### Critter Properties #### Generic Critter Properties **Generic Critter Propertes** (`CritterProp` struct) (75 bytes) 0000 byte Intelligence; unused 0001 [21]byte Primary attack info 0016 [21]byte Secondary attack info 002B uint8 Perception 002C uint8 Defence 002D sint8 Projectile source height offset 002E int32 Flags 0032 byte Mirrored views; unused 0033 [8]uint8 Frame numbers; Amount for each posture 003B uint8 Animation speed 003C byte Attack sound index 003D byte Near sound index 003E byte Hurt sound index 003F byte Death sound index 0040 byte Notice sound index 0041 int32 Corpse triple - 0x00CCSSTT; zero for "none" 0045 byte View count; for multi-view postures 0046 byte Secondary attack probability 0047 byte Disrupt probability 0048 byte Treasure type 0049 byte Hit effect -- 0x00: meat, 0x01: plant, 0x02: robot, 0x03: cyborg, 0x04: generic 004A byte Attack key frame `Perception` is a probability whether an AI detects hacker when visible during an AI interval. The `projectile source height offset` is a vertical offset specifying from where projectiles should be launched. > This is set to some positive values for the Elite Guard and Mutated Cyborg, so that their projectils appear from their heads. The `animation speed` specifies the time of a single frame of an animation. A value of `0xFF` means a time of approximately 0.9 seconds. For all `sound indices`, a value of `0xFF` indicates "no sound". > No enemy has a sound set for being hurt in the main game. `View count` determines how many frames are available per viewing direction. Cyberspace entities, as well as unused critters, have this set to `0x01`, all others have `0x08`. Changing these values messes up rendering of the critter, and/or all subsequent critters. The sequence of the corresponding images will have to be adjusted accordingly. The `secondary attack probability` determines how likely the critter will use its secondary attack when close to the hacker. `0xFF` means always, `0x00` will have the critter use the secondary attack only when farther away. The `disrupt probability` determines how likely the critter will be interrupted when being hit. `0xFF` means always, `0x00` will have the critter execute its attacks and movement without interruptions. `Treasure type` is an enumeration value (ranging from `0x00` to `0x0E`), pointing into a hardcoded pool of possible loot. See below for the possible constants. The concrete loot is randomized accordingly. The `attack key frame` value is an index into the attack animation, when the corresponding attack should take effect. **Critter Attack Info** (`CritterAttack` struct) (21 bytes) 0000 uint8 Damage type 0001 uint8 Special damage type 0002 [2]byte Unused 0004 int16 Damage modifier 0006 uint8 Offence value 0007 uint8 Penetration 0008 uint8 Attack mass 0009 int16 Attack velocity 000B uint8 Accuracy 000C uint8 Attack range 000D int32 Reload time, with 0x100 being approximately 0.9 seconds 0011 int32 Projectile triple -- 0x00CCSSTT; zero for "none" The `damage type` seems to be compatible with the damage type of [generic weapon info](../GenericWeaponInfo.md). Yet all damage types that affect hacker are handled equally; The two damage types `0x04` and `0x08` have no effect at all. > The main game only uses damage types `0x01` and `0x02` (and some combinations). `0x04` is also set for Diego as well as SHODAN, though this has no further effect. The `offence value` is compared to the defence value of the target object. See [common properties](../../fileFormat/PropertyFiles.md#common-table) for details. An `accuracy` of `0x00` will still have the critter hit, though not that often and with less damage. The critter will want to get within the `attack range` to perform its attack. **Critter Properties Flags** (4 bytes) 0x00000001 Flying > There are further constants defined, though not in use by the engine. > The properties file has some critters with flag `0x00000004` set, which indicated "small" critters. **Treasure Type Enumeration** (1 byte) 0x00 No treasure 0x01 Humanoid 0x02 Drone 0x03 Assassin 0x04 Warrior cyborg 0x05 Flier bot 0x06 Security 1 bot 0x07 Exec bot 0x08 Cyborg enforcer 0x09 Security 2 bot 0x0A Elite cyborg 0x0B Standard corpse 0x0C Loot-oriented corpse 0x0D Repairbot 0x0E Serv-bot #### Specific 3 Properties These critters (`14/3/x`) are for cyberspace. **Cyberspace Critters Specific Properties** (`CyberCritterProp` struct) (6 bytes) 0000 [3]byte Colour scheme 0000 [3]byte Alternative colour scheme The `colour scheme`s contain 3 palette indices from the game palette. The 'alternative' colours are used for critters attacking or being hostile. The index into this list comes from the geometry properties, specifically from the [Set Colour and Shade](../../media/Geometry#set-colour-and-shade) command.