[m_boar_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 =	  	0.30,		15,	      200,        0.0, 0.5, 0.5,	 -1.6, 1.6, -1.6, 1.6,					  3.2
;Bite2
stand_attack_1 =	  	0.30,		15,	      220,        0.0, 0.5, 0.5,	 -1.6, 1.6, -1.6, 1.6,					  3.2
;Right Leg Attack
stand_attack_2 =	  	0.30,		25,	      325,        0.0, 1.0, 2.0,	 -1.6, 1.6, -1.6, 1.6,					  3.2


[m_boar_attack_effector]

duality_h			= 0.05;0.01
duality_v			= 0.02;0.01
blur				= 0.01
gray				= 0.5
noise_intensity		= 0.0
noise_grain			= 1
noise_fps			= 30
color_base			= 0.65,0.15,0.1
color_gray			= 0.333,0.333,0.333
color_add			= 0,0,0
time				= 0.30
time_attack			= 0.05				; fade in
time_release	    = 0.15				; fade out

; camera effects
ce_time				= 0.35				; time 
ce_amplitude		= 10				; head shake after hit
ce_period_number	= 2.0				; camera shake times
ce_power			= 2.5; 2.0			; power 

[m_boar_step_params]
   
;-------------------------------------------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0 	=	  5,    0.01,   1,		 0.5,     0.7,    0.15,   1.0,     0.5,   1.0
stand_walk_dmg_0	=  	  4,	0.2,    1,	     0.25,    0.7,    0.5,    1.0,     0.7,   1.0
stand_run_fwd_0	 	=  	  6,	0.01,   1,	     0.05,    0.7,    0.2,    1.0,     0.2,   0.2
stand_run_dmg_0		=	  4,	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

[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\mutant_boar\mutant_boar
MaxHealthValue		    = 200								 ; range [0..200]
DynamicObjectsCount		= 32

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

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		= 16
ph_crash_speed_max		= 30
ph_mass 				= 110.

ph_skeleton_airr_lin_factor			= 1.0
ph_skeleton_airr_ang_factor			= 1.0
ph_skeleton_hinger_factor1			= 1
ph_skeleton_ddelay	     			= 20
ph_skel_fatal_impulse_factor		= 8.0
ph_after_death_velocity_factor		= 1.35
ph_skel_shot_up_factor				= .8f

SoundThreshold						= 0.06             ; range [0..1]

;Field of view, look and hear distance
EyeFov								= 90
eye_range							= 50	
max_hear_dist						= 60

; speed factors			linear | angular_real | angular_path | min	 |  max
Velocity_Stand			= 0,		1.4,			1.4,		1,		1	
Velocity_RunFwdNormal	= 7.0,		3.5,			3.5,		0.4,	1	
Velocity_RunFwdDamaged	= 4.5,		3.0,			3.0,		0.2,	1
Velocity_WalkFwdDamaged	= 1.3,		3.0,			3.0,		0.2,	2.0	
Velocity_WalkFwdNormal	= 1.75,		2.5,			2.5,		0.02,	3.0	
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		= 10

;attack parameters
MinAttackDist			= 1.7	;0.5
MaxAttackDist			= 2.5 ;2.9	;3.8
as_min_dist				= 0.4
as_step					= 0.5
hit_type				= wound				; type of attack

transparency_threshold  = 0.25


DayTime_Begin			= 0			; эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End				= 21		; ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety				= 0.4		; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety				= 1.0		; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse		= 1.2		; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv


;                           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

;entity condition

; entity condition
satiety_v 				= 0.0001				;0.01			;скорость уменьшения сытости со временем
radiation_v 			= 0.00001		;0.004				;скорость уменьшения радиации
satiety_power_v 		= 0.005		;0.01					;увеличение силы при уменьшении сытости 
satiety_health_v 		= 0.001	;0.03						;увеличение здоровья при уменьшении сытости 
satiety_critical 		= -1.0		;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
morale_v				= 0.01								;скорость восстановления морали
health_hit_part 		= 0.6		;0.8					;процент хита, уходящий на отнимание здоровья
power_hit_part 			= 0.6		;0.9					;процент хита, уходящий на отнимание силы

;Immunities 
burn_immunity			= 0.8								;коэффициенты иммунитета 
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity			= 0.80	;0.75	;1.0		
radiation_immunity		= 0.01	;0.5
telepatic_immunity		= 1.0
chemical_burn_immunity	= 0.8
explosion_immunity		= 0.8
fire_wound_immunity		= 0.4

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.01				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

;Health from which to play injured animation
DamagedThreshold		= 0.2

;Sleep Settings
sleep_health			= 1.0		;1.5				;ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power				= 1.0		;1.5
sleep_satiety			= 1.0		;0.8
sleep_radiation			= 1.0	;1.1

;Eat settings
eat_freq				=	5.0							; ўрёЄюЄр єъєёют т ёхъ
eat_slice				=	0.01						; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight		=	10.0						; єьхэ№°хэшх хфv є ЄЁєяр


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

;Sounds
sound_idle				= monsters\boar\boar_idle_			; idle_
sound_eat				= monsters\boar\boar_eat_			; eat_
sound_attack			= monsters\boar\boar_aggressive_	; attack_
sound_attack_hit		= monsters\boar\attack_hit_
sound_take_damage		= monsters\boar\boar_pain_			; hit_
sound_die				= monsters\boar\boar_death_			; die_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\boar\boar_aggressive_	; threaten_
sound_landing			= monsters\boar\landing_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\boar\boar_panic_			; hit_
sound_growling			= monsters\biting\def_

;Frequency of sounds to be played
idle_sound_delay		= 28000
eat_sound_delay			= 3000
attack_sound_delay		= 4000

material				= creatures\hoof
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= m_boar_attack_effector

attack_params			= m_boar_attack_params
step_params				= m_boar_step_params

LegsCount				= 4

[m_Boar_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья) 
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 1.00,	-1,	1.00

bip01_pelvis 		= 0.01, -1, 0.5
bip01_spine 		= 0.01, -1, 0.5
bip01_spine1 		= 0.2, -1, 0.5
bip01_neck 			= 0.5, -1, 0.5
bip01_head 			= 10.0, -1, 10.00