= 0.5
