instance BAU_20012_Gan (Npc_Default)
{
// ------ NSC ------
name = "Gan";
guild = GIL_BAU;
id = 20012;
voice = 6;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
attribute[ATR_STRENGTH] = 30;
attribute[ATR_DEXTERITY] = 20;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
attribute[ATR_HITPOINTS_MAX] = 100;
attribute[ATR_HITPOINTS] = 100; //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_COWARD; // MASTER / STRONG / NORMAL / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_1h_Bau_Axe);
// ------ Inventory ------
B_CreateAmbientInv (self);
CreateInvItems (self, ItPl_Berryred, 4);
CreateInvItems (self, ItPl_Carrot, 1);
CreateInvItems (self, ItFo_Addon_Orange, 2);
CreateInvItems (self, ItPl_Cucumber, 5);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Bald", Face_N_NormalBart_Dexter, BodyTex_N, ITAR_BAU_M);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Tired.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 10); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_20012;
};
FUNC VOID Rtn_Start_20012 ()
{
TA_Stand_WP (07,00,21,00,"FARM_GAN_STAY_POCZATEK");
TA_Stand_WP (21,00,07,00,"FARM_GAN_STAY_POCZATEK");
};
FUNC VOID Rtn_Gan_20012 ()
{
TA_Rake_FP (05,00,07,00,"FARM_ZBIERANIE_GAN");
TA_Rake_FP (07,00,09,00,"FARM_ZBIERANIE_GAN_1");
TA_Rake_FP (09,00,10,00,"FARM_ZBIERANIE_GAN");
TA_Rake_FP (10,00,11,00,"FARM_ZBIERANIE_GAN_1");
TA_Sit_Bench (11,00,13,00,"FARM_SIEDZENIE_GAN");
TA_Rake_FP (13,00,14,00,"FARM_ZBIERANIE_GAN");
TA_Rake_FP (14,00,15,00,"FARM_ZBIERANIE_GAN_1");
TA_Rake_FP (15,00,16,00,"FARM_ZBIERANIE_GAN");
TA_Rake_FP (16,00,17,00,"FARM_ZBIERANIE_GAN_1");
TA_Sleep (17,00,05,00,"FARM_SPAC_GAN");
};