prototype Nikita_Default(C_NPC)
{
name[0] = "Никита";
guild = GIL_NIK;
voice = 20;
npcType = npctype_main;
level = 100;
aivar[AIV_PARTYMEMBER] = TRUE;
attribute[ATR_STRENGTH] = 200;
attribute[ATR_DEXTERITY] = 150;
attribute[ATR_MANA_MAX] = 300;
attribute[ATR_MANA] = 300;
attribute[ATR_HITPOINTS_MAX] = 25000;
attribute[ATR_HITPOINTS] = 25000;
fight_tactic = FAI_HUMAN_MASTER;
Mdl_ApplyOverlayMds(self,"Humans_Mage.mds");
B_GiveNpcTalents(self);
Npc_SetTalentSkill(self,NPC_TALENT_MAGE,7);
B_SetFightSkills(self,70);
EquipItem(self,itmw_nikita_piercer);
B_CreateAmbientInv(self);
B_SetNpcVisual(self,MALE,"Hum_Head_Thief",FACE_N_NIKITA,BodyTex_N,ITAR_Bau_M);
Mdl_SetModelFatness(self,2);
fight_tactic = FAI_HUMAN_MASTER;
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = true;
};
instance Summoned_Nikita(Nikita_Default)
{
name[0] = "Вызванный Никита";
aivar[AIV_PARTYMEMBER] = TRUE;
B_SetAttitude(self,ATT_FRIENDLY);
start_aistate = ZS_MM_Rtn_Summoned;
};
instance Nikita_For_Npc(Nikita_Default)
{
name[0] = "Никита";
B_SetAttitude(self,ATT_HOSTILE);
};