From the creatures.def
//*************************************************************************************************
#definition_template CREATURE CREATURE_BASE_TEMPLATE
Components.Add("CTCAnimationComplex");
Components.Add("CTCGraphicAppearance");
Components.Add("CTCTalk");
Components.Add("CTCCreatureNavigation");
Components.Add("CTCAvoidRegionExit");
<CCreatureNavigationDef>
MinPathCost 1.0;
MaxPathCost 10.0;
Radius 0.5;
<\CCreatureNavigationDef>
Components.Add("CTCScriptedControl");
Components.Add("CTCCreatureModeManager");
Components.Add("CTCEntityEvents");
Components.Add("CTCDayOrNightOnlySupport");
Components.Add("CTCVolumeContainmentTracker");
<CTCVolumeContainmentTrackerDef>
CalculateBlendedLightingChannel FALSE;
UpdateEveryFrame FALSE;
<\CTCVolumeContainmentTrackerDef>
Components.Add("CTCHitLocations");
<CHitLocationsDef>
HitLocations.Add(HIT_LOCATION_CREATURE_DEFAULT);
<\CHitLocationsDef>
IsDrawable TRUE;
Components.Add("CTCEmoteIcon");
// RenderFadeDistance THING_FADE_DIST_MEDIUM;
RenderFadeDistance THING_FADE_DIST_CREATURES;
PersistenceFlags EPF_MOVING;
LeaveDeadCreature TRUE;
<CWeaponDef>
FlourishParticles CObjectAugmentationParticleSet(0,1,FLOURISH_WISP_SHORT_01, FLOURISH_WISP_LONG_01, 0, 0, "AUG_01", "AUG_02");
FlourishSpecialWeaponTrail CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FLOURISH_01, SPRITE_WEAPON_TRAIL_FLOURISH_01);
WeaponTrails[AUGMENTATION_NULL] CWeaponTrailGraphicSet(GRAPHIC_WEAPON_TRAIL, GRAPHIC_WEAPON_TRAIL2);
WeaponTrails[AUGMENTATION_FLAME] CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FIRE_01, SPRITE_WEAPON_TRAIL_FIRE_01);
WeaponTrails[AUGMENTATION_LIGHTNING] CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_LIGHTNING_01, SPRITE_WEAPON_TRAIL_LIGHTNING_01);
WeaponTrails[AUGMENTATION_LIGHTNING|AUGMENTATION_FLAME] CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FIRE_LIGHTNING_01, SPRITE_WEAPON_TRAIL_FIRE_LIGHTNING_01);
<\CWeaponDef>
<CTargetingDef>
Type TARGETING_MELEE | TARGETING_SHOOTABLE | TARGETING_ZTARGETING;
// RangeSpecialAbility 20.0;
TargetingRanges[TARGETING_USABLE] 4.0;
TargetingRanges[TARGETING_TALKABLE] 6.0;
TargetingRanges[TARGETING_STAB] 2.5;
TargetingRanges[TARGETING_SHOOTABLE] 28.0;
TargetingRanges[TARGETING_MELEE] 14.0;
PreferPlayerWeight 1.25;
PreferNonCombatantsWeight 2.0;
PreferLastAttackerWeight 2.1; // prefer your last attacker over hero
PreferCurrentBestEnemyWeight 3.0; // prefer your current target
<\CTargetingDef>
DeadBodyDecayEffect DEATH_CRUMBLE_HUMAN;
<CLookDef>
EyesTurnRangeXY 20.0;
EyesTurnRangeYZ 0.0;
HeadTurnRangeXY 135.0;
HeadTurnRangeYZUp 45.0;
HeadTurnRangeYZDown 45.0;
CutOffNoLooking 14.0;
<\CLookDef>
Components.Add("CTCOverheadDisplay");
<COverheadDisplayDef>
DisplayDamage TRUE;
DisplayRepair TRUE;
DisplayRenown FALSE;
<\COverheadDisplayDef>
<CCreatureModeDef>
DefaultCreatureMode MODE_STAND;
InitialCreatureMode MODE_NULL;
DefaultWeaponCreatureMode MODE_CARRYING_WEAPON_STAND;
<\CCreatureModeDef>
<CEntitySoundDef>
SoundMap.AddCriteria("FIRE_DEFAULT", "ON_FIRE");
<\CEntitySoundDef>
Components.Add("CTCAIScratchpad");
<CAIScratchpadDef>
ThankingPhrase TEXT_AI_SHOP_CUSTOMER_THANKING; //TEXT_AI_THANKING_PHRASE_BS_VILLAGER;
IgnoringPhrase TEXT_AI_SHOP_CUSTOMER_IGNORED; //TEXT_AI_IGNORING_PHRASE_BS_VILLAGER;
WanderCentrePoint.X 0.0;
WanderCentrePoint.Y 0.0;
WanderCentrePoint.Z 0.0;
WanderMinDistance 0.0;
WanderMaxDistance 3.0;
GossipCounter 0;
MaxGossipPhrase 0;
ScriptingStateGroup ESSG_NONE;
FollowDistance 1.0;
MaxHeroReactionDistance 0.0;
ActionFrequency -1;
ActionFrequencyVariation 0.0;
Action "";
FaceHeroForAction BTRUE;
TargetName "TestTarget";
BeerRequestPhrase TEXT_AI_TAVERN_REQUEST_BEER; //TEXT_AI_BEER_REQUEST_PHRASE;
<\CAIScratchpadDef>
<CCreatureDef>
Stats.ExperienceWorth 0;
Stats.RenownWorth 0;
Stats.MoralityForKill 0;
Stats.MoralityForWeaponHit 0;
Stats.MoralityForPunch 0;
RespawnWaitInDaysMin 0;
RespawnWaitInDaysMax 0;
RespawnWaitInFramesMin 0;
RespawnWaitInFramesMax 0;
<\CCreatureDef>
<CDecapitationDef>
Head OBJECT_SEVERED_HEAD;
BodyParticleEffect BLOOD_SPURT;
<\CDecapitationDef>
AbleToStrafe FALSE;
Components.Add("CTCSummonableCreature");
<CSummonableCreatureDef>
Rank -100;
SummonedBrain "BRAIN_SUMMONED_HORNET";
<\CSummonableCreatureDef>
Components.Add("CTCTurncoat");
<CTurncoatDef>
Turncoatable BFALSE;
TurncoatedEffect TURNCOAT_ACTIVE;
TurncoatActivateEffect TURNCOAT_TURNED;
TurncoatDeactivateEffect TURNCOAT_DEACTIVATE;
MinimumResistance 5.0;
TimeDelayBeforeResistanceRecoverySecs 2.0;
ResistanceRecoveryPerSec 2.0;
TurncoatStageEffects[0] TURNCOAT_LEVEL_01;
TurncoatStageEffects[1] TURNCOAT_LEVEL_02;
TurncoatStageEffects[2] TURNCOAT_LEVEL_03;
TurncoatStageEffects[3] TURNCOAT_LEVEL_04;
TurncoatStageEffects[4] TURNCOAT_LEVEL_05;
PercentageOfHealthAsResistance 1.0;
ExtraResistance 0.0;
<\CTurncoatDef>
Components.Add("CTCSleep");
Health 1;
AddToComboMultiplierOnHit TRUE;
GiveHeroStatChangesOnBeingHit TRUE;
<CPerceivedThingDef>
SightRadius 10;
FieldOfView 120;
SoundRadius 8;
<\CPerceivedThingDef>
#end_definition