
<config>

<!-- *** CHICKEN -->

<set xpath="/entity_classes/entity_class[@name='animalChicken']">

	<property name="Class" value="EntityAnimalRabbit"/>
	<property name="UserSpawnType" value="Menu"/>
	<property name="Tags" value="entity,animal,chicken,perkAT01,perkAT02,perkAT03,perkAT04,perkAT05"/>
	<property name="MapIcon" value="ui_game_symbol_tracking_chicken"/>
	<property name="TrackerIcon" value="ui_game_symbol_tracking_chicken"/>
	<property name="AvatarController" value="AvatarAnimalController"/>
	<property name="ModelType" value="Standard"/>
	<property name="Prefab" value="@:Entities/Animals/Bird/animalBirdChickenPrefab.prefab"/>
	<property name="PrefabCombined" value="true"/>
	<property name="Parent" value="Animals"/>
	<property name="HasDeathAnim" value="true"/>
	<property name="RootMotion" value="true"/>
	<property name="HasRagdoll" value="true"/>
	<property name="Faction" value="animals"/>
	<property name="PhysicsBody" value="chicken"/>
	<property name="Mass" value="36"/>
	<property name="Weight" value="12"/>
	<property name="SoundHurt" value="chickenpain"/>
	<property name="SoundDeath" value="chickendeath"/>
	<property name="SoundStepType" value="animallightstep"/>
	<property name="SwimOffset" value="2"/>
	<property name="HasRagdoll" value="true"/>
	<property name="HasDeathAnim" value="true"/>
	<property name="CanBigHead" value="false"/>

	<!-- Gameplay -->
	<property name="MoveSpeedPanic" value="1.5"/>
	<property name="ExperienceGain" value="130"/><!-- XP Chicken -->
	<property name="DeadBodyHitPoints" value="175"/>
	<drop event="Harvest" name="RawChicken" count="0" tool_category="Butcher"/>
	<drop event="Harvest" name="RawChicken" tag="butcherHarvest" count="10"/> <!-- animalChicken -->
	<drop event="Harvest" name="resourceFeather" tag="butcherHarvest" count="23"/>
	<drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="5"/>
	<drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="2"/>

	<effect_group name="Base Effects">
		<passive_effect name="HealthMax" operation="base_set" value="10"/>
	</effect_group>

	<property name="NavObject" value="animaltracking_chicken"/>

	</set>
	
	
	<!-- *** WOLF -->
<set xpath="/entity_classes/entity_class[@name='animalWolf']">
	
	<property name="UserSpawnType" value="Menu"/>
	<property name="Tags" value="entity,animal,hostile,wolf,perkAT03,perkAT04,perkAT05"/>
	<property name="MapIcon" value="ui_game_symbol_tracking_wolf"/>
	<property name="TrackerIcon" value="ui_game_symbol_tracking_wolf"/>
	<property name="AvatarController" value="AvatarAnimalController"/>
	<property name="ModelType" value="Standard"/>
	<property name="HasRagdoll" value="true"/>
	<property name="PhysicsBody" value="AWolf"/>
	<property name="Mass" value="95"/>
	<property name="Prefab" value="@:Entities/Animals/Wolf/animalWolf.prefab"/>
	<property name="PrefabCombined" value="true"/>
	<property name="HasDeathAnim" value="true"/>
	<property name="RootMotion" value="true"/>
	<property name="RagdollOnDeathChance" value=".5"/>

	<property name="AITask-1" value="BreakBlock"/>
	<property name="AITask-2" value="Territorial"/>
	<property name="AITask-3" value="RunawayWhenHurt" data="runChance=.5;healthPer=.3;healthPerMax=.6"/>
	<property name="AITask-4" value="ApproachAndAttackTarget" data="class=EntityPlayer,15,EntityBandit,15,EntityAnimalStag,20,EntityZombie,20"/>
	<property name="AITask-5" value="ApproachSpot"/>
	<property name="AITask-6" value="Look"/>
	<property name="AITask-7" value="Wander"/>
	<property name="AITask-8" value=""/>
	<property name="AITarget-1" value="SetAsTargetIfHurt"/>
	<property name="AITarget-2" value="BlockingTargetTask"/>
	<property name="AITarget-3" value="SetNearestEntityAsTarget" data="class=EntityPlayer,14,8,EntityBandit,0,-8,EntityAnimalStag,0,0,EntityZombie,0,-8"/>
	<property name="AITarget-4" value=""/>

	<property name="SoundRandom" value="wolfroam"/>
	<property name="SoundAlert" value="wolfalert"/>
	<property name="SoundHurt" value="wolfpain"/>
	<property name="SoundDeath" value="wolfdeath"/>
	<property name="SoundAttack" value="wolfattack"/>
	<property name="SoundSense" value="wolfsense"/>
	<property name="SoundGiveUp" value="wolfgiveup"/>
	<property name="SoundStepType" value="dogstep"/>

	<!-- Gameplay -->
	<property name="HandItem" value="meleeHandAnimalWolf"/>

	<effect_group name="Base Effects">
		<passive_effect name="HealthMax" operation="base_set" value="200"/>
	</effect_group>

	<drop event="Harvest" name="RawBeef" count="0" tool_category="Butcher"/>
	<drop event="Harvest" name="RawBeef" tag="butcherHarvest" count="25"/> <!-- animalWolf -->
	<drop event="Harvest" name="resourceLeather" tag="butcherHarvest" count="10"/>
	<drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="3"/>
	<drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="15"/>
	<drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="5"/>

	<property name="NavObject" value="twitch_spawn,twitch_spawn_other,animaltracking_wolf,clear_sleeper"/>
	
	</set>
	
	
	<!-- *** STAG -->
<set xpath="/entity_classes/entity_class[@name='animalStag']">
	<property name="UserSpawnType" value="Menu"/>
	<property name="Tags" value="entity,animal,deer,stag,perkAT02,perkAT03,perkAT04,perkAT05"/>
	<property name="MapIcon" value="ui_game_symbol_tracking_deer"/>
	<property name="TrackerIcon" value="ui_game_symbol_tracking_deer"/>
	<property name="AvatarController" value="AvatarAnimalController"/>
	<property name="ModelType" value="Standard"/>
	<property name="Prefab" value="@:Entities/Animals/Deer/animalDeerStag.prefab"/>
	<property name="PrefabCombined" value="true"/>
	<property name="Parent" value="Animals"/>
	<property name="HasDeathAnim" value="true"/>
	<property name="HasRagdoll" value="true"/>
	<property name="RootMotion" value="true"/>
	<property name="RotateToGround" value="true"/>
	<property name="Faction" value="animals"/>
	<property name="PhysicsBody" value="Doe"/>
	<property name="Mass" value="180"/>
	<property name="Weight" value="70"/>
	<property name="SurfaceCategory" value="organic"/>
	<property name="ParticleOnDeath" value="blood_death"/>
	<property name="SoundHurt" value="stagpain"/>
	<property name="SoundDeath" value="stagdeath"/>
	<property name="SoundStepType" value="animalhoofstep"/>
	<property name="SightRange" value="37"/>  <!-- distance in meters -->

	<property name="AISeeOffset" value=".5"/>

	<!-- Gameplay -->
	<property name="PainResistPerHit" value=".75"/>
	<property name="MaxTurnSpeed" value="220"/>
	<property name="MoveSpeedPanic" value="1.6"/>
	<property name="ExperienceGain" value="245"/><!-- XP Stag -->
	<property name="TimeStayAfterDeath" value="300"/>

	<drop event="Harvest" name="RawBeef" count="0" tool_category="Butcher"/> <!-- this triggers the special harvesting animation like on the knife -->
	<drop event="Harvest" name="RawBeef" tag="butcherHarvest" count="30"/> <!-- animalStag -->
	<drop event="Harvest" name="resourceLeather" tag="butcherHarvest" count="9"/>
	<drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="3"/>
	<drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="25"/>
	<drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="7"/>

	<effect_group name="Base Effects">
		<passive_effect name="HealthMax" operation="base_set" value="100"/>
	</effect_group>

	<property name="NavObject" value="animaltracking_stag"/>
</set>

		<!-- *** DOE -->
<set xpath="/entity_classes/entity_class[@name='animalDoe']">
	<property name="UserSpawnType" value="Menu"/>
	<property name="Prefab" value="@:Entities/Animals/Deer/animalDeerDoe.prefab"/>
	<property name="Mass" value="110"/>

	<!-- Gameplay  -->
	<drop event="Harvest" name="RawBeef" count="0" tool_category="Butcher"/>
	<drop event="Harvest" name="RawBeef" tag="butcherHarvest" count="20"/> <!-- animalStag -->
	<drop event="Harvest" name="resourceLeather" tag="butcherHarvest" count="6"/>
	<drop event="Harvest" name="resourceAnimalFat" tag="butcherHarvest" count="2"/>
	<drop event="Harvest" name="resourceBone" tag="butcherHarvest" count="15"/>
	<drop event="Harvest" name="resourceBone" tag="allToolsHarvest" count="5"/>

	<property name="NavObject" value="animaltracking_doe" />

	<effect_group name="Base Effects">
		<passive_effect name="HealthMax" operation="base_set" value="50"/>
	</effect_group>
</set>

<set xpath="/entity_classes/entity_class[@name='animalTemplateTimid']">

	<property name="Class" value="EntityAnimalStag"/>
		<property name="UserSpawnType" value="None"/>
		<property name="EntityFlags" value="animal,edible"/>
		<property name="Tags" value="entity,animal"/>
		<property name="ModelType" value="Standard"/>
		<property name="Prefab" value="NPC"/>
		<property name="Parent" value="Animals"/>
		<property name="IsAnimalEntity" value="true"/>
		<property name="IsEnemyEntity" value="false"/> <!-- Set this if you want this entity to be spawned when user chooses 'enemy entities off' -->
		<property name="Faction" value="animals"/>
		<!-- <property name="MapIcon" value="ui_game_symbol_enemy_dot"/> -->
		<property name="CompassIcon" value="ui_game_symbol_enemy_dot"/>
		<property name="CompassUpIcon" value="ui_game_symbol_enemy_dot_up"/>
		<property name="CompassDownIcon" value="ui_game_symbol_enemy_dot_down"/>
		<property name="TrackerIcon" value="ui_game_symbol_animal_tracker"/>
		<property name="AvatarController" value="GameObjectAnimalAnimation"/>
		<property name="RotateToGround" value="true"/>
		<property name="PhysicsBody" value="Stag"/>
		<property name="Mass" value="40"/>
		<property name="Weight" value="70"/>
		<property name="LookAtAngle" value="50"/>

		<property name="SurfaceCategory" value="organic"/>
		<property name="ParticleOnDeath" value="blood_death"/>
		<property name="SoundHurt" value="stagpain"/>
		<property name="SoundDeath" value="stagdeath"/>

		<property name="AISeeOffset" value=".2"/>
		<property name="AIPathCostScale" value="100, 100"/>
		<property name="AITask-1" value="RunawayWhenHurt"/>
		<property name="AITask-2" value="RunawayFromEntity" data="class=EntityPlayer,EntityZombie,EntityEnemyAnimal"/>
		<property name="AITask-3" value="Look"/>
		<property name="AITask-4" value="Wander"/>

		<!-- Stealth settings -->
		<property name="MaxViewAngle" value="210"/>
		<property name="SightRange" value="30"/>
		<property name="SightLightThreshold" value="-2,150"/>

		<property name="SleeperNoiseToSense" value="3,8"/> <!-- Indiv.Random. hearing capability - "I hear something" noise value -->
		<property name="SleeperNoiseToSenseSoundChance" value=".5"/> <!-- the chance to play "SoundSleeperSense" -->
		<property name="SleeperNoiseToWake" value="9,12"/>
		<property name="SleeperSightToSenseMin" value="-10,0"/> <!-- same as wake -->
		<property name="SleeperSightToSenseMax" value="200,300"/>
		<property name="SleeperSightToWakeMin" value="-40,5"/> <!-- Indiv.Random. sight capability - "I see you" light value at point blank -->
		<property name="SleeperSightToWakeMax" value="340,480"/> <!-- Indiv.Random. "I see you" light value at "SightRange" -->

		<!-- Gameplay -->
		<property name="PainResistPerHit" value=".6"/>
		<property name="MaxTurnSpeed" value="420"/>
		<property name="MoveSpeed" value="0.7"/>
		<property name="MoveSpeedPanic" value="1.6"/>
		<property name="JumpDelay" value=".1"/>
		<property name="SwimSpeed" value="1.2"/>
		<property name="SwimStrokeRate" value="1.6,1.7"/>
		<property name="CanClimbLadders" value="false"/>

		<property name="ExperienceGain" value="245"/><!-- XP Animal Template Timid -->
		<property name="TimeStayAfterDeath" value="300"/>
		<property name="DeadBodyHitPoints" value="350"/>

		<property name="NavObject" value="animaltracking_timid"/>

		<effect_group name="Base Effects">
			<passive_effect name="HealthMax" operation="base_set" value="50"/>
			
			<!-- *** RANDOM_ANIMAL_HEALTH -->
			<passive_effect name="HealthMax" operation="perc_add" value="-.2,.15"/>
			
			<triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="buffEntitySpawnHeal"/>
			<passive_effect name="BuffResistance" operation="base_set" value="5" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo"/>
		</effect_group>
	
	</set>
	
</config>