[fracture_normal]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
;$spawn               = "monsters\fracture"				; 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			     = 500						; 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\fracture\fracture.ogf
corpse_visual		 = monsters\fracture\fracture.ogf
icon = ui_npc_monster_fracture
;Spawn_Inventory_Item_Section = mutant_fracture_hand
;Spawn_Inventory_Item_Probability = 0.5

MaxHealthValue         = 1.0              ; range [0..200]

rank = 3 
spec_rank = normal

smart_terrain_choose_interval	= 00:25:00 ;00:15:00

ef_creature_type	 = 21							; option for evaluation functions
ef_weapon_type		 = 4
ef_detector_type			 = 1
panic_threshold		= 0.1
satiety_threshold		= 0.5
jump_max_height = 1.0

cform                = skeleton					; collision class
class                = SM_IZLOM					; AI class
rank = 7
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

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			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 170.

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 1.1 ;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    = 5.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	     	  = 5.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 8.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06             ; range [0..1]

eye_fov				 = 170;
eye_range			 = 100	;30
max_hear_dist		 = 90

hit_power			 = 50.0;

ImpulseMin			 = 500.0
ImpulseMax			 = 550.0

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1
Velocity_WalkFwdNormal	= 0.9,		2.5,			2.5,		0.02,	2.0
Velocity_RunFwdNormal	= 3.0,		3.5,			3.5,		0.4,	1
Velocity_WalkFwdDamaged	= 0.7,		3.0,			3.0,		0.2,	2.0
Velocity_RunFwdDamaged	= 5.0,  	3.0,			3.0,		0.2,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 2.5
Accel_Aggressive		= 7.5

;attack parameters
MinAttackDist		= 1.8
MaxAttackDist		= 3

as_min_dist				= 0.5
as_step					= 0.5
feel_enemy_who_just_hit_max_distance = 20  ;��������� �� ������� ������ ����������� ������������� ������ ���� ������

DayTime_Begin		= 0			; ����� ��� ��� �������
DayTime_End			= 21		; ����� ��� ��� �������
Min_Satiety			= 0.4		; ���. ����� �v����� (������ - ��� ������v�)
Max_Satiety			= 1.0		; ����. ����� �v����� (������ - ����� �v�v�)

distance_to_corpse	= 50		; ����. �� �����, ��� ������� �� ��������� � ��������� ��v


min_view_distance   		= 0.8				; �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	 		= 1.0				; �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	 	= 100.0				; ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance 	= 0.3
time_quant					= 0.001
decrease_value				= 0.01				; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		     	= 0.5
luminocity_factor			= 1.5 				; ������ ��������� (������ ��� �����)
transparency_threshold		= 0.25

vision_free_section			= fracture_vision_free
vision_danger_section		= fracture_vision_danger
terrain				 = fracture_terrain

hit_type = wound

;entity condition

; entity condition
satiety_v 		= 0.00001				;0.01			;�������� ���������� ������� �� ��������
radiation_v 		= 0.00001		;0.004			;�������� ���������� ��������
satiety_power_v 	= 0.005		;0.01			;���������� ���� ��� ���������� �������
satiety_health_v 	= 0.0001	;0.03			;���������� �������� ��� ���������� �������
satiety_critical 	= -1.0		;0.25			;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� �����������
radiation_health_v 	= 0.01	;0.006			;���������� �������� ��� ����������� ��������
morale_v			= 0.01					;�������� �������������� ������
health_hit_part 	= 0.4		;0.8			;������� ����, �������� �� ��������� ��������
power_hit_part 		= 1.0		;0.9			;������� ����, �������� �� ��������� ����
psy_health_v = 0.1						;�������� �������������� psy-��������

immunities_sect				= fracture_normal_immunities

;�������� ����
bleeding_v					= 0.4						;������ ����� ��� ����������� ���� � �������
wound_incarnation_v			= 0.01				;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size				= 0.01

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 � �����


;-------------------------------------------------------------------------
; 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				= 0.01
Morale_Despondent_Threashold	= 0.4

sound_idle				= monsters\fracture\fracture_idle_
sound_eat				= monsters\fracture\fracture_eat_
sound_aggressive			= monsters\fracture\fracture_attack_
sound_attack_hit		= monsters\fracture\fracture_attack_hit_
sound_take_damage		= monsters\fracture\fracture_take_damage_
sound_die				= monsters\fracture\fracture_die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\fracture\fracture_attack_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\fracture\fracture_die_

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


idle_sound_delay		= 125000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

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

DamagedThreshold		= 0.5
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

material				= creatures\medium
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1

LegsCount				= 2

attack_effector			= monster_attack_effector
attack_params			= fracture_normal_attack_params
step_params				= fracture_normal_step_params
damage					= Fracture_normal_damage

;species of monster
species					= fracture
community				= fracture

[Fracture_normal_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- �����. ��������� ���� (���������� ��������)
;<wound_scale>	- �����. ��������� �������� �������� ����

default				= 1, -1, 0.3

bip01_pelvis 		= 1, -1, 0.4
bip01_spine 		= 1, -1, 0.4
bip01_spine1 		= 1, -1, 0.4
bip01_neck 			= 1.5, -1, 1.0
bip01_head 			= 3, -1, 0.5

[fracture_terrain]
	255,000,255,255


;---EVALUATION FUNCTIONS----------------------------------------------



[fracture_normal_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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 =	  	0.45,		0.55,		    15,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_1 =	  	0.45,		0.65,		    19,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5
stand_attack_2 =	  	0.45,		0.75,		    17,        0.0, 1.0, 0.0,		 -1.6, 1.6, -1.6, 1.6,							  3.5

[fracture_normal_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		= 0.255,0.0,0.0
color_gray		= 0.333,0.333,0.333
color_add		= 0,0,0
time			= 0.4
time_attack		= 0.10		; fade in
time_release	= 0.35		; fade out

; camera effects
ce_time				= 0.5 ;time
ce_amplitude		= -15.0
ce_period_number	= 1.5 ;2.0
ce_power			= 1.5 ;0.7 ; power


[fracture_normal_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	1,	   0.01,     1,     0.25,    0.7,
stand_run_fwd_0	 	=	1,	   0.01,     1,	    0.25,    0.6,

;===========================================================================
; IMMUNITIES
;===========================================================================
[fracture_normal_immunities]
burn_immunity = 0.8				;������������ ����������
strike_immunity = 0.8
shock_immunity = 0.8
wound_immunity = 0.50	;0.75	;1.0
radiation_immunity = 0.5
telepatic_immunity = 1.0
chemical_burn_immunity = 0.2
explosion_immunity = 0.8
fire_wound_immunity  = 9


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

[fracture_vision_free]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 0.7				; max range of cone based on eye_range
visibility_threshold	 	= 25				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.005				;step increment to for sight calculations
decrease_value				= 0.1 				;Decrease over time to overall threshold
velocity_factor		     	= 0.6				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.8				;Low value = easier to see at night
transparency_threshold	 	= 0.3 			    ;Low value = easier to see through objects
still_visible_time          = 0 				;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)

[fracture_vision_danger]
min_view_distance   		= 0.4				; min range of cone based on eye_range
max_view_distance	 		= 1.0				; max range of cone based on eye_range
visibility_threshold	 	= 25				;Threshold in which object becomes visible based on factors
always_visible_distance 	= 0					;Distance object is always considered visible (float)
time_quant					= 0.0055			;step increment to for sight calculations
decrease_value				= 0.1				;Decrease over time to overall threshold
velocity_factor		     	= 1.0				;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor			= 0.8				;Low value = easier to see at night
transparency_threshold	 	= 0.3				;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time          = 0					;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[fracture_weak]:fracture_normal
MaxHealthValue		 = 0.75			; range [0..200]

skin_armor				= 0.01
hit_fraction_monster = 0.8

rank = 1 
spec_rank = weak

[fracture_strong]:fracture_normal
MaxHealthValue		 = 1.5			; range [0..200]

skin_armor				= 0.02
hit_fraction_monster = 0.7

rank = 6 
spec_rank = strong

[fracture_2]:fracture_normal
MaxHealthValue		 = 1.0			; range [0..200]

skin_armor				= 0.01
hit_fraction_monster = 0.8

rank = 3 
spec_rank = normal

[fracture_3]:fracture_normal
MaxHealthValue		 = 1.25			; range [0..200]

skin_armor				= 0.01
hit_fraction_monster = 0.8

rank = 3 
spec_rank = normal