instance ZOM_ARMOR(C_ITEM)
{
name = "Доспех зомби";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection[PROT_EDGE] = 0;
protection[PROT_BLUNT] = 0;
protection[PROT_POINT] = 0;
protection[PROT_FIRE] = 0;
protection[PROT_MAGIC] = 0;
value = 20;
wear = WEAR_TORSO;
visual = "ebrh.3ds";
visual_change = "Hum_EBRS_ARMOR.asc";
visual_skin = 2;
material = MAT_LEATHER;
description = name;
text[1] = "Очень старый и изношенный доспех.";
text[2] = "Когда-то его носил один из Баронов.";
text[5] = NAME_VALUE;
count[5] = value;
};
func void set_zombie5_visuals()
{
Mdl_SetVisual(self,"Zombie.mds");
Mdl_SetVisualBody(self,"hum_body_Naked0",4,2,"Zom_Head",1,3,zom_armor);
};
instance ZOMBIETHEKEEPER(MST_DEFAULT_ZOMBIE)
{
name[0] = "Страж";
level = 150;
id = MID_THEKEEPER;
set_zombie5_visuals();
Npc_SetToFistMode(self);
protection[PROT_BLUNT] = 150;
protection[PROT_EDGE] = 150;
protection[PROT_FIRE] = 9999;
senses_range = 1000;
aivar[AIV_FINDABLE] = HUNTER;
aivar[AIV_PCISSTRONGER] = 1000;
aivar[AIV_BEENATTACKED] = 1000;
aivar[AIV_HIGHWAYMEN] = 1000;
aivar[AIV_HAS_ERPRESSED] = 0;
aivar[AIV_BEGGAR] = 10;
aivar[AIV_OBSERVEINTRUDER] = FALSE;
CreateInvItem(self,itmi_orctalisman);
CreateInvItem(self,itke_focus5);
};