;=========================================================================== ; BLOODSUCKER ;=========================================================================== [m_bloodsucker_e]:monster_base GroupControlSection = spawn_group SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_witches_galantine,zone_burning_fuzz1,zone_mincer,zone_gravi_zone ;$spawn = "monsters\bloodsuckers\bloodsucker_base" ; option for Level Editor $npc = on ; option for Level Editor ;$prefetch = 16 visual = monsters\krovosos\krovosos corpse_visual = monsters\krovosos\krovosos_dead icon = ui_npc_monster_krovosos MaxHealthValue = 2.0 ; range [0..200] ef_creature_type = 13 ; option for evaluation functions ef_weapon_type = 2 ef_detector_type = 1 panic_threshold = 0.1 cform = skeleton ; collision class class = SM_BLOOD ; AI class script_binding = bind_monster.bind bone_head = bip01_head ; bone name bone_fire = bip01_head bone_eye_left = bip01_ponytail1 bone_eye_right = bip01_ponytail2 weapon_usage = 0 ; boolean Spawn_Inventory_Item_Section = ;mutant_krovosos_jaw Spawn_Inventory_Item_Probability = 0.0 ;------------------------------------------------------------------------ ; Influences ;------------------------------------------------------------------------ fire_max_distance = 0 fire_max_power = 5 fire_linear_factor = 0 fire_quadratic_factor = 0.025 psy_max_distance = 0 psy_max_power = 5 psy_linear_factor = 0.05 psy_quadratic_factor = 0 radiation_max_distance = 0 radiation_max_power = 0.01 radiation_linear_factor = 1 radiation_quadratic_factor = 1 radiation_pp_effector_name = postprocess_rad radiation_pp_highest_at = 0.02 ;------------------------------------------------------------------------ ; Offline Alife ;------------------------------------------------------------------------ Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator Health = 400 ; option for ALife Simulator MinSpeed = 2.0 ;1.0 ; option for ALife Simulator MaxSpeed = 4.5 ;1.5 ; option for ALife Simulator going_speed = 3.0 ;1.0 ; option for ALife Simulator current_level_going_speed = 3.0;2 ; option for ALife Simulator search_speed = .5 ; option for ALife Simulator smart_terrain_choose_interval = 00:15:00 ;--------------------------------------------------------------------- ; Physics ;--------------------------------------------------------------------- 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_foot_size = 0.20, 0.23, 0.20 ph_crash_speed_min = 100 ph_crash_speed_max = 200 ph_collision_damage_factor = 0.1 ph_mass = 150;120 destroyed_vis_name = dynamics\Dead_Body\skelet_crash ;--------------------------------------------------------------------- ph_skeleton_airr_lin_factor = 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода) ph_skeleton_airr_ang_factor = 0.0 ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0)) ph_skeleton_hinger_factor1 = 1.0 ;1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода) ph_skeleton_ddelay = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек ph_skel_fatal_impulse_factor = 12.0 ph_after_death_velocity_factor= 0.75 ph_skel_shot_up_factor = 0.25 ;--------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max Velocity_Stand = 0, 5.0, 5.0, 1, 1 Velocity_RunFwdNormal = 6.0, 5.0, 5.0, 0.5, 1 Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1 Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0 Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0 Velocity_Drag = 1.5, 4.0, 4.0, 1, 1 Velocity_Steal = 0.7, 4.0, 4.0, 1, 1 ; Speed factors while invisible Velocity_Invisible_Linear = 8.0 Velocity_Invisible_Angular = 5.0 ;---------------------------------------------------------------------------- ; Movement::Velocities & Acceleration ;---------------------------------------------------------------------------- ; speed factors linear | angular_real | angular_path | min | max ;Velocity_Stand = 0, 3.05, 3.05, 1, 1 ;Velocity_RunFwdNormal = 5.0, 4.0, 4.0, 0.5, 1 ;Velocity_RunFwdDamaged = 1.90, 3.0, 3.0, 0.5, 1 ;Velocity_WalkFwdNormal = 2.15, 3.5, 3.5, 0.2, 2.0 ;Velocity_WalkFwdDamaged = 1.4, 4.0, 4.0, 0.2, 2.0 ;Velocity_Drag = 1.5, 3.0, 3.0, 1, 1 ;Velocity_Steal = 0.7, 3.0, 3.0, 1, 1 ; Speed factors while invisible ;Velocity_Invisible_Linear = 5.0 ;Velocity_Invisible_Angular = 4.62 ; acceleration Accel_Generic = 1.5 Accel_Calm = 2.5 Accel_Aggressive = 20.0 ;-------------------------------------------------------------------------- ; Attack parameters ;-------------------------------------------------------------------------- MinAttackDist = 2.0 ;2.4 MaxAttackDist = 2.8 ;3.8 EffectDistance = 20.0 hit_type = wound ; type of attack as_min_dist = 2.0 as_step = 0.0 Run_Attack_Dist = 3.5, 4.5 Run_Attack_Delay = 1000, 3000 attack_params = m_bloodsucker_attack_params attack_effector = m_bloodsucker_attack_effector vampire_effector = m_bloodsucker_vampire_effector Melee_Rotation_Factor = 2.0 ;------------------------------------------------------------------------ ; Attack On Move ;------------------------------------------------------------------------ aom_enabled = 1 aom_only_jump = 1 aom_animation_left = stand_run_attack_right_ aom_animation_right = stand_run_attack_left_ aom_far_radius = 10 aom_max_go_close_time = 8 aom_prepare_time = 5 aom_attack_radius = 1 aom_update_side_period = 4 aom_prediction_factor = 1.2 ;------------------------------------------------------------------------- ; Entity Conditions ;------------------------------------------------------------------------- satiety_v = 0.0001 ;0.01 ;скорость уменьшения сытости со временем [0...1] radiation_v = 0.00001 ;0.004 ;скорость уменьшения радиации [0...1] satiety_power_v = 0.005 ;0.01 ;увеличение силы при уменьшении сытости [0...1] satiety_health_v = 0.001 ;0.03 ;увеличение здоровья при уменьшении сытости [0...1] satiety_critical = -1.0 ;0.25 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.0 ;0.006 ;уменьшение здоровья при воздействии радиации [0...1] morale_v = 0.01 ;скорость восстановления морали [0...1] health_hit_part = 1.0 ;0.8 ;процент хита, уходящий на отнимание здоровья [0...1] power_hit_part = 1.0 ;0.9 ;процент хита, уходящий на отнимание силы [0...1] psy_health_v = 0.1 ;скорость восстановления psy-здоровья immunities_sect = bloodsucker_immunities ;открытые раны bleeding_v = 0.04 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.05 ;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 sleep_psy_health = 1.0 ; Eat settings eat_freq = 5.0 ; ўрёЄюЄр єъєёют т ёхъ eat_slice = 0.05 ; єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх eat_slice_weight = 10.0 ; єьхэ№°хэшх хфv є ЄЁєяр satiety_threshold = 0.2 ; below this value monster fill hunger ;--------------------------------------------------------- ; Sounds and sound parameters ;--------------------------------------------------------- sound_idle = monsters\bloodsucker\idle_ sound_eat = monsters\bloodsucker\eat_ sound_aggressive = monsters\bloodsucker\sucker_breath_mix_ sound_attack_hit = monsters\bloodsucker\attack_hit_ sound_take_damage = monsters\bloodsucker\hit_ sound_die = monsters\bloodsucker\die_ sound_panic = monsters\bloodsucker\hit_ sound_die_in_anomaly = monsters\bloodsucker\die_ sound_distant_idle = monsters\bloodsucker\idle_ distant_idle_sound_delay = 80000 distant_idle_sound_range = 100.0 killer_clsids = Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE ;Frequency of sounds to be played idle_sound_delay = 95000 eat_sound_delay = 3000 attack_sound_delay = 1000 ;6000 Sound_Invisibility_Change_State = monsters\bloodsucker\invisible Sound_Vampire_Grasp = monsters\bloodsucker\vampire_grasp Sound_Vampire_Sucking = monsters\bloodsucker\vampire_sucking Sound_Vampire_Hit = monsters\bloodsucker\vampire_hit Sound_Vampire_StartHunt = monsters\bloodsucker\vampire_grasp Sound_Growl = monsters\bloodsucker\sucker_growl_ Sound_Alien = monsters\bloodsucker\sucker_breath_ SoundThreshold = 0.05 ; range [0..1] max_hear_dist = 80 ;------------------------------------------------------------------------- ; Morale ;------------------------------------------------------------------------- Morale_Hit_Quant = 0.1 Morale_Attack_Success_Quant = 0.1 Morale_Take_Heart_Speed = 0.1 Morale_Despondent_Speed = 0.01 Morale_Stable_Speed = 0.01 Morale_Despondent_Threashold = 0.5 ;------------------------------------------------------------------------- ; Damages ;------------------------------------------------------------------------- damage = m_bloodsucker_damage critical_wound_threshold = -1; 1.1 ;1.1 critical_wound_decrease_quant = 0. critical_wound_anim_head = critical_hit_torso_0 critical_wound_bones_head = bloodsucker_critical_wound_bones_head critical_wound_anim_torso = critical_hit_torso_0 critical_wound_bones_torso = bloodsucker_critical_wound_bones_torso critical_wound_anim_legs = critical_hit_torso_0 critical_wound_bones_legs = bloodsucker_critical_wound_bones_legs ;------------------------------------------------------------------------- ; Other Stuff (refactoring needed) ;------------------------------------------------------------------------- DayTime_Begin = 6 ;6 ; эрўрыр фэ  фы  ьюэёЄЁр DayTime_End = 23 ; ъюэхЎ фэ  фы  ьюэёЄЁр Min_Satiety = 0.000055 ;0.06 ; ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ) Max_Satiety = 1.0 ;0.9 ; ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ) distance_to_corpse = 0.8 ; фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv ; spin spin sugar bone_spin = bip01_spine1 ; fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight selector_approach = 20.0, 1.0, 1000.0, 0.0, 0.0, 1000.0, 10000.0, terrain = bloodsucker_terrain material = creatures\medium step_params = m_bloodsucker_step_params LegsCount = 2 ;species of monster species = bloodsucker ;------------------------------------------------------------------------- ; Invisible Ability ;------------------------------------------------------------------------- Particle_Invisible = anomaly2\bloodsucker_shield Particles_Invisible_Tracks = monsters\bloodsucker_step Particles_Invisible_Tracks_Freq = 70;100 Invisibility_BlinkTime = 300 Invisibility_BlinkMicroInterval = 30 Invisibility_EnergySpeed = 0.05 full_visibility_radius = 4 ;5 partial_visibility_radius = 7 ;10 no_visibility_radius = 10 ;15 visibility_state_change_min_delay = 1000 ; ms ;------------------------------------------------------------------------- ; Vampire Ability ;------------------------------------------------------------------------- Vampire_Delay = 5000 Vampire_Want_Speed = 0.1 Vampire_Wound = 0.2 Vampire_GainHealth = 0.5 ; how many hp to restore? Vampire_Sufficient_Hits = 5 Vampire_Distance = 1 ; may artifact when < 1 ;------------------------------------------------------------------------- ; Predator Ability ;------------------------------------------------------------------------- Predator_Visual = monsters\krovosos\krovosos_xray ;------------------------------------------------------------------------- ; Vision ;------------------------------------------------------------------------- eye_fov = 150 ;150 eye_range = 100 ;120 DynamicObjectsCount = 32 vision_free_section = bloodsucker_vision_free vision_danger_section = bloodsucker_vision_danger ; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри, ; иначе возникают артефакты с потерей видимости при переходе от денжера во фри. [bloodsucker_vision_free] min_view_distance = 0.4 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.3 time_quant = 0.001 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.25 [bloodsucker_vision_danger] min_view_distance = 0.4 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 100.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 0.3 time_quant = 0.001 decrease_value = 0.01 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освещения (только для Актёра) transparency_threshold = 0.25 ;================================================================================= ; Bloodsucker Damage ;================================================================================= [m_bloodsucker_damage] ;bone_name = ,-1, ; - коэфф. изменения хита (уменьшения здоровья) ; - коэфф. изменения величины открытой раны 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 ;*********************************************************************************