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);
};