;===========================================================================
; FLESH
;===========================================================================
[m_flesh_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_gravi_zone
$spawn               = "monsters\fleshes\flesh_base"	; 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			     = 350						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 1.5						; option for ALife Simulator
going_speed          = 3.0                      ; option for ALife Simulator
current_level_going_speed		= 3;2					; option for ALife Simulator
search_speed         = .5                       ; option for ALife Simulator
visual				 = monsters\flesh\flesh
corpse_visual		 = monsters\flesh\flesh_dead
icon				 = ui_npc_monster_flesh
MaxHealthValue		     = 200			; range [0..200]
DynamicObjectsCount	 = 8
smart_terrain_choose_interval	= 00:15:00

spawn_phantom 		= m_phantom_flesh
can_spawn_phantom 	= false

;Spawn_Inventory_Item_Section = mutant_flesh_eye
;Spawn_Inventory_Item_Probability = 0.8

ef_creature_type	 = 7				; option for evaluation functions
ef_weapon_type		 = 2
ef_detector_type			 = 1
panic_threshold		= 0.45

cform               = skeleton					; collision class
class               = SM_FLESH					; 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,  0.9,  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_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 200;100						; also it's the food

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash_monster

;----------------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	     	  = 15.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 12.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;----------------------------------------------------------------------------

;---------------------------------------------------------------------
; Squad seperation behaviour (�������������)
;---------------------------------------------------------------------
separate_factor = 0.8 ; ���� �������������
separate_range  = 3   ; ������ � ������� ������������� ���������

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.79,			1.79		1,		1
Velocity_WalkFwdNormal	= 1.5,		2.0,			2.0,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.2,		1.14,			1.14,		0.2,	2.0
Velocity_RunFwdNormal	= 8.0,		2.5,			2.5,		0.2,	1
Velocity_RunFwdDamaged	= 4.5,  	3.0,			3.0,		0.3,	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		= 4.0

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------

MinAttackDist			= 2.3
MaxAttackDist			= 2.9

as_min_dist				= 1.3
as_step					= 0.4

Melee_Rotation_Factor	= 1.8
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------

satiety_v 			= 0.0001				;0.01			;�������� ���������� �v����� �� �������
radiation_v 		= 0.00001		;0.004			;�������� ���������� �������
satiety_power_v 	= 0.005		;0.01			;���������� ���v ��� ���������� �v�����
satiety_health_v 	= 0.0005 ;0.001	;0.03			;���������� ������ ��� ���������� �v�����
satiety_critical 	= -1.0		;0.25			;����������� ������� �v����� (� �������� �� 0..1) ����� ������� �������� ������𪹸�
radiation_health_v 	= 0.01	;0.006			;���������� ������ ��� ����������� �������
morale_v			= 0.035					;�������� �������������� ������
health_hit_part 	= 1.0		;0.8			;������� ����, �����	�� �� ��������� ������
power_hit_part 		= 1.0		;0.9			;������� ����, �����	�� �� ��������� ���v
psy_health_v		= 0.1						;�������� �������������� psy-��������
health_restore_v              = 0.00006

;�������� ����
bleeding_v					= 0.005					;������ ����� ��� ����������� ���� � �������
wound_incarnation_v			= 0.004			;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size				= 0.012

sleep_health				= 1.0		;1.5				;�����������v ��������� ��������� ��������� �� ���� ���
sleep_power					= 1.0		;1.5
sleep_satiety				= 1.0		;0.8
sleep_radiation				= 1.0	;1.1
sleep_psy_health			= 1.0

eat_freq					=	5.0	; ����� ������ � ���
eat_slice					=	0.01	; ���������� �v����� ��� 1 �����
eat_slice_weight			=	10.0	; ���������� ��v � �����

satiety_threshold			= 0.5							; below this value monster fill hunger

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------

SoundThreshold		 = 0.07						; range [0..1]
max_hear_dist		 = 40

sound_idle				= monsters\flesh\flesh_idle_
sound_eat				= monsters\flesh\flesh_eat_
sound_aggressive		= monsters\flesh\flesh_aggressive_
sound_attack_hit		= monsters\flesh\flesh_attack_			;hit_
sound_take_damage		= monsters\flesh\flesh_pain_
sound_die				= monsters\flesh\flesh_death_
sound_threaten			= monsters\flesh\flesh_attack_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\flesh\flesh_panic_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\flesh\flesh_anomaly_death_
sound_distant			= mmonsters\boar\distant_

killer_clsids			= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE

idle_sound_delay		= 85000
eat_sound_delay			= 3000
attack_sound_delay		= 6000

sound_distant_idle  = ambient\soundscape\mutants\flesh\distant_
distant_idle_sound_delay  = 50000
distant_idle_sound_range		= 50.0


;---------------------------------------------------------
; Logic
;---------------------------------------------------------

DayTime_Begin		= 6			; ����� ��� ��� �������
DayTime_End			= 21		; ����� ��� ��� �������
Min_Satiety		= 0.4	;0.6		; ���. ����� �v����� (������ - ��� ������v�)
Max_Satiety		= 1.0		; ����. ����� �v����� (������ - ����� �v�v�)


;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------

Morale_Hit_Quant				= 0.2
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.005
Morale_Despondent_Threashold	= 0.1

;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------

critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.

critical_wound_anim_head	= critical_hit_head_0
critical_wound_bones_head	= flesh_critical_wound_bones_head

critical_wound_anim_torso	= critical_hit_torso_0
critical_wound_bones_torso	= flesh_critical_wound_bones_torso

critical_wound_anim_legs	= critical_hit_torso_0
critical_wound_bones_legs	= flesh_critical_wound_bones_legs


distance_to_corpse	= 0.9; ����. �� �����, ��� ������� �� ��������� � ��������� ��v
selector_approach	=      20.0,            1.0,                1000.0,             0.0,               0.0,						1000.0,				10000.0,

DamagedThreshold	= 0.4

material			= creatures\hoof
step_params			= m_flesh_step_params
LegsCount			= 4

;species of monster
species				= flesh

terrain				= flesh_terrain
damage				= m_flesh_damage
protections_sect 	= flesh_protections
immunities_sect		= flesh_immunities
attack_effector		= m_flesh_attack_effector
attack_params		= m_flesh_attack_params


;---------------------------------------------------------
; Vision
;---------------------------------------------------------

eye_fov					= 240
eye_range				= 80	;30

; number of visible objects monster can handle
DynamicObjectsCount		= 8

vision_free_section			= flesh_vision_free
vision_danger_section		= flesh_vision_danger

; �������� visibility_threshold ������ ���� ����� ��� ������� � ���,
; ����� ��������� ��������� � ������� ��������� ��� �������� �� ������� �� ���.

[flesh_vision_free]
min_view_distance   		= 0.75				; �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	 		= 1.0				; �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	 	= 60			; ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance 	= 1.35
time_quant					= 0.004
decrease_value				= 0.011				; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		     	= 0.7
luminocity_factor			= 0.7 				; ������ ��������� (������ ��� �����)
transparency_threshold		= 0.30

[flesh_vision_danger]
min_view_distance   		= 1.2				; �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	 		= 1.6				; �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	 	= 60				; ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance 	= 1.35
time_quant					= 0.001
decrease_value				= 0.01				; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		     	= 0.3
luminocity_factor			= 0.7 				; ������ ��������� (������ ��� �����)
transparency_threshold		= 0.30

feel_enemy_who_just_hit_max_distance = 350

[flesh_terrain]
	255,000,255,255

[m_Flesh_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- �����. ��������� ���� (���������� ��������)
;<wound_scale>	- �����. ��������� �������� �������� ����
default				= 0.75,	-1,	0.3

bip01_pelvis 		= 2.0, -1, 0.8
bip01_spine 		= 0.9, -1, 0.4
bip01_neck 			= 0.75, -1, 1.5
bip01_head 			= 0.7, -1, 0.3

[flesh_protections]
skin_armor = 0.25
hit_fraction_monster = 0.67

;===========================================================================
; Immunities
;===========================================================================
[flesh_immunities]
burn_immunity = 1.34 ;			= 0.65				;�����������v ����������
strike_immunity			= 1
shock_immunity = 0.88 ;			= 1.0
wound_immunity			= 0.54
radiation_immunity 		= 0.0
telepatic_immunity 		= 1.0
chemical_burn_immunity = 1.28 ; = 3.0 ; 	= 0.5
explosion_immunity 		= 0.65
fire_wound_immunity  	= 0.45 ; .28

;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_flesh_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,		0.45,		    70,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
;Both leg strike
stand_attack_1 =	  	0.30,		0.45,		    150,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_2 =	  	0.30,		0.45,		    150,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_3 =	  	0.40,		0.45,		    150,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5

;===========================================================================
; Step Events
;===========================================================================
[m_flesh_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_fwd_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_crawl_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

;===========================================================================
; SPECIAL EFFECTORS
;===========================================================================
[m_flesh_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 ;0.7 ; power

;*********************************************************************************
;WEAK PROFILE
;*********************************************************************************

[flesh_weak]:m_flesh_e
panic_threshold		= 0.55
immunities_sect		= flesh_immunities_weak
attack_params		= flesh_attack_params_weak
$spawn               = "monsters\fleshes\flesh_weak"
MaxHealthValue		     = 0.75			; range [0..200]

skin_armor = 0.08

[flesh_immunities_weak]
burn_immunity = 1.19 ;			= 0.65
strike_immunity			= 0.55
shock_immunity = 0.78 ;			= 0.4
wound_immunity			= 0.47
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1.11 ; = 3.0 ;		= 0.5
explosion_immunity		= 0.65
fire_wound_immunity		= 1.0

[flesh_attack_params_weak]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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,		0.4,		    50,        0.0, 0.5, 1.0,		  -1.0, 1.0, -1.0, 1.0,								  2.0
;Both leg strike
stand_attack_1 =	  	0.30,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_2 =	  	0.30,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_3 =	  	0.40,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5

 

;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************

[flesh_normal]:m_flesh_e
$spawn				= "monsters\fleshes\flesh_02_normal"
visual				= monsters\flesh\flesh
corpse_visual		= monsters\flesh\flesh_dead
icon				= ui_npc_monster_flesh
panic_threshold		= 0.45
rank				= 2
immunities_sect		= flesh_immunities_normal
attack_params		= flesh_attack_params_normal
spec_rank			= normal
community			= flesh


[flesh_immunities_normal]
burn_immunity = 1.34 ;			= 0.65
strike_immunity			= 0.65
shock_immunity = 0.88 ;			= 0.4
wound_immunity			= 0.54
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1.28 ; = 3.0 ;		= 0.5
explosion_immunity		= 0.6
fire_wound_immunity		= 0.9

[flesh_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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,		0.4,		    50,        0.0, 0.5, 1.0,		  -1.0, 1.0, -1.0, 1.0,								  2.0
;Both leg strike
stand_attack_1 =	  	0.30,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_2 =	  	0.30,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_3 =	  	0.40,		0.4,		    60,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.79,			1.79		1,		1
Velocity_WalkFwdNormal	= 1.5,		2.0,			2.0,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.2,		1.14,			1.14,		0.2,	2.0
Velocity_RunFwdNormal	= 8.0,		2.5,			2.5,		0.2,	1
Velocity_RunFwdDamaged	= 6.5,  	3.0,			3.0,		0.3,	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		= 4.0

;*********************************************************************************
; STRONG PROFILE
;*********************************************************************************

[flesh_strong]:m_flesh_e
$spawn				= "monsters\fleshes\flesh_03_strong"
visual				= monsters\flesh\flesh_strong
corpse_visual		= monsters\flesh\flesh_dead
icon				= ui_npc_monster_flesh_strong
panic_threshold		= 0.35
rank				= 3
immunities_sect		= flesh_immunities_strong
attack_params		= flesh_attack_params_strong
spec_rank			= strong
community			= flesh

damage				= m_flesh_strong_damage

[m_Flesh_strong_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- �����. ��������� ���� (���������� ��������)
;<wound_scale>	- �����. ��������� �������� �������� ����
default				= 0.75,	-1,	0.65

bip01_pelvis 		= 1.0, -1, 0.25
bip01_spine 		= 0.9, -1, 0.1
bip01_neck 			= 0.7, -1, 1.7
bip01_head 			= 0.2, -1, 0.05

[flesh_immunities_strong]
burn_immunity = 1.34 ;			= 0.65
strike_immunity			= 0.65
shock_immunity = 0.88 ;			= 0.4
wound_immunity			= 0.48
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1.28 ; = 3.0 ;	= 0.5
explosion_immunity		= 0.55
fire_wound_immunity		= 0.7

[flesh_attack_params_strong]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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,		0.65,		    55,        0.0, 0.5, 1.0,		  -1.0, 1.0, -1.0, 1.0,								  2.0
;Both leg strike
stand_attack_1 =	  	0.30,		0.65,		    75,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_2 =	  	0.30,		0.65,		    75,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5
stand_attack_3 =	  	0.40,		0.65,		    75,        0.0, 0.5, 1.0,		 -1.0, 1.0, -1.0, 1.0,								  2.5

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.79,			1.79		1,		1
Velocity_WalkFwdNormal	= 1.5,		2.0,			2.0,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.2,		1.14,			1.14,		0.2,	2.0
Velocity_RunFwdNormal	= 8.0,		2.5,			2.5,		0.2,	1
Velocity_RunFwdDamaged	= 6.5,  	3.0,			3.0,		0.3,	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		= 4.0

[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

[flesh_critical_wound_bones_head]
bip01_neck
bip01_head
bip01_ponytail1
bip01_ponytail2

[flesh_critical_wound_bones_torso]
bip01_pelvis
bip01_l_calf
bip01_r_calf
bip01_spine
bip01_spine1
bip01_spine2
bip01_l_clavicle
bip01_r_clavicle

[flesh_critical_wound_bones_legs]
bip01_l_horselink
bip01_l_foot
bip01_l_toe0
bip01_r_thigh
bip01_r_horselink
bip01_r_foot
bip01_r_toe0
bip01_l_upperarm
bip01_l_forearm
bip01_l_hand
bip01_l_finger0
bip01_l_finger01
bip01_r_upperarm
bip01_r_forearm
bip01_r_hand
bip01_r_finger0
bip01_r_finger01
bip01_l_thigh



[flesh_01a_weak]:flesh_weak
$spawn				= "monsters\fleshes\flesh_01a_weak"
visual				= monsters\flesh\flesh_small
corpse_visual		= monsters\flesh\flesh_small_dead
MaxHealthValue		     = 0.75			; range [0..200]

[flesh_02a_weak]:flesh_weak
$spawn				= "monsters\fleshes\flesh_02a_weak"
visual				= monsters\flesh\flesh2_small
corpse_visual		= monsters\flesh\flesh2_small_dead
MaxHealthValue		     = 0.75			; range [0..200]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[flesh_01a_normal]:flesh_normal
$spawn				= "monsters\fleshes\flesh_01a_normal"
visual				= monsters\flesh\flesh
corpse_visual		= monsters\flesh\flesh_dead
MaxHealthValue		     = 1.0		; range [0..200]

[flesh_02a_normal]:flesh_normal
$spawn				= "monsters\fleshes\flesh_02a_normal"
visual				= monsters\flesh\flesh2
corpse_visual		= monsters\flesh\flesh2_dead
MaxHealthValue		     = 1.0		; range [0..200]

[flesh_03a_normal]:flesh_normal		;added
$spawn				= "monsters\fleshes\flesh_01a_normal"
visual				= monsters\flesh\flesh3
corpse_visual		= monsters\flesh\flesh3
MaxHealthValue		     = 1.25		; range [0..200]
going_speed          = 5.0 
current_level_going_speed		= 5
search_speed         = .5  


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[flesh_01a_strong]:flesh_strong
$spawn				= "monsters\fleshes\flesh_01a_strong"
visual				= monsters\flesh\flesh_big
corpse_visual		= monsters\flesh\flesh_big_dead
MaxHealthValue		     = 1.25			; range [0..200]

[flesh_02a_strong]:flesh_strong
$spawn				= "monsters\fleshes\flesh_02a_strong"
visual				= monsters\flesh\flesh2_big
corpse_visual		= monsters\flesh\flesh2_big_dead
MaxHealthValue		     = 1.25			; range [0..200]

[flesh_03a_strong]:flesh_strong		;added
$spawn				= "monsters\fleshes\flesh_01a_strong"
visual				= monsters\flesh\flesh3_strong
corpse_visual		= monsters\flesh\flesh3_strong
MaxHealthValue		     = 1.5			; range [0..200]
going_speed          = 5.0 
current_level_going_speed		= 5
search_speed         = .5  

[flesh_bolot]:flesh_strong
visual				= monsters\flesh\fleshasd
MaxHealthValue		     = 1.25			; range [0..200]						; option for ALife Simulator
going_speed          = 5.0 
current_level_going_speed		= 5
search_speed         = .5  


[flesh_bolot1]:flesh_strong
visual				= monsters\flesh\fleshasda
MaxHealthValue		     = 1.25			; range [0..200]						; option for ALife Simulator
panic_threshold		= 0.0