INSTANCE Zombie1(Mst_Default)										// Zombie
{
	//-------- primary data	--------
	name						=		"Zombie";
	slot						=		"Zombie";
	guild						=		 GIL_ZOMBIE;

	//---------	abilities --------
	attribute[ATR_STRENGTH]		=		8;
	attribute[ATR_DEXTERITY]	=		3;
	attribute[ATR_MANA_MAX]		=		3;
	attribute[ATR_MANA]			=		3;
	attribute[ATR_MADNESS_MAX]	=		3;
	attribute[ATR_MADNESS]		=		3;
	attribute[ATR_HITPOINTS_MAX]=		10;
	attribute[ATR_HITPOINTS]	=		10;
	talents						=		 0;

	//-------- visuals --------
	Mdl_SetVisual		(self,"humans.mds");
	Mdl_SetVisualBody	(self,"Zom_Body_u04.asc","Zom_Head_1.mms","",DEFAULT,DEFAULT,DEFAULT);
	Mdl_ApplyOverlayMDS (self,"Humans_Zombie.mds");


	//-------- ai --------
	Npc_SetAttitude(self, ATT_HOSTILE);
	Npc_SetToFightMode(self, mace);
	fight_tactic				=		FAI_ZOMBIE;

	//---------	Senses-------
	senses						=		SENSE_SMELL;
	senses_range				=		1000;						// 1m
};

INSTANCE Zombie2(Mst_Default)										// Zombie
{
	//-------- primary data	--------
	name[0]						=		"zombie";
	slot						=		"Zombie";
	guild						=		 GIL_ZOMBIE;

	//---------	abilities --------
	attribute[ATR_STRENGTH]		=		8;
	attribute[ATR_DEXTERITY]	=		3;
	attribute[ATR_MANA_MAX]		=		3;
	attribute[ATR_MANA]			=		3;
	attribute[ATR_MADNESS_MAX]	=		3;
	attribute[ATR_MADNESS]		=		3;
	attribute[ATR_HITPOINTS_MAX]=		10;
	attribute[ATR_HITPOINTS]	=		10;
	talents						=		 0;

	//-------- visuals --------
	Mdl_SetVisual		(self,"humans.mds");
	Mdl_SetVisualBody	(self,"Zom_Body_u03.asc","Zom_Head_2.mms","",DEFAULT,DEFAULT,DEFAULT);
	Mdl_ApplyOverlayMDS (self,"Humans_Zombie.mds");


	//-------- ai --------
	Npc_SetAttitude(self, ATT_HOSTILE);
	Npc_SetToFightMode(self, mace);
	fight_tactic				=		FAI_ZOMBIE;

	//---------	Senses-------
	senses						=		SENSE_SMELL;
	senses_range				=		1000;						// 1m
};

INSTANCE Zombie3(Mst_Default)										// Zombie
{
	//-------- primary data	--------
	name[0]						=		"zombie";
	slot						=		"Zombie";
	guild						=		 GIL_ZOMBIE;

	//---------	abilities --------
	attribute[ATR_STRENGTH]		=		8;
	attribute[ATR_DEXTERITY]	=		3;
	attribute[ATR_MANA_MAX]		=		3;
	attribute[ATR_MANA]			=		3;
	attribute[ATR_MADNESS_MAX]	=		3;
	attribute[ATR_MADNESS]		=		3;
	attribute[ATR_HITPOINTS_MAX]=		10;
	attribute[ATR_HITPOINTS]	=		10;
	talents						=		 0;

	//-------- visuals --------
	Mdl_SetVisual		(self,"humans.mds");
	Mdl_SetVisualBody	(self,"Zom_Body_u02.asc","Zom_Head_3.mms","",DEFAULT,DEFAULT,DEFAULT);
	Mdl_ApplyOverlayMDS (self,"Humans_Zombie.mds");


	//-------- ai --------
	Npc_SetAttitude(self, ATT_HOSTILE);
	Npc_SetToFistMode(self);
	fight_tactic				=		FAI_ZOMBIE;

	//---------	Senses-------
	senses						=		SENSE_SEE | SENSE_SMELL;
	senses_range				=		2500;						// 1m
};

INSTANCE Zombie4(Mst_Default)										// Zombie
{
	//-------- primary data	--------
	name[0]						=		"zombie";
	slot						=		"Zombie";
	guild						=		 GIL_ZOMBIE;

	//---------	abilities --------
	attribute[ATR_STRENGTH]		=		8;
	attribute[ATR_DEXTERITY]	=		3;
	attribute[ATR_MANA_MAX]		=		3;
	attribute[ATR_MANA]			=		3;
	attribute[ATR_MADNESS_MAX]	=		3;
	attribute[ATR_MADNESS]		=		3;
	attribute[ATR_HITPOINTS_MAX]=		10;
	attribute[ATR_HITPOINTS]	=		10;
	talents						=		 0;

	//-------- visuals --------
	Mdl_SetVisual		(self,"humans.mds");
	Mdl_SetVisualBody	(self,"Zom_Body_u01.asc","Zom_Head_4.mms","",DEFAULT,DEFAULT,DEFAULT);
	Mdl_ApplyOverlayMDS (self,"Humans_Zombie.mds");

	//-------- ai --------
	Npc_SetAttitude(self, ATT_HOSTILE);
	Npc_SetToFistMode(self);
	fight_tactic				=		FAI_ZOMBIE;

	//---------	Senses-------
	senses						=		SENSE_SEE | SENSE_SMELL;
	senses_range				=		900;						// 1m
};

