/*************************************************************************
*																		 *
*			Mst_Default													 *
*			===========													 *
*************************************************************************/

PROTOTYPE Mst_Default(C_Npc)
{
	//-------- primary data --------
	name =							"monster prototype";
	guild =							GIL_NONE;
	level =							1;
	memory =						SC_UNKNOWN;
	regrow =						0;
		
	//-------- abilities --------
	attribute[ATR_STRENGTH] =		2;
	attribute[ATR_DEXTERITY] =		2;
	attribute[ATR_MANA_MAX] =		2;
	attribute[ATR_MANA] =			2;
	attribute[ATR_MADNESS_MAX] =	2;
	attribute[ATR_MADNESS] =		2;
	attribute[ATR_HITPOINTS_MAX] =	5;
	attribute[ATR_HITPOINTS] =		5;

	talents	=						0;

	//-------- visuals --------
	// 					animations
	//Mdl_SetVisual		(self,"human.mds");
	// 						   body mesh,		head mesh,				hairmesh,	face-tex,	hair-tex,	skin	
	//Mdl_SetVisualBody	(self,"fighter.asc",	"Human_Head_bald.mms",	"",			DEFAULT,	DEFAULT,	DEFAULT);

	assessdamage 		=	ZS_MonsterReactToDamage;
	assessThreat 		=	ZS_MonsterAssessThreat;
	assessenemy			=	ZS_MonsterAssessEnemy;
	assessFriendsDamage =	ZS_MonsterAssessFriendsDamage;
	observeIntruder		=	ZS_MonsterObserveIntruder;	

	
	//-------- senses --------
	senses			=	SENSE_HEAR | SENSE_SEE;
	senses_range	=	2000;
}; 


PROTOTYPE Bea_Default (C_Npc)
{
	//----------- primary data -------
	name =						"beast prototyp";
	guild =						GIL_NONE;
	level =						1;
	memory =					SC_UNKNOWN;
	regrow =					0;
	
	//------- abilities ----------
	
	attribute[ATR_STRENGTH] =		2;
	attribute[ATR_DEXTERITY] =		2;
	attribute[ATR_MANA_MAX] =		2;
	attribute[ATR_MANA] =			2;
	attribute[ATR_MADNESS_MAX] =	2;
	attribute[ATR_MADNESS] =		2;
	attribute[ATR_HITPOINTS_MAX] =	5;
	attribute[ATR_HITPOINTS] =		5;

	talents	=						0;
	
	//-------- visuals --------
	// 					animations
	//Mdl_SetVisual		(self,"human.mds");
	// 						   body mesh,		head mesh,				hairmesh,	face-tex,	hair-tex,	skin	
	//Mdl_SetVisualBody	(self,"fighter.asc",	"Human_Head_bald.mms",	"",			DEFAULT,	DEFAULT,	DEFAULT);

	//assessdamage 		=	ZS_BeastReactToDamage;
	assessenemy			=	ZS_BeastAssessEnemy;
	assessFriendsDamage =	ZS_BeastAssessFriendsDamage;
	assessFriendsDamage =	ZS_BeastAssessFriendsDamage;	
	observeIntruder		=	ZS_BeastObserveIntruder;	

	
	//-------- senses --------
	senses			=	SENSE_HEAR | SENSE_SEE;
	senses_range	=	2000;
}; 
