add game&rawdata
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517
gamedata/configs/creatures/m_dog.ltx
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517
gamedata/configs/creatures/m_dog.ltx
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[m_dog_e]:monster_base
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GroupControlSection = spawn_group
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SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
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;$spawn = "monsters\dog" ; option for Level Editor
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$npc = on ; option for Level Editor
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$prefetch = 16
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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 = 100 ; option for ALife Simulator
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MinSpeed = 1.0 ; option for ALife Simulator
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MaxSpeed = 1.5 ; option for ALife Simulator
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going_speed = 3.0 ; option for ALife Simulator
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current_level_going_speed = 3;2 ; option for ALife Simulator
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search_speed = .5 ; option for ALife Simulator
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visual = monsters\dog\dog
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corpse_visual = monsters\dog\dog_dead
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icon = ui_npc_monster_dog
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MaxHealthValue = 100 ; range [0..200]
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DynamicObjectsCount = 32
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smart_terrain_choose_interval = 00:15:00
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Spawn_Inventory_Item_Section = mutant_dog_tail
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Spawn_Inventory_Item_Probability = 0.0
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cform = skeleton ; collision class
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class = SM_DOG_S ; AI class
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ef_creature_type = 6 ; 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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script_binding = bind_monster.bind
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bone_torso = bip01_spine1 ; bone name
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bone_head = bip01_head ; bone name
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bone_fire = bip01_head ; bone name
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weapon_usage = 0 ; boolean
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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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; Physics
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;---------------------------------------------------------------------
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ph_box0_center = 0.0, 0.2, 0.0 ;0.0, 0.9, 0.0
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ph_box0_size = 0.35, 0.4, 0.35 ;0.35, 0.9, 0.35
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ph_box1_center = 0.0, 0.2, 0.0
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ph_box1_size = 0.35, 0.4, 0.35
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ph_crash_speed_min = 10
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ph_crash_speed_max = 30
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ph_collision_damage_factor = 0.1
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ph_mass = 40 ;70
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actor_restrictor = medium_monster ;medium_monster,stalker,none
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destroyed_vis_name = dynamics\Dead_Body\skelet_crash_monster
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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 = 6.0
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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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; Squad seperation behaviour (ðàñòàëêèâàíèå)
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;---------------------------------------------------------------------
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separate_factor = 0.5 ; ñèëà ðàñòàëêèâàíèÿ
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separate_range = 1 ; ðàäèóñ â êîòîðîì ðàñòàëêèâàíèå äåéñòâóåò
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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, 3.4, 3.2, 1, 1
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Velocity_WalkFwdNormal = 1.45, 3.5, 3.3, 0.2, 1.5
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Velocity_WalkFwdDamaged = 1.3, 3.5, 3.3, 0.2, 1
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Velocity_RunFwdNormal = 6.5, 4.5, 4.3, 0.21, 1
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Velocity_RunFwdDamaged = 4.5, 4.5, 4.3, 0.18, 1
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Velocity_WalkSmelling = 0.8, 3.0, 3.0, 1, 1
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Velocity_WalkGrowl = 0.6, 3.0, 3.0, 1, 1
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Velocity_Drag = 0.6, 3.0, 3.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 3.0, 1, 1
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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 = 14.5
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;--------------------------------------------------------------------------
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; Mob-home parameters
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;--------------------------------------------------------------------------
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anim_factor = 50 ;àíèìàöèè âîÿ/ðûòüÿ vs àíèìàöèé îáíþõèâàíèÿ, çàäàåòñÿ â ïðîöåíòàõ 1..100
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corpse_use_timeout = 10 ;òàéìàóò íà þçàíèå òðóïà, ñåê.
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min_life_time = 10 ;ìèíèìàëüíîå âðåìÿ áîäðñòâîâàíèÿ, ñåê (ðàñ÷èòûâàåòñÿ min_life_time + rand(10) * min_life_time)
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min_sleep_time = 5 ;ìèíèìàëüíîå âðåìÿ ñíà, ñåê. (ðàñ÷èòûâàåòñÿ min_sleep_time + rand(5) * min_sleep_time)
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drive_out_time = 5 ;âðåìÿ, íà ïðîòÿæåíèè êîòîðîãî ñîáàêà áóäåò ïûòàòüñÿ âûãíàòü âðàãà
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min_move_dist = 4 ;ìèíèìàëüíàÿ äëèííà îòðåçêà ïóòè ïðè ïàòðóëèðîâàíèè, ì.
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max_move_dist = 6 ;ìàêñèìàëüíàÿ äëèííà îòðåçêà ïóòè ïðè ïàòðóëèðîâàíèè, ì.
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;--------------------------------------------------------------------------
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; Attack parameters
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;--------------------------------------------------------------------------
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MinAttackDist = 1.9
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MaxAttackDist = 2.4
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hit_type = wound
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as_min_dist = 1.2
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as_step = 0.4
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Melee_Rotation_Factor = 2.6
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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_animation_left = stand_attack_
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aom_animation_right = stand_attack_
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aom_far_radius = 6
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aom_max_go_close_time = 6
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aom_prepare_time = 3
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aom_attack_radius = 0.3
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aom_update_side_period = 3
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aom_prediction_factor = 1.2
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;--------------------------------------------------------------------------
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; Jump parameters
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;--------------------------------------------------------------------------
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jump_delay = 3000
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jump_factor = 1
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jump_ground_trace_range = 1.0
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jump_hit_trace_range = 2.0
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jump_build_line_distance = 1.0
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jump_min_distance = 4.0
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jump_max_distance = 7.0
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jump_max_angle = 0.1
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jump_max_height = 2.5
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jump_auto_aim_factor = 3
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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
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radiation_v = 0.00001 ;0.004 ;ñêîðîñòü óìåíüøåíèÿ ðàäèàöèè
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satiety_power_v = 0.005 ;0.01 ;óâåëè÷åíèå ñèëû ïðè óìåíüøåíèè ñûòîñòè
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satiety_health_v = 0.005 ;0.03 ;óâåëè÷åíèå çäîðîâüÿ ïðè óìåíüøåíèè ñûòîñòè
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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 = 0.01 ;0.006 ;óìåíüøåíèå çäîðîâüÿ ïðè âîçäåéñòâèè ðàäèàöèè
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morale_v = 0.01 ;ñêîðîñòü âîññòàíîâëåíèÿ ìîðàëè
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health_hit_part = 1.0 ;0.8 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå çäîðîâüÿ
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power_hit_part = 1.0 ;0.9 ;ïðîöåíò õèòà, óõîäÿùèé íà îòíèìàíèå ñèëû
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psy_health_v = 0.1 ;ñêîðîñòü âîññòàíîâëåíèÿ psy-çäîðîâüÿ
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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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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_freq = 5.0 ; ¢ð¸ªþªð ºúº¸þò ò ¸õú
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eat_slice = 0.01 ; 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 = 0.5 ; below this value monster fill hunger
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;-------------------------------------------------------------------------
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; Morale
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;-------------------------------------------------------------------------
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Morale_Hit_Quant = 0.2
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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 = 0.1
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Morale_Stable_Speed = 0.01
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Morale_Despondent_Threashold = 0.4
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;---------------------------------------------------------
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; Sounds and sound parameters
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;---------------------------------------------------------
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sound_idle = monsters\dog\bdog_idle_
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sound_eat = monsters\dog\bdog_eat_
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sound_aggressive = monsters\dog\bdog_attack_ ; èçäàåòñÿ, êîãäà ìîíñòð ïðåñëåäóåò ïðîòèâíèêà
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; sound_attack = ; çâóê äëÿ íåóäà÷íîé ïîïûòêè óäàðèòü èëè óêóñèòü (ðûê)
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sound_attack_hit = monsters\dog\attack_hit_ ; çâóê äëÿ óñïåøíîé ïîïûòêè óäàðèòü èëè óêóñèòü (ðûê)
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sound_take_damage = monsters\dog\bdog_hurt_
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sound_die = monsters\dog\bdog_die_
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sound_bkgnd = monsters\biting\def_
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sound_threaten = monsters\dog\bdog_groan_
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sound_landing = monsters\biting\def_
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sound_steal = monsters\biting\def_; monsters\dog\bdog_idle_
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sound_panic = monsters\dog\bdog_panic_
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sound_growling = monsters\bdog_growl_
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sound_die_in_anomaly = monsters\dog\bdog_die_
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sound_distant_idle = monsters\dog\bdog_distant_ ; òîëüêî äëÿ ðàññòîÿíèé ñâûøå 200ì
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killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
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idle_sound_delay = 80000;50000 ;20000 ;15000
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eat_sound_delay = 2000 ;3000
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attack_sound_delay = 5000 ;2000; 5000 ;2000
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distant_idle_sound_delay = 80000
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distant_idle_sound_range = 30.0
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SoundThreshold = 0.04 ; range [0..1]
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max_hear_dist = 100
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;-------------------------------------------------------------------------
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; Damages
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;-------------------------------------------------------------------------
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DamagedThreshold = 0.3
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damage = m_dog_damage
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critical_wound_threshold = 0.3 ;1.1
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critical_wound_decrease_quant = 0.
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critical_wound_anim_head = critical_hit_head_0
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critical_wound_bones_head = dog_critical_wound_bones_head
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critical_wound_anim_torso = critical_hit_torso_0
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critical_wound_bones_torso = dog_critical_wound_bones_torso
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critical_wound_anim_legs = critical_hit_torso_0
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critical_wound_bones_legs = dog_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 = 0 ;6 ; ýð¢ðûð ôý ôû üþý¸ª¨ð
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DayTime_End = 21 ; úþýõ¡ ôý ôû üþý¸ª¨ð
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Min_Satiety = 0.5 ;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 = 1.3 ; ôø¸ª. ôþ ª¨ºÿð, ÿ¨ø úþªþ¨þù þý ÿõ¨õ¿þôøª ò ¸þ¸ªþ ýøõ õôv
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material = creatures\medium
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DynamicObjectsCount = 32
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squad_attack_algorithm = 1
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attack_effector = m_dog_attack_effector
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LegsCount = 4
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;species of monster
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species = dog
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terrain = dog_terrain
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immunities_sect = dog_immunities
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protections_sect = dog_protections
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attack_params = m_dog_attack_params
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step_params = m_dog_step_params
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;-------------------------------------------------------------------------
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; Vision
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;-------------------------------------------------------------------------
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eye_fov = 160 ;140
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eye_range = 50 ;50 ;40;
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vision_free_section = dog_vision_free
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vision_danger_section = dog_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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[dog_vision_free]
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min_view_distance = 0.5 ; 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 = 80.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.2
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time_quant = 0.005
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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 = 1.0
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luminocity_factor = 0.7 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.4
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[dog_vision_danger]
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min_view_distance = 0.7 ; 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 = 40.0 ; çíà÷åíèå, ïðè äîñòèæåíèè ñóììîé êîòîðîãî îáúåêò ñ÷èòàåòñÿ âèäèìûì
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always_visible_distance = 0.2
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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 = 1.0
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luminocity_factor = 0.7 ; ôàêòîð îñâåùåíèÿ (òîëüêî äëÿ Àêò¸ðà)
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transparency_threshold = 0.4
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[dog_terrain]
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255,000,255,255
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[dog_protections]
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skin_armor = 0.1
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hit_fraction_monster = 0.5
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|
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[dog_immunities]
|
||||
burn_immunity = 1.0 ;êîýôôèöèåíòû èììóíèòåòà
|
||||
strike_immunity = 1.0
|
||||
shock_immunity = 1.0
|
||||
wound_immunity = 0.9 ;0.75 ;1.0
|
||||
radiation_immunity = 0.001 ;0.5
|
||||
telepatic_immunity = 1.0
|
||||
chemical_burn_immunity = 1.0
|
||||
explosion_immunity = 1.0
|
||||
fire_wound_immunity = 1.0
|
||||
|
||||
;=================================================================================
|
||||
; DOG Damage
|
||||
;=================================================================================
|
||||
[m_Dog_damage]
|
||||
;bone_name = <hit_scale>,-1,<wound_scale>
|
||||
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
|
||||
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû
|
||||
default = 0.5, -1, 0.2
|
||||
bip01_pelvis = 1.0, -1, 0.5
|
||||
bip01_spine = 1.0, -1, 0.5
|
||||
bip01_spine1 = 1.0, -1, 0.5
|
||||
bip01_neck = 1.0, -1, 1.5
|
||||
bip01_head = 2.0, -1, 0.5, 10
|
||||
|
||||
|
||||
|
||||
;===========================================================================
|
||||
; Attack Animation Parameters
|
||||
;===========================================================================
|
||||
[m_dog_attack_params]
|
||||
|
||||
;---------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist|
|
||||
;---------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
;Bite
|
||||
stand_attack_0 = 0.01, 0.10, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
;Both Legs strike with bite
|
||||
stand_attack_1 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
stand_attack_2 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
stand_attack_3 = 0.01, 0.15, 50, 0.0, 1.0, 0.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
;Jump attack
|
||||
jump_ataka_02 = 0.01, 0.15, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
|
||||
|
||||
stand_atack_run_0 = 0.5, 0.15, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
|
||||
[m_dog_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 = 0.1,0,0;0,0,0
|
||||
time = 0.1
|
||||
time_attack = 0.05 ; fade in
|
||||
time_release = 0.25 ; fade out
|
||||
|
||||
; camera effects
|
||||
ce_time = 0.35 ;time
|
||||
ce_amplitude = 5.0
|
||||
ce_period_number = 2.0
|
||||
ce_power = 0.7 ; power
|
||||
|
||||
;===========================================================================
|
||||
; Step Events
|
||||
;===========================================================================
|
||||
[m_dog_step_params] fwdleftleg fwdrightleg backrightleg backleftleg
|
||||
;------------------------------------------------------------------------------------------------------------
|
||||
; anim Cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
|
||||
;------------------------------------------------------------------------------------------------------------
|
||||
stand_walk_fwd_0 = 1, 0.2, 0.75, 0.4, 0.7, 0.6, 0.75, 0.8, 0.75
|
||||
stand_walk_dmg_0 = 1, 0.4, 0.75, 0.2, 0.7, 0.45, 0.75, 0.7, 0.75
|
||||
stand_run_0 = 1, 0.25, 0.75, 0.20, 0.7, 0.6, 0.75, 0.67, 0.75
|
||||
stand_run_dmg_0 = 1, 0.4, 0.75, 0.20, 0.7, 0.7, 0.75, 0.7, 0.75
|
||||
stand_steal_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75
|
||||
stand_drag_0 = 1, 0.2, 0.75, 0.25, 0.7, 0.7, 0.75, 0.7, 0.75
|
||||
|
||||
[dog_critical_wound_bones_head]
|
||||
bip01_neck
|
||||
bip01_head
|
||||
bip01_ponytail2
|
||||
|
||||
[dog_critical_wound_bones_torso]
|
||||
bip01_pelvis
|
||||
bip01_l_calf
|
||||
bip01_r_calf
|
||||
bip01_spine
|
||||
bip01_spine1
|
||||
bip01_spine2
|
||||
bip01_l_clavicle
|
||||
bip01_r_clavicle
|
||||
bip01_tail
|
||||
bip01_tail1
|
||||
bip01_tail2
|
||||
bip01_tail3
|
||||
|
||||
[dog_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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
;*********************************************************************************
|
||||
; NORMAL PROFILE
|
||||
;*********************************************************************************
|
||||
[dog_normal]:m_dog_e
|
||||
$spawn = "monsters\dogs\dog_02_normal"
|
||||
visual = monsters\dog\dog_red
|
||||
corpse_visual = monsters\dog\dog_red_dead
|
||||
icon = ui_npc_monster_dog_red
|
||||
panic_threshold = 0.0 ;0.2
|
||||
rank = 4
|
||||
immunities_sect = dog_immunities_normal
|
||||
attack_params = dog_attack_params_normal
|
||||
spec_rank = normal
|
||||
community = dog
|
||||
|
||||
|
||||
[dog_immunities_normal]
|
||||
burn_immunity = 0.7
|
||||
strike_immunity = 0.7
|
||||
shock_immunity = 0.7
|
||||
wound_immunity = 0.7
|
||||
radiation_immunity = 0.0
|
||||
telepatic_immunity = 0.0
|
||||
chemical_burn_immunity = 0.7
|
||||
explosion_immunity = 0.85
|
||||
fire_wound_immunity = 1.5
|
||||
|
||||
[dog_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|
|
||||
;---------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
;Bite
|
||||
stand_attack_0 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
|
||||
;Both Legs strike with bite
|
||||
stand_attack_1 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
|
||||
stand_attack_2 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
|
||||
stand_attack_3 = 0.2, 0.45, 50, 0.0, 0.1, 0.0, -0.5, 0.5, -1.0, 1.0, 1.8
|
||||
;Jump attack
|
||||
jump_ataka_02 = 0.2, 0.45, 100, 0.0, 1.0, 4.0, -1.8, 1.8, -1.8, 1.8, 1.0
|
||||
|
||||
stand_atack_run_0 = 0.5, 0.45, 300, 0.0, 1.0, 1.0, -1.6, 1.6, -1.6, 1.6, 3.5
|
||||
|
||||
[dog_weak]:dog_normal
|
||||
$spawn = "monsters\dogs\dog_01_weak"
|
||||
visual = monsters\dog\dog_white
|
||||
corpse_visual = monsters\dog\dog_white_dead
|
||||
icon = ui_npc_monster_dog_white
|
||||
|
||||
[dog_strong]:dog_normal
|
||||
$spawn = "monsters\dogs\dog_03_strong"
|
||||
visual = monsters\dog\dog
|
||||
corpse_visual = monsters\dog\dog_dead
|
||||
icon = ui_npc_monster_dog
|
||||
|
||||
[dog_cute]:dog_normal
|
||||
$spawn = "monsters\dogs\dog_04_cute"
|
||||
visual = monsters\dog\dog_bulterier
|
||||
corpse_visual = monsters\dog\dog_bulterier_dead
|
||||
icon = ui_npc_monster_dog
|
||||
Loading…
Add table
Add a link
Reference in a new issue