//***************************
// Gobbo-Skeleton Prototype
//***************************
PROTOTYPE Mst_Default_Gobbo_Skeleton(C_NPC)
{
//----- Monster ----
name = "Kościany Karzeł";
guild = GIL_GOBBO_SKELETON;
aivar[AIV_MM_REAL_ID] = ID_GOBBO_SKELETON;
level = 6;
//----- Attribute ----
attribute [ATR_STRENGTH] = 15;
attribute [ATR_DEXTERITY] = 15;
attribute [ATR_HITPOINTS_MAX] = 15;
attribute [ATR_HITPOINTS] = 15;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 75;
protection [PROT_EDGE] = 75;
protection [PROT_POINT] = 125;
protection [PROT_FIRE] = 75;
protection [PROT_FLY] = 75;
protection [PROT_MAGIC] = 0;
//----- Damage Types ----
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
//----- Kampf-Taktik ----
fight_tactic = FAI_GOBBO;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_LONG;
aivar[AIV_MM_FollowInWater] = FALSE;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RestStart] = OnlyRoutine;
};
//***************
// Visuals
//***************
func void B_SetVisuals_Gobbo_Skeleton()
{
Mdl_SetVisual (self, "Gobbo.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Gobbo_Skeleton_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
//**********************
// Gobbo_Skeleton
//**********************
INSTANCE Gobbo_Skeleton (Mst_Default_Gobbo_Skeleton)
{
B_SetVisuals_Gobbo_Skeleton();
Npc_SetToFightMode (self, ItMw_1h_Bau_Mace); //Waffe ist nur Optik - Schaden wird NUR über STR bestimmt (Gobbo ist als Monster im Fistmode)
};
//***************************
// Summoned_Gobbo_Skeleton
//***************************
INSTANCE Summoned_Gobbo_Skeleton (Mst_Default_Gobbo_Skeleton)
{
name = "Beschworenes Skelett";
guild = GIL_SUMMONED_GOBBO_SKELETON;
aivar[AIV_MM_REAL_ID] = ID_SUMMONED_GOBBO_SKELETON;
level = 0;
aivar[AIV_PARTYMEMBER] = TRUE;
B_SetAttitude (self, ATT_FRIENDLY);
start_aistate = ZS_MM_Rtn_Summoned;
B_SetVisuals_Gobbo_Skeleton();
Npc_SetToFightMode (self, ItMw_1H_Bau_Mace); //Waffe ist nur Optik - Schaden wird NUR über STR bestimmt (Gobbo ist als Monster im Fistmode)
};
//************************************
// Gobbo_Skeleton im OW Dämonenturm
//************************************
INSTANCE Gobbo_SkeletonOWDemonTower (Mst_Default_Gobbo_Skeleton)
{
B_SetVisuals_Gobbo_Skeleton();
Npc_SetToFightMode (self, ItMw_1h_Bau_Mace); //Waffe ist nur Optik - Schaden wird NUR über STR bestimmt (Gobbo ist als Monster im Fistmode)
};
oto chodzi?