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gamedata/configs/creatures/m_bloodsucker.ltx
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gamedata/configs/creatures/m_bloodsucker.ltx
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;===========================================================================
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; BLOODSUCKER
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;===========================================================================
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[m_bloodsucker_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone
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;$spawn = "monsters\bloodsuckers\bloodsucker_base" ; option for Level Editor
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$npc = on ; option for Level Editor
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;$prefetch = 16
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visual = monsters\krovosos\krovosos
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corpse_visual = monsters\krovosos\krovosos_dead
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icon = ui_npc_monster_krovosos
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MaxHealthValue = 2.0 ; range [0..200]
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ef_creature_type = 13 ; option for evaluation functions
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ef_weapon_type = 2
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ef_detector_type = 1
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panic_threshold = 0.1
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cform = skeleton ; collision class
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class = SM_BLOOD ; AI class
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script_binding = bind_monster.bind
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head
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bone_eye_left = bip01_ponytail1
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bone_eye_right = bip01_ponytail2
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weapon_usage = 0 ; boolean
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Spawn_Inventory_Item_Section = ;mutant_krovosos_jaw
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Spawn_Inventory_Item_Probability = 0.0
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;------------------------------------------------------------------------
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; Influences
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;------------------------------------------------------------------------
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fire_max_distance = 0
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fire_max_power = 5
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fire_linear_factor = 0
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fire_quadratic_factor = 0.025
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psy_max_distance = 0
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psy_max_power = 5
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psy_linear_factor = 0.05
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psy_quadratic_factor = 0
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radiation_max_distance = 0
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radiation_max_power = 0.01
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radiation_linear_factor = 1
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radiation_quadratic_factor = 1
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radiation_pp_effector_name = postprocess_rad
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radiation_pp_highest_at = 0.02
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;------------------------------------------------------------------------
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; Offline Alife
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;------------------------------------------------------------------------
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Scheduled = on ; option for ALife Simulator
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Human = off ; option for ALife Simulator
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Health = 400 ; option for ALife Simulator
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MinSpeed = 2.0 ;1.0 ; option for ALife Simulator
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MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator
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going_speed = 3.0 ;1.0 ; option for ALife Simulator
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current_level_going_speed = 3.0;2 ; option for ALife Simulator
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search_speed = .5 ; option for ALife Simulator
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smart_terrain_choose_interval = 00:15:00
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;---------------------------------------------------------------------
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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.9, 0.0
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ph_box0_size = 0.35, 0.9, 0.35
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ph_box1_center = 0.0, 0.6, 0.0
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ph_box1_size = 0.40, 0.6, 0.40
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ph_foot_size = 0.20, 0.23, 0.20
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ph_crash_speed_min = 100
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ph_crash_speed_max = 200
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ph_collision_damage_factor = 0.1
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ph_mass = 150;120
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash
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;---------------------------------------------------------------------
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
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ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
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ph_skel_fatal_impulse_factor = 12.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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;---------------------------------------------------------------------
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 5.0, 5.0, 1, 1
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Velocity_RunFwdNormal = 6.0, 5.0, 5.0, 0.5, 1
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Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
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Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
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Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
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Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
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; Speed factors while invisible
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Velocity_Invisible_Linear = 8.0
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Velocity_Invisible_Angular = 5.0
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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;Velocity_Stand = 0, 3.05, 3.05, 1, 1
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;Velocity_RunFwdNormal = 5.0, 4.0, 4.0, 0.5, 1
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;Velocity_RunFwdDamaged = 1.90, 3.0, 3.0, 0.5, 1
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;Velocity_WalkFwdNormal = 2.15, 3.5, 3.5, 0.2, 2.0
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;Velocity_WalkFwdDamaged = 1.4, 4.0, 4.0, 0.2, 2.0
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;Velocity_Drag = 1.5, 3.0, 3.0, 1, 1
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;Velocity_Steal = 0.7, 3.0, 3.0, 1, 1
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; Speed factors while invisible
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;Velocity_Invisible_Linear = 5.0
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;Velocity_Invisible_Angular = 4.62
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 20.0
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 2.0 ;2.4
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MaxAttackDist = 2.8 ;3.8
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EffectDistance = 20.0
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hit_type = wound ; type of attack
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as_min_dist = 2.0
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as_step = 0.0
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Run_Attack_Dist = 3.5, 4.5
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Run_Attack_Delay = 1000, 3000
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attack_params = m_bloodsucker_attack_params
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attack_effector = m_bloodsucker_attack_effector
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vampire_effector = m_bloodsucker_vampire_effector
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Melee_Rotation_Factor = 2.0
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;------------------------------------------------------------------------
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; Attack On Move
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;------------------------------------------------------------------------
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aom_enabled = 1
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aom_only_jump = 1
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aom_animation_left = stand_run_attack_right_
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aom_animation_right = stand_run_attack_left_
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aom_far_radius = 10
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aom_max_go_close_time = 8
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aom_prepare_time = 5
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aom_attack_radius = 1
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aom_update_side_period = 4
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aom_prediction_factor = 1.2
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;-------------------------------------------------------------------------
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; Entity Conditions
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;-------------------------------------------------------------------------
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satiety_v = 0.0001 ;0.01 ;ñêîðîñòü óìåíüøåíèÿ ñûòîñòè ñî âðåìåíåì [0...1]
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radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè [0...1]
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satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè [0...1]
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satiety_health_v = 0.001 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè [0...1]
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satiety_critical = -1.0 ;0.25 ;êðèòè÷åñêîå çíà÷åíèÿ ñûòîñòè (â ïðîöåíòàõ îò 0..1) êîãäà çäîðîâüå íà÷èàíàåò óìåíüøàòüñÿ
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radiation_health_v = 0.0 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè [0...1]
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morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè [0...1]
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health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ [0...1]
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power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû [0...1]
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psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
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immunities_sect = bloodsucker_immunities
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;îòêðûòûå ðàíû
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bleeding_v = 0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó
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wound_incarnation_v = 0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ (êàêîé ïðîöåíò ðàíû îñòàíåòñÿ ïîñëå çàæèâëåíèÿ â èãðîâóþ ñåêóíäó)
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min_wound_size = 0.01
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;Health from which to play injured animation
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DamagedThreshold = 0.2
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;Sleep settings
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sleep_health = 1.0 ;1.5 ;úþ¤¯¯ø¡øõýªv ¸úþ¨þ¸ªõù ø÷üõýõýø ÿð¨ðüõª¨þò òþ ò¨õü ¸ýð
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sleep_power = 1.0 ;1.5
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sleep_satiety = 1.0 ;0.8
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sleep_radiation = 1.0 ;1.1
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sleep_psy_health = 1.0
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; Eat settings
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eat_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
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eat_slice = 0.05 ; ºòõûø¢õýøõ ¸vªþ¸ªø ÿ¨ø 1 ºúº¸õ
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eat_slice_weight = 10.0 ; ºüõý¹°õýøõ õôv º ª¨ºÿð
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satiety_threshold = 0.2 ; below this value monster fill hunger
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\bloodsucker\idle_
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sound_eat = monsters\bloodsucker\eat_
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sound_aggressive = monsters\bloodsucker\sucker_breath_mix_
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sound_attack_hit = monsters\bloodsucker\attack_hit_
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sound_take_damage = monsters\bloodsucker\hit_
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sound_die = monsters\bloodsucker\die_
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sound_panic = monsters\bloodsucker\hit_
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sound_die_in_anomaly = monsters\bloodsucker\die_
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sound_distant_idle = monsters\bloodsucker\idle_
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 100.0
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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;Frequency of sounds to be played
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idle_sound_delay = 95000
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eat_sound_delay = 3000
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attack_sound_delay = 1000 ;6000
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Sound_Invisibility_Change_State = monsters\bloodsucker\invisible
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Sound_Vampire_Grasp = monsters\bloodsucker\vampire_grasp
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Sound_Vampire_Sucking = monsters\bloodsucker\vampire_sucking
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Sound_Vampire_Hit = monsters\bloodsucker\vampire_hit
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Sound_Vampire_StartHunt = monsters\bloodsucker\vampire_grasp
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Sound_Growl = monsters\bloodsucker\sucker_growl_
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Sound_Alien = monsters\bloodsucker\sucker_breath_
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SoundThreshold = 0.05 ; range [0..1]
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max_hear_dist = 80
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.1
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Morale_Attack_Success_Quant = 0.1
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Morale_Take_Heart_Speed = 0.1
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Morale_Despondent_Speed = 0.01
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.5
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;-------------------------------------------------------------------------
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; Damages
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;-------------------------------------------------------------------------
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damage = m_bloodsucker_damage
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critical_wound_threshold = -1; 1.1 ;1.1
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critical_wound_decrease_quant = 0.
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critical_wound_anim_head = critical_hit_torso_0
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critical_wound_bones_head = bloodsucker_critical_wound_bones_head
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critical_wound_anim_torso = critical_hit_torso_0
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critical_wound_bones_torso = bloodsucker_critical_wound_bones_torso
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critical_wound_anim_legs = critical_hit_torso_0
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critical_wound_bones_legs = bloodsucker_critical_wound_bones_legs
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;-------------------------------------------------------------------------
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; Other Stuff (refactoring needed)
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;-------------------------------------------------------------------------
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DayTime_Begin = 6 ;6 ; ýð¢ðûð ôý ôû üþý¸ª¨ð
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DayTime_End = 23 ; úþýõ¡ ôý ôû üþý¸ª¨ð
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Min_Satiety = 0.000055 ;0.06 ; üøý. ýþ¨üð ¸vªþ¸ªø (üõý¹°õ - ºöõ óþûþôývù)
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Max_Satiety = 1.0 ;0.9 ; üðú¸. ýþ¨üð ¸vªþ¸ªø (ñþû¹°õ - þ¢õý¹ ¸vªvù)
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distance_to_corpse = 0.8 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
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; spin spin sugar
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bone_spin = bip01_spine1
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; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
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selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0,
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terrain = bloodsucker_terrain
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material = creatures\medium
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step_params = m_bloodsucker_step_params
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LegsCount = 2
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;species of monster
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species = bloodsucker
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;-------------------------------------------------------------------------
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; Invisible Ability
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;-------------------------------------------------------------------------
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Particle_Invisible = anomaly2\bloodsucker_shield
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Particles_Invisible_Tracks = monsters\bloodsucker_step
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Particles_Invisible_Tracks_Freq = 70;100
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Invisibility_BlinkTime = 300
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Invisibility_BlinkMicroInterval = 30
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Invisibility_EnergySpeed = 0.05
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full_visibility_radius = 4 ;5
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partial_visibility_radius = 7 ;10
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no_visibility_radius = 10 ;15
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visibility_state_change_min_delay = 1000 ; ms
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;-------------------------------------------------------------------------
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; Vampire Ability
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;-------------------------------------------------------------------------
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Vampire_Delay = 5000
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Vampire_Want_Speed = 0.1
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Vampire_Wound = 0.2
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Vampire_GainHealth = 0.5 ; how many hp to restore?
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Vampire_Sufficient_Hits = 5
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Vampire_Distance = 1 ; may artifact when < 1
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;-------------------------------------------------------------------------
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; Predator Ability
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;-------------------------------------------------------------------------
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Predator_Visual = monsters\krovosos\krovosos_xray
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 150 ;150
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eye_range = 100 ;120
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DynamicObjectsCount = 32
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vision_free_section = bloodsucker_vision_free
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vision_danger_section = bloodsucker_vision_danger
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; ÇÍÀ×ÅÍÈß visibility_threshold ÄÎËÆÍÛ ÁÛÒÜ ÐÀÂÍÛ äëÿ äåíæåðà è ôðè,
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; èíà÷å âîçíèêàþò àðòåôàêòû ñ ïîòåðåé âèäèìîñòè ïðè ïåðåõîäå îò äåíæåðà âî ôðè.
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[bloodsucker_vision_free]
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min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.3
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time_quant = 0.001
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decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
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velocity_factor = 0.5
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luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.25
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[bloodsucker_vision_danger]
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min_view_distance = 0.4 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
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max_view_distance = 1.0 ; êîýôôèöèåíò, êîòîðûé ìíîæèòñÿ íà eye_range, â çàâèñèìîñòè îò óãëà
|
||||
visibility_threshold = 100.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
|
||||
always_visible_distance = 0.3
|
||||
time_quant = 0.001
|
||||
decrease_value = 0.01 ; çíà÷åíèå, íà êîòîðîå óìåíüøàåòñÿ âåñ, åñëè îáúåêò ïîïàë â ôðóñòóì, íî îòñ¸êñÿ ïî êàêèì-òî ïðè÷èíàì
|
||||
velocity_factor = 0.5
|
||||
luminocity_factor = 0.5 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
|
||||
transparency_threshold = 0.25
|
||||
|
||||
|
||||
;=================================================================================
|
||||
; Bloodsucker Damage
|
||||
;=================================================================================
|
||||
[m_bloodsucker_damage]
|
||||
;bone_name = <hit_scale>,-1,<wound_scale>
|
||||
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
|
||||
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
|
||||
default = 1.0, -1, 0.5
|
||||
bip01_spine = 1.0, -1, 0.5
|
||||
bip01_spine1 = 1.0, -1, 0.5
|
||||
bip01_spine2 = 1.0, -1, 0.5
|
||||
bip01_spine3 = 1.0, -1, 0.5
|
||||
bip01_neck = 1.0, -1, 1.5
|
||||
bip01_head = 2.0, -1, 0.5
|
||||
|
||||
|
||||
[bloodsucker_critical_wound_bones_head]
|
||||
bip01_neck
|
||||
bip01_head
|
||||
bip01_ponytail1
|
||||
bip01_ponytail2
|
||||
bone01
|
||||
bone02
|
||||
bone03
|
||||
bone04
|
||||
bone14
|
||||
bone10
|
||||
bone11
|
||||
bone12
|
||||
bone19
|
||||
bone15
|
||||
bone16
|
||||
bone17
|
||||
bone24
|
||||
bone20
|
||||
bone21
|
||||
bone22
|
||||
|
||||
[bloodsucker_critical_wound_bones_torso]
|
||||
bip01_spine
|
||||
bip01_spine1
|
||||
bip01_spine2
|
||||
bip01_spine3
|
||||
bip01_pelvis
|
||||
bip01_l_clavicle
|
||||
bip01_l_upperarm
|
||||
bip01_l_forearm
|
||||
bip01_l_hand
|
||||
bip01_l_finger0
|
||||
bip01_l_finger01
|
||||
bip01_l_finger1
|
||||
bip01_l_finger11
|
||||
bip01_l_finger2
|
||||
bip01_l_finger21
|
||||
bip01_l_finger3
|
||||
bip01_l_finger31
|
||||
bip01_l_finger4
|
||||
bip01_l_finger41
|
||||
bip01_r_clavicle
|
||||
bip01_r_upperarm
|
||||
bip01_r_forearm
|
||||
bip01_r_hand
|
||||
bip01_r_finger0
|
||||
bip01_r_finger01
|
||||
bip01_r_finger1
|
||||
bip01_r_finger11
|
||||
bip01_r_finger2
|
||||
bip01_r_finger21
|
||||
bip01_r_finger3
|
||||
bip01_r_finger31
|
||||
bip01_r_finger4
|
||||
bip01_r_finger41
|
||||
|
||||
|
||||
[bloodsucker_critical_wound_bones_legs]
|
||||
bip01_l_thigh
|
||||
bip01_l_calf
|
||||
bip01_l_foot
|
||||
bip01_l_toe1
|
||||
bip01_r_thigh
|
||||
bip01_r_calf
|
||||
bip01_r_foot
|
||||
bip01_r_toe1
|
||||
|
||||
|
||||
|
||||
|
||||
;=================================================================================
|
||||
; Bloodsucker Terrain
|
||||
;=================================================================================
|
||||
[bloodsucker_terrain]
|
||||
255,000,255,255
|
||||
|
||||
;===========================================================================
|
||||
; Step Events
|
||||
;===========================================================================
|
||||
[m_bloodsucker_step_params]
|
||||
; order: front_left, front_right
|
||||
;--------------------------------------------------------------------------
|
||||
; anim Cycles | time1 | power1 | time2 | power2 |
|
||||
;--------------------------------------------------------------------------
|
||||
stand_run_0 = 1, 0.15, 1.0, 0.70, 1.0,
|
||||
stand_run_dmg_0 = 1, 0.15, 1.0, 0.40, 1.0,
|
||||
stand_walk_fwd_0 = 1, 0.05, 1.0, 0.50, 1.0
|
||||
stand_walk_fwd_dmg_0 = 1, 0.05, 1.0, 0.60, 1.0,
|
||||
stand_steal_0 = 2, 0.15, 0.2, 0.50, 0.2,
|
||||
;stand_drag_0 = 1, 0.2, 1.0, 0.25, 0.7,
|
||||
|
||||
|
||||
;===========================================================================
|
||||
; Attack Animation Parameters
|
||||
;===========================================================================
|
||||
[m_bloodsucker_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 hand Strike
|
||||
stand_attack_0 = 0.30, 0.3, 50, 3.5, 2.0, 0.5, -0.6, 0.6, -0.6, 0.6, 2.2
|
||||
;Both hands Strike
|
||||
stand_attack_1 = 0.30, 0.4, 50, 0.0, 2.0, 4.0, -0.6, 0.6, -0.6, 0.6, 2.2
|
||||
;Right hand Strike
|
||||
stand_attack_2 = 0.30, 0.3, 50, -4.0, 2.5, 0.50, -0.6, 0.6, -0.6, 0.6, 2.2
|
||||
;Right hand Strike
|
||||
vampire_2 = 0.60, 0.5, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
|
||||
|
||||
stand_run_attack_left_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
stand_run_attack_right_0 = 0.30, 0.4, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
|
||||
|
||||
;===========================================================================
|
||||
; Immunities
|
||||
;===========================================================================
|
||||
[bloodsucker_immunities]
|
||||
burn_immunity = 0.1
|
||||
strike_immunity = 0.1
|
||||
shock_immunity = 0.1
|
||||
wound_immunity = 0.3
|
||||
radiation_immunity = 0.0
|
||||
telepatic_immunity = 0.0
|
||||
chemical_burn_immunity = 0.1
|
||||
explosion_immunity = 0.1
|
||||
fire_wound_immunity = 0.7
|
||||
|
||||
|
||||
|
||||
|
||||
;===========================================================================
|
||||
; SPECIAL EFFECTORS
|
||||
;===========================================================================
|
||||
[m_bloodsucker_vampire_effector]
|
||||
duality_h = 0.08
|
||||
duality_v = 0.06
|
||||
blur = 0.71
|
||||
gray = 0.5
|
||||
noise_intensity = 0.5
|
||||
noise_grain = 0.3
|
||||
noise_fps = 30
|
||||
color_base = 0.255,0.0,0.0
|
||||
color_gray = 0.333,0.333,0.333
|
||||
color_add = 0,0,0
|
||||
|
||||
[m_bloodsucker_attack_effector]
|
||||
duality_h = 0.08
|
||||
duality_v = 0.06
|
||||
blur = 0.01
|
||||
gray = 0.5
|
||||
noise_intensity = 0.0
|
||||
noise_grain = 0.1 ;1.0
|
||||
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 = 0.65 ;0.3
|
||||
time_attack = 0.1 ; fade in
|
||||
time_release = 0.45 ; fade out
|
||||
|
||||
; camera effects
|
||||
ce_time = 1; 0.65 ;time
|
||||
ce_amplitude = 15;12.0
|
||||
ce_period_number = 2.0;3.0
|
||||
ce_power = 3.0 ;0.7 ; power
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[bloodsucker_protections]
|
||||
skin_armor = 0.5
|
||||
hit_fraction_monster = 0.3
|
||||
|
||||
|
||||
;*********************************************************************************
|
||||
; WEAK PROFILE
|
||||
;*********************************************************************************
|
||||
[bloodsucker_weak]:m_bloodsucker_e
|
||||
$spawn = "monsters\bloodsuckers\bloodsucker_01_weak"
|
||||
visual = monsters\krovosos\krovosos
|
||||
corpse_visual = monsters\krovosos\krovosos_dead
|
||||
icon = ui_npc_monster_krovosos
|
||||
panic_threshold = 0.5
|
||||
rank = 14
|
||||
immunities_sect = bloodsucker_immunities_weak
|
||||
attack_params = bloodsucker_attack_params_weak
|
||||
spec_rank = weak
|
||||
community = bloodsucker
|
||||
protections_sect = bloodsucker_protections
|
||||
|
||||
invisibility_activate_delay = 5000
|
||||
|
||||
[bloodsucker_immunities_weak]
|
||||
burn_immunity = 0.1
|
||||
strike_immunity = 0.1
|
||||
shock_immunity = 0.1
|
||||
wound_immunity = 0.6
|
||||
radiation_immunity = 0.0
|
||||
telepatic_immunity = 0.0
|
||||
chemical_burn_immunity = 0.1
|
||||
explosion_immunity = 0.6
|
||||
fire_wound_immunity = 0.8
|
||||
|
||||
[bloodsucker_attack_params_weak]:m_bloodsucker_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 hand Strike
|
||||
;stand_attack_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Both hands Strike
|
||||
stand_attack_1 = 0.30, 0.7, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
|
||||
;Right hand Strike
|
||||
;stand_attack_2 = 0.30, 0.7, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Right hand Strike
|
||||
;vampire_2 = 0.60, 0.7, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
|
||||
|
||||
|
||||
stand_run_attack_left_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
stand_run_attack_right_0 = 0.30, 0.7, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
|
||||
|
||||
;*********************************************************************************
|
||||
; NORMAL PROFILE
|
||||
;*********************************************************************************
|
||||
[bloodsucker_normal]:m_bloodsucker_e
|
||||
$spawn = "monsters\bloodsuckers\bloodsucker_02_normal"
|
||||
visual = monsters\krovosos\krovosos_green
|
||||
corpse_visual = monsters\krovosos\krovosos_green_dead
|
||||
Predator_Visual = monsters\krovosos\krovosos_green_xray
|
||||
|
||||
|
||||
icon = ui_npc_monster_krovosos
|
||||
panic_threshold = 0.2
|
||||
rank = 15
|
||||
immunities_sect = bloodsucker_immunities_normal
|
||||
attack_params = bloodsucker_attack_params_normal
|
||||
spec_rank = normal
|
||||
community = bloodsucker
|
||||
invisibility_activate_delay = 3500
|
||||
protections_sect = bloodsucker_protections
|
||||
|
||||
[bloodsucker_immunities_normal]
|
||||
burn_immunity = 0.1
|
||||
strike_immunity = 0.1
|
||||
shock_immunity = 0.1
|
||||
wound_immunity = 0.1
|
||||
radiation_immunity = 0.0
|
||||
telepatic_immunity = 0.0
|
||||
chemical_burn_immunity = 0.1
|
||||
explosion_immunity = 0.5
|
||||
fire_wound_immunity = 0.65
|
||||
|
||||
[bloodsucker_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 hand Strike
|
||||
stand_attack_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Both hands Strike
|
||||
stand_attack_1 = 0.30, 0.8, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
|
||||
;Right hand Strike
|
||||
stand_attack_2 = 0.30, 0.8, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Right hand Strike
|
||||
vampire_2 = 0.60, 0.8, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 2 ;4.5
|
||||
;Right hand Strike
|
||||
|
||||
stand_run_attack_left_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
stand_run_attack_right_0 = 0.30, 0.8, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
|
||||
|
||||
|
||||
;*********************************************************************************
|
||||
; STRONG PROFILE
|
||||
;*********************************************************************************
|
||||
[bloodsucker_strong]:m_bloodsucker_e
|
||||
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
|
||||
visual = monsters\krovosos\krovosos_strong
|
||||
corpse_visual = monsters\krovosos\krovosos_dead
|
||||
icon = ui_npc_monster_krovosos_strong
|
||||
Predator_Visual = monsters\krovosos\krovosos_strong_xray
|
||||
panic_threshold = 0.05
|
||||
rank = 16
|
||||
immunities_sect = bloodsucker_immunities_strong
|
||||
attack_params = bloodsucker_attack_params_strong
|
||||
spec_rank = strong
|
||||
community = bloodsucker
|
||||
invisibility_activate_delay = 1500
|
||||
protections_sect = bloodsucker_protections
|
||||
|
||||
[bloodsucker_immunities_strong]
|
||||
burn_immunity = 0.05
|
||||
strike_immunity = 0.05
|
||||
shock_immunity = 0.05
|
||||
wound_immunity = 0.3
|
||||
radiation_immunity = 0.0
|
||||
telepatic_immunity = 0.0
|
||||
chemical_burn_immunity = 0.05
|
||||
explosion_immunity = 0.2
|
||||
fire_wound_immunity = 0.5
|
||||
|
||||
[bloodsucker_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 hand Strike
|
||||
stand_attack_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Both hands Strike
|
||||
stand_attack_1 = 0.30, 0.9, 50, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
|
||||
;Right hand Strike
|
||||
stand_attack_2 = 0.30, 0.9, 50, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
;Right hand Strike
|
||||
vampire_2 = 0.60, 0.9, 50, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
|
||||
|
||||
|
||||
stand_run_attack_left_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
stand_run_attack_right_0 = 0.30, 0.9, 50, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
|
||||
|
||||
|
||||
|
||||
;*********************************************************************************
|
||||
; CUSTOM PROFILES
|
||||
;*********************************************************************************
|
||||
Loading…
Add table
Add a link
Reference in a new issue