func void B_AddFightSkill(var C_Npc slf,var int talent,var int percent)
{
if(talent == NPC_TALENT_1H)
{
slf.HitChance[NPC_TALENT_1H] += percent;
if(slf.HitChance[NPC_TALENT_1H] >= 60)
{
Npc_SetTalentSkill(slf,NPC_TALENT_1H,2);
Mdl_ApplyOverlayMds(slf,"humans_1hST2.mds");
}
else if(slf.HitChance[NPC_TALENT_1H] >= 30)
{
Npc_SetTalentSkill(slf,NPC_TALENT_1H,1);
Mdl_ApplyOverlayMds(slf,"humans_1hST1.mds");
}
else
{
Npc_SetTalentSkill(slf,NPC_TALENT_1H,0);
Mdl_RemoveOverlayMds(slf,"humans_1hST1.MDS");
Mdl_RemoveOverlayMds(slf,"humans_1hST2.MDS");
};
};
if(talent == NPC_TALENT_2H)
{
slf.HitChance[NPC_TALENT_2H] += percent;
if(slf.HitChance[NPC_TALENT_2H] >= 60)
{
Npc_SetTalentSkill(slf,NPC_TALENT_2H,2);
Mdl_ApplyOverlayMds(slf,"humans_2hST2.mds");
}
else if(slf.HitChance[NPC_TALENT_2H] >= 30)
{
Npc_SetTalentSkill(slf,NPC_TALENT_2H,1);
Mdl_ApplyOverlayMds(slf,"humans_2hST1.mds");
}
else
{
Npc_SetTalentSkill(slf,NPC_TALENT_2H,0);
Mdl_RemoveOverlayMds(slf,"humans_2hST1.MDS");
Mdl_RemoveOverlayMds(slf,"humans_2hST2.MDS");
};
};
if(talent == NPC_TALENT_BOW)
{
slf.HitChance[NPC_TALENT_BOW] += percent;
if(slf.HitChance[NPC_TALENT_BOW] >= 60)
{
Npc_SetTalentSkill(slf,NPC_TALENT_BOW,2);
Mdl_ApplyOverlayMds(slf,"humans_bowT2.mds");
}
else if(slf.HitChance[NPC_TALENT_BOW] >= 30)
{
Npc_SetTalentSkill(slf,NPC_TALENT_BOW,1);
Mdl_ApplyOverlayMds(slf,"humans_bowT1.mds");
}
else
{
Npc_SetTalentSkill(slf,NPC_TALENT_BOW,0);
Mdl_RemoveOverlayMds(slf,"humans_bowT1.MDS");
Mdl_RemoveOverlayMds(slf,"humans_bowT2.MDS");
};
};
if(talent == NPC_TALENT_CROSSBOW)
{
slf.HitChance[NPC_TALENT_CROSSBOW] += percent;
if(slf.HitChance[NPC_TALENT_CROSSBOW] >= 60)
{
Npc_SetTalentSkill(slf,NPC_TALENT_CROSSBOW,2);
Mdl_ApplyOverlayMds(slf,"humans_cbowT2.mds");
}
else if(slf.HitChance[NPC_TALENT_CROSSBOW] >= 30)
{
Npc_SetTalentSkill(slf,NPC_TALENT_CROSSBOW,1);
Mdl_ApplyOverlayMds(slf,"humans_cbowT1.mds");
}
else
{
Npc_SetTalentSkill(slf,NPC_TALENT_CROSSBOW,0);
Mdl_RemoveOverlayMds(slf,"humans_cbowT1.MDS");
Mdl_RemoveOverlayMds(slf,"humans_cbowT2.MDS");
};
};
};