/////////////////////////////////////////////////////////////////////////////// // BASE TEMPLATES [t:template,n:base_bandit_melee_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_melee_normal_rogue; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cb_a8; scale_multiplier = 0.85; scale_base = 0.85; [voice] { [die] { priority = high; * = s_e_die_bandit; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cb; helmet_race = cb; avg_move_velocity = 4.500000; initial_chore = chore_fidget; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine1; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_fb_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_fb_fs0_mg-02; cst2 = a_c_gah_fb_fs0_mg-03; cst3 = a_c_gah_fb_fs0_mg-04; cst4 = a_c_gah_fb_fs0_mg-05; drnk = a_c_gah_fb_fs1_dk; gtup = a_c_gah_fb_fs0_up; look = a_c_gah_fb_fs0_dsf; wyme = a_c_gah_fb_fs0_dsf-02; frtd = a_c_gah_fb_fs0_FE-H-fidget; talk = a_c_gah_fb_fs0_dsf-04; tlk2 = a_c_gah_fb_fs0_tlk-02; //talk anim with something in hands bed1 = a_c_gah_fb_fs0_dsf-05; bed2 = a_c_gah_fb_fs0_dsf-06; bed3 = a_c_gah_fb_fs0_dsf-07; bed4 = a_c_gah_fb_fs0_dsf-11; bed5 = a_c_gah_fb_fs0_dsf-12; mrik = a_c_gah_fb_fs0_dsf-08; sit1 = a_c_gah_fb_fs0_dsf-09; sit2 = a_c_gah_fb_fs0_dsf-10; froz = a_c_gah_fb_fs0_dsf-16; andi = a_c_gah_fb_fs0_dsf-17; lsn2 = a_c_gah_fb_fs0_dsf-18; knee = a_c_gah_fb_fs1_dsf-03; lstn = a_c_gah_fb_fs1_dsf-04; lblg = a_c_gah_fb_fs2_dsf-02; hoe1 = a_c_gah_fb_fs5_dsf-02; swp1 = a_c_gah_fb_fs5_wl-02; pkp1 = a_c_gah_fb_fs0_dsf-23; pdn2 = a_c_gah_fb_fs0_dsf-24; taut = a_c_gah_fb_fs2_tnt; res1 = a_c_gah_fb_fs0_rsct; res2 = a_c_gah_fb_fs0_rsct-02; ws01 = a_c_gah_fb_fs1_ws; ws02 = a_c_gah_fb_fs2_ws; ws03 = a_c_gah_fb_fs3_ws; ws04 = a_c_gah_fb_fs4_ws; ws05 = a_c_gah_fb_fs5_at-03; ws09 = a_c_gah_fb_fs9_ws; rpls = a_c_gah_fb_fs10_mg; woff = a_c_gah_fb_fs9_aod; cthr = a_c_gah_fb_fs10_sm; die0 = a_c_gah_fb_fs0_di; die1 = a_c_gah_fb_fs1_di; die2 = a_c_gah_fb_fs7_di; sbst = a_c_gah_fb_fs10_at; sdrk = a_c_gah_fb_fs0_sdf; // sit and drink fose = a_c_gah_fb_fs0_fos; xslp = a_c_gah_fb_fs0_di-still-x; //Laying on the ground sleeping DS2x xgtu = a_c_gah_fb_fs0_gu; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; sensor_scan_period = 2.333; } } [t:template,n:base_bandit_melee_boss_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_melee_miniboss; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cb_a8; scale_base = 1.1; [voice] { [die] { priority = high; * = s_e_die_bandit; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cb; helmet_race = cb; avg_move_velocity = 4.500000; initial_chore = chore_fidget; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine1; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_fb_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_fb_fs0_mg-02; cst2 = a_c_gah_fb_fs0_mg-03; cst3 = a_c_gah_fb_fs0_mg-04; cst4 = a_c_gah_fb_fs0_mg-05; drnk = a_c_gah_fb_fs1_dk; gtup = a_c_gah_fb_fs0_up; look = a_c_gah_fb_fs0_dsf; wyme = a_c_gah_fb_fs0_dsf-02; frtd = a_c_gah_fb_fs0_FE-H-fidget; talk = a_c_gah_fb_fs0_dsf-04; tlk2 = a_c_gah_fb_fs0_tlk-02; //talk anim with something in hands bed1 = a_c_gah_fb_fs0_dsf-05; bed2 = a_c_gah_fb_fs0_dsf-06; bed3 = a_c_gah_fb_fs0_dsf-07; bed4 = a_c_gah_fb_fs0_dsf-11; bed5 = a_c_gah_fb_fs0_dsf-12; mrik = a_c_gah_fb_fs0_dsf-08; sit1 = a_c_gah_fb_fs0_dsf-09; sit2 = a_c_gah_fb_fs0_dsf-10; froz = a_c_gah_fb_fs0_dsf-16; andi = a_c_gah_fb_fs0_dsf-17; lsn2 = a_c_gah_fb_fs0_dsf-18; knee = a_c_gah_fb_fs1_dsf-03; lstn = a_c_gah_fb_fs1_dsf-04; lblg = a_c_gah_fb_fs2_dsf-02; hoe1 = a_c_gah_fb_fs5_dsf-02; swp1 = a_c_gah_fb_fs5_wl-02; pkp1 = a_c_gah_fb_fs0_dsf-23; pdn2 = a_c_gah_fb_fs0_dsf-24; taut = a_c_gah_fb_fs2_tnt; res1 = a_c_gah_fb_fs0_rsct; res2 = a_c_gah_fb_fs0_rsct-02; ws01 = a_c_gah_fb_fs1_ws; ws02 = a_c_gah_fb_fs2_ws; ws03 = a_c_gah_fb_fs3_ws; ws04 = a_c_gah_fb_fs4_ws; ws05 = a_c_gah_fb_fs5_at-03; ws09 = a_c_gah_fb_fs9_ws; rpls = a_c_gah_fb_fs10_mg; woff = a_c_gah_fb_fs9_aod; cthr = a_c_gah_fb_fs10_sm; die0 = a_c_gah_fb_fs0_di; die1 = a_c_gah_fb_fs1_di; die2 = a_c_gah_fb_fs7_di; sbst = a_c_gah_fb_fs10_at; sdrk = a_c_gah_fb_fs0_sdf; // sit and drink fose = a_c_gah_fb_fs0_fos; xslp = a_c_gah_fb_fs0_di-still-x; //Laying on the ground sleeping DS2x xgtu = a_c_gah_fb_fs0_gu; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } [t:template,n:base_bandit_ranged_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_ranged_normal_rogue; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cb_a8; scale_base = 0.85; [voice] { [die] { priority = high; * = s_e_die_bandit; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cb; helmet_race = cb; avg_move_velocity = 4.500000; initial_chore = chore_fidget; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine1; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_fb_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_fb_fs0_mg-02; cst2 = a_c_gah_fb_fs0_mg-03; cst3 = a_c_gah_fb_fs0_mg-04; cst4 = a_c_gah_fb_fs0_mg-05; drnk = a_c_gah_fb_fs1_dk; gtup = a_c_gah_fb_fs0_up; look = a_c_gah_fb_fs0_dsf; wyme = a_c_gah_fb_fs0_dsf-02; frtd = a_c_gah_fb_fs0_FE-H-fidget; talk = a_c_gah_fb_fs0_dsf-04; tlk2 = a_c_gah_fb_fs0_tlk-02; //talk anim with something in hands bed1 = a_c_gah_fb_fs0_dsf-05; bed2 = a_c_gah_fb_fs0_dsf-06; bed3 = a_c_gah_fb_fs0_dsf-07; bed4 = a_c_gah_fb_fs0_dsf-11; bed5 = a_c_gah_fb_fs0_dsf-12; mrik = a_c_gah_fb_fs0_dsf-08; sit1 = a_c_gah_fb_fs0_dsf-09; sit2 = a_c_gah_fb_fs0_dsf-10; froz = a_c_gah_fb_fs0_dsf-16; andi = a_c_gah_fb_fs0_dsf-17; lsn2 = a_c_gah_fb_fs0_dsf-18; knee = a_c_gah_fb_fs1_dsf-03; lstn = a_c_gah_fb_fs1_dsf-04; lblg = a_c_gah_fb_fs2_dsf-02; hoe1 = a_c_gah_fb_fs5_dsf-02; swp1 = a_c_gah_fb_fs5_wl-02; pkp1 = a_c_gah_fb_fs0_dsf-23; pdn2 = a_c_gah_fb_fs0_dsf-24; taut = a_c_gah_fb_fs2_tnt; res1 = a_c_gah_fb_fs0_rsct; res2 = a_c_gah_fb_fs0_rsct-02; ws01 = a_c_gah_fb_fs1_ws; ws02 = a_c_gah_fb_fs2_ws; ws03 = a_c_gah_fb_fs3_ws; ws04 = a_c_gah_fb_fs4_ws; ws05 = a_c_gah_fb_fs5_at-03; ws09 = a_c_gah_fb_fs9_ws; rpls = a_c_gah_fb_fs10_mg; woff = a_c_gah_fb_fs9_aod; cthr = a_c_gah_fb_fs10_sm; die0 = a_c_gah_fb_fs0_di; die1 = a_c_gah_fb_fs1_di; die2 = a_c_gah_fb_fs7_di; sbst = a_c_gah_fb_fs10_at; sdrk = a_c_gah_fb_fs0_sdf; // sit and drink fose = a_c_gah_fb_fs0_fos; xslp = a_c_gah_fb_fs0_di-still-x; //Laying on the ground sleeping DS2x xgtu = a_c_gah_fb_fs0_gu; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } [t:template,n:base_bandit_ranged_boss_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_ranged_miniboss; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cb_a8; scale_base = 1.1; [voice] { [die] { priority = high; * = s_e_die_bandit; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cb; helmet_race = cb; avg_move_velocity = 4.500000; initial_chore = chore_fidget; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine1; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_fb_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_fb_fs0_mg-02; cst2 = a_c_gah_fb_fs0_mg-03; cst3 = a_c_gah_fb_fs0_mg-04; cst4 = a_c_gah_fb_fs0_mg-05; drnk = a_c_gah_fb_fs1_dk; gtup = a_c_gah_fb_fs0_up; look = a_c_gah_fb_fs0_dsf; wyme = a_c_gah_fb_fs0_dsf-02; frtd = a_c_gah_fb_fs0_FE-H-fidget; talk = a_c_gah_fb_fs0_dsf-04; tlk2 = a_c_gah_fb_fs0_tlk-02; //talk anim with something in hands bed1 = a_c_gah_fb_fs0_dsf-05; bed2 = a_c_gah_fb_fs0_dsf-06; bed3 = a_c_gah_fb_fs0_dsf-07; bed4 = a_c_gah_fb_fs0_dsf-11; bed5 = a_c_gah_fb_fs0_dsf-12; mrik = a_c_gah_fb_fs0_dsf-08; sit1 = a_c_gah_fb_fs0_dsf-09; sit2 = a_c_gah_fb_fs0_dsf-10; froz = a_c_gah_fb_fs0_dsf-16; andi = a_c_gah_fb_fs0_dsf-17; lsn2 = a_c_gah_fb_fs0_dsf-18; knee = a_c_gah_fb_fs1_dsf-03; lstn = a_c_gah_fb_fs1_dsf-04; lblg = a_c_gah_fb_fs2_dsf-02; hoe1 = a_c_gah_fb_fs5_dsf-02; swp1 = a_c_gah_fb_fs5_wl-02; pkp1 = a_c_gah_fb_fs0_dsf-23; pdn2 = a_c_gah_fb_fs0_dsf-24; taut = a_c_gah_fb_fs2_tnt; res1 = a_c_gah_fb_fs0_rsct; res2 = a_c_gah_fb_fs0_rsct-02; ws01 = a_c_gah_fb_fs1_ws; ws02 = a_c_gah_fb_fs2_ws; ws03 = a_c_gah_fb_fs3_ws; ws04 = a_c_gah_fb_fs4_ws; ws05 = a_c_gah_fb_fs5_at-03; ws09 = a_c_gah_fb_fs9_ws; rpls = a_c_gah_fb_fs10_mg; woff = a_c_gah_fb_fs9_aod; cthr = a_c_gah_fb_fs10_sm; die0 = a_c_gah_fb_fs0_di; die1 = a_c_gah_fb_fs1_di; die2 = a_c_gah_fb_fs7_di; sbst = a_c_gah_fb_fs10_at; sdrk = a_c_gah_fb_fs0_sdf; // sit and drink fose = a_c_gah_fb_fs0_fos; xslp = a_c_gah_fb_fs0_di-still-x; //Laying on the ground sleeping DS2x xgtu = a_c_gah_fb_fs0_gu; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } [t:template,n:base_bandit_female_melee_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_melee_normal; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cf_a8; scale_base = 1.2; [voice] { [die] { priority = high; * = s_e_die_female; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cf; helmet_race = cg; avg_move_velocity = 4.500000; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine2; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_cg_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_cg_fs0_mg-02; cst2 = a_c_gah_cg_fs0_mg-03; cst3 = a_c_gah_cg_fs0_mg-04; cst4 = a_c_gah_cg_fs0_mg-05; drnk = a_c_gah_cg_fs1_dk; gtup = a_c_gah_cg_fs0_up; look = a_c_gah_cg_fs0_dsf; talk = a_c_gah_cg_fs0_dsf-02; tlk2 = a_c_gah_cg_fs0_dsf; //talk anim with something in hands tlk3 = a_c_gah_cg_fs1_dsf; wyme = a_c_gah_cg_fs0_dsf-03; ulor = a_c_gah_cg_fs0_dsf-04; hddl = a_c_gah_cg_fs0_dsf-05; hdup = a_c_gah_cg_fs0_dsf-06; knee = a_c_gah_cg_fs1_dsf-03; lstn = a_c_gah_cg_fs1_dsf-04; frtd = a_c_gah_cg_fs0_dsf-03; sit1 = a_c_gah_cg_fs0_dsf-08; hoe1 = a_c_gah_cg_fs5_dsf-03; swp1 = a_c_gah_cg_fs5_wl-02; pkp1 = a_c_gah_cg_fs0_dsf-13; pdn2 = a_c_gah_cg_fs0_dsf-14; taut = a_c_gah_cg_fs0_at; res1 = a_c_gah_cg_fs0_up; res2 = a_c_gah_cg_fs0_up; ws01 = a_c_gah_cg_fs1_ws; ws02 = a_c_gah_cg_fs2_ws; ws03 = a_c_gah_cg_fs3_ws; ws04 = a_c_gah_cg_fs4_ws; ws05 = a_c_gah_cg_fs5_at-03; ws09 = a_c_gah_cg_fs9_ws; rpls = a_c_gah_cg_fs10_mg; woff = a_c_gah_cg_fs9_aod; bed6 = a_c_gah_cg_fs0_dsf-05; cthr = a_c_gah_cg_fs10_sm; die0 = a_c_gah_cg_fs0_di; die1 = a_c_gah_cg_fs1_di; die2 = a_c_gah_cg_fs7_di; sbst = a_c_gah_cg_fs10_at; flot = a_c_gah_cg_fs0_eva_susp; //floating in air fidget for interrogation - specific to eva fall = a_c_gah_cg_fs0_eva_fall; //falling anim for eva's "rescue" - specific to eva stnd = a_c_gah_cg_fs9_dsf; //Eva's 'talk to refugees' anim, probably placeholder -GKR 1/24 fose = a_c_gah_cg_fs0_dsf; //fos; xslp = a_c_gah_cg_fs0_di; //Laying on the ground sleeping DS2x xgtu = a_c_gah_cg_fs0_up; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } [weapon_scales] { as_single_melee = 0.8, 0.8, 0.8; as_single_mace = 0.8, 0.8, 0.8; as_single_hammer = 0.8, 0.8, 0.8; as_single_sword = 1.0, 1.0, 1.0; as_single_club = 1.0, 1.0, 1.0; as_single_axe = 1.0, 1.0, 1.0; as_two_handed_melee = 0.9, 0.9, 0.9; as_two_handed_sword = 1.0, 1.0, 1.0; as_two_handed_axe = 1.0, 1.0, 1.0; as_staff = 1.0, 1.0, 1.0; as_bow_and_arrow = 0.8, 0.8, 0.8; as_crossbow = 1.0, 1.0, 1.0; as_minigun = 1.0, 1.0, 1.0; as_shield_only = 0.9, 0.9, 0.9; } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } [t:template,n:base_bandit_female_ranged_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_ranged_normal_rogue; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cf_a8; scale_base = 1.2; [voice] { [die] { priority = high; * = s_e_die_female; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cf; helmet_race = cg; avg_move_velocity = 4.500000; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine2; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_cg_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_cg_fs0_mg-02; cst2 = a_c_gah_cg_fs0_mg-03; cst3 = a_c_gah_cg_fs0_mg-04; cst4 = a_c_gah_cg_fs0_mg-05; drnk = a_c_gah_cg_fs1_dk; gtup = a_c_gah_cg_fs0_up; look = a_c_gah_cg_fs0_dsf; talk = a_c_gah_cg_fs0_dsf-02; tlk2 = a_c_gah_cg_fs0_dsf; //talk anim with something in hands tlk3 = a_c_gah_cg_fs1_dsf; wyme = a_c_gah_cg_fs0_dsf-03; ulor = a_c_gah_cg_fs0_dsf-04; hddl = a_c_gah_cg_fs0_dsf-05; hdup = a_c_gah_cg_fs0_dsf-06; knee = a_c_gah_cg_fs1_dsf-03; lstn = a_c_gah_cg_fs1_dsf-04; frtd = a_c_gah_cg_fs0_dsf-03; sit1 = a_c_gah_cg_fs0_dsf-08; hoe1 = a_c_gah_cg_fs5_dsf-03; swp1 = a_c_gah_cg_fs5_wl-02; pkp1 = a_c_gah_cg_fs0_dsf-13; pdn2 = a_c_gah_cg_fs0_dsf-14; taut = a_c_gah_cg_fs0_at; res1 = a_c_gah_cg_fs0_up; res2 = a_c_gah_cg_fs0_up; ws01 = a_c_gah_cg_fs1_ws; ws02 = a_c_gah_cg_fs2_ws; ws03 = a_c_gah_cg_fs3_ws; ws04 = a_c_gah_cg_fs4_ws; ws05 = a_c_gah_cg_fs5_at-03; ws09 = a_c_gah_cg_fs9_ws; rpls = a_c_gah_cg_fs10_mg; woff = a_c_gah_cg_fs9_aod; bed6 = a_c_gah_cg_fs0_dsf-05; cthr = a_c_gah_cg_fs10_sm; die0 = a_c_gah_cg_fs0_di; die1 = a_c_gah_cg_fs1_di; die2 = a_c_gah_cg_fs7_di; sbst = a_c_gah_cg_fs10_at; flot = a_c_gah_cg_fs0_eva_susp; //floating in air fidget for interrogation - specific to eva fall = a_c_gah_cg_fs0_eva_fall; //falling anim for eva's "rescue" - specific to eva stnd = a_c_gah_cg_fs9_dsf; //Eva's 'talk to refugees' anim, probably placeholder -GKR 1/24 fose = a_c_gah_cg_fs0_dsf; //fos; xslp = a_c_gah_cg_fs0_di; //Laying on the ground sleeping DS2x xgtu = a_c_gah_cg_fs0_up; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } [weapon_scales] { as_single_melee = 0.8, 0.8, 0.8; as_single_mace = 0.8, 0.8, 0.8; as_single_hammer = 0.8, 0.8, 0.8; as_single_sword = 1.0, 1.0, 1.0; as_single_club = 1.0, 1.0, 1.0; as_single_axe = 1.0, 1.0, 1.0; as_two_handed_melee = 0.9, 0.9, 0.9; as_two_handed_sword = 1.0, 1.0, 1.0; as_two_handed_axe = 1.0, 1.0, 1.0; as_staff = 1.0, 1.0, 1.0; as_bow_and_arrow = 0.8, 0.8, 0.8; as_crossbow = 1.0, 1.0, 1.0; as_minigun = 1.0, 1.0, 1.0; as_shield_only = 0.9, 0.9, 0.9; } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } [t:template,n:base_bandit_female_magic_ds1] { category_name = "ds2_evil_d"; specializes = base_actor_evil_magic_strong_rogue; [aspect] { material = mediumleather; model = m_c_gah_amr_suit_cf_a8; scale_base = 1.2; [voice] { [die] { priority = high; * = s_e_die_female; } [enemy_spotted] { priority = high; * = s_e_call_bandit; } [hit_critical] { priority = low; * = s_e_hit_bandit; } [hit_solid] { priority = low; * = s_e_hit_bandit; } } } [attack] { attack_range = 0.5; } [body] { armor_version = gah_amr; armor_race = cf; helmet_race = cg; avg_move_velocity = 4.500000; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine2; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = bip01_L_Hand; weapon_bone = bip01_R_Hand; } [chore_dictionary] { chore_prefix = a_c_gah_cg_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_attack; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; } [anim_durations] { // Actual animation durations commented out fs0 = 0.00; // fs0 = 1.250; fs1 = 0.00; // fs1 = 1.000; fs2 = 0.00; // fs2 = 1.000; fs3 = 0.00; // fs3 = 1.250; fs4 = 0.00; // fs4 = 1.250; fs5 = 0.00; // fs5 = 1.250; fs6 = 0.00; // fs6 = 1.000; fs7 = 0.00; // fs7 = 1.000; fs8 = 0.00; // fs8 = 1.000; fs9 = 0.67; // fs9 = 1.333; Animation duration = 1.33 = 0.67 + 1h weapon reload delay = 0.67 + 0.67 fs10 = 0.00; // fs10 = 1.170; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = simple_loop; [anim_files] { 00=dff; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_fidget; [anim_files] { cbt0 = dff; nrm0 = dff-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; 02 = mg-03; 03 = mg-04; 04 = mg-05; } // Cast durations for playable characters are in spell templates [anim_durations] { fs0 = 0.000; fs5 = 0.000; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { cst1 = a_c_gah_cg_fs0_mg-02; cst2 = a_c_gah_cg_fs0_mg-03; cst3 = a_c_gah_cg_fs0_mg-04; cst4 = a_c_gah_cg_fs0_mg-05; drnk = a_c_gah_cg_fs1_dk; gtup = a_c_gah_cg_fs0_up; look = a_c_gah_cg_fs0_dsf; talk = a_c_gah_cg_fs0_dsf-02; tlk2 = a_c_gah_cg_fs0_dsf; //talk anim with something in hands tlk3 = a_c_gah_cg_fs1_dsf; wyme = a_c_gah_cg_fs0_dsf-03; ulor = a_c_gah_cg_fs0_dsf-04; hddl = a_c_gah_cg_fs0_dsf-05; hdup = a_c_gah_cg_fs0_dsf-06; knee = a_c_gah_cg_fs1_dsf-03; lstn = a_c_gah_cg_fs1_dsf-04; frtd = a_c_gah_cg_fs0_dsf-03; sit1 = a_c_gah_cg_fs0_dsf-08; hoe1 = a_c_gah_cg_fs5_dsf-03; swp1 = a_c_gah_cg_fs5_wl-02; pkp1 = a_c_gah_cg_fs0_dsf-13; pdn2 = a_c_gah_cg_fs0_dsf-14; taut = a_c_gah_cg_fs0_at; res1 = a_c_gah_cg_fs0_up; res2 = a_c_gah_cg_fs0_up; ws01 = a_c_gah_cg_fs1_ws; ws02 = a_c_gah_cg_fs2_ws; ws03 = a_c_gah_cg_fs3_ws; ws04 = a_c_gah_cg_fs4_ws; ws05 = a_c_gah_cg_fs5_at-03; ws09 = a_c_gah_cg_fs9_ws; rpls = a_c_gah_cg_fs10_mg; woff = a_c_gah_cg_fs9_aod; bed6 = a_c_gah_cg_fs0_dsf-05; cthr = a_c_gah_cg_fs10_sm; die0 = a_c_gah_cg_fs0_di; die1 = a_c_gah_cg_fs1_di; die2 = a_c_gah_cg_fs7_di; sbst = a_c_gah_cg_fs10_at; flot = a_c_gah_cg_fs0_eva_susp; //floating in air fidget for interrogation - specific to eva fall = a_c_gah_cg_fs0_eva_fall; //falling anim for eva's "rescue" - specific to eva stnd = a_c_gah_cg_fs9_dsf; //Eva's 'talk to refugees' anim, probably placeholder -GKR 1/24 fose = a_c_gah_cg_fs0_dsf; //fos; xslp = a_c_gah_cg_fs0_di; //Laying on the ground sleeping DS2x xgtu = a_c_gah_cg_fs0_up; //Getting up DS2x } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8,9,10; skrit = select_walk; [anim_files] { 00=rl; } } } [weapon_scales] { as_single_melee = 0.8, 0.8, 0.8; as_single_mace = 0.8, 0.8, 0.8; as_single_hammer = 0.8, 0.8, 0.8; as_single_sword = 1.0, 1.0, 1.0; as_single_club = 1.0, 1.0, 1.0; as_single_axe = 1.0, 1.0, 1.0; as_two_handed_melee = 0.9, 0.9, 0.9; as_two_handed_sword = 1.0, 1.0, 1.0; as_two_handed_axe = 1.0, 1.0, 1.0; as_staff = 1.0, 1.0, 1.0; as_bow_and_arrow = 0.8, 0.8, 0.8; as_crossbow = 1.0, 1.0, 1.0; as_minigun = 1.0, 1.0, 1.0; as_shield_only = 0.9, 0.9, 0.9; } } [common] { membership = bandit; } [mind] { jat_fidget = world\ai\jobs\common\job_fidget.skrit ?social = 0.45 &still = false; jat_brain = world\ai\jobs\common\brain_monster.skrit ?coach_template = "bandit_coach"; } } /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// [t:template,n:bandit_melee_01_ds1_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_59_01; 1 = b_c_gah_amr_suit_cb_a8_032_01; } } [common] { screen_name = "Bandit"; } [inventory] { [equipment] { es_weapon_hand = dg_1h_bandit; } } } [t:template,n:bandit_melee_02_ds1_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_58_07; 1 = b_c_gah_amr_suit_cb_a8_034_01; } } [common] { screen_name = "Robber"; } [inventory] { [equipment] { es_weapon_hand = club_bandit; } } } [t:template,n:bandit_melee_03_ds1_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_60; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Thug"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_melee_04_ds1_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_61_05; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Thug"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_melee_05_ds1_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_62_04; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Brigand"; } [inventory] { [equipment] { es_weapon_hand = sd_1h_bandit; } } } [t:template,n:bandit_melee_boss_ds1_stats] { specializes = base_bandit_melee_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { model = m_c_gah_amr_suit_cb_a6; [textures] { 0 = b_c_gah_cb_skin_05; 1 = b_c_gah_amr_suit_cb_a6_041_01; } } [common] { screen_name = "Bandit Chief"; } [inventory] { [equipment] { es_weapon_hand = sd_1h_bandit; } } } [t:template,n:bandit_ranged_01_ds1_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_10; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Outlaw"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_ranged_02_ds1_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_24; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Poacher"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_ranged_03_ds1_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_20; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Turncoat"; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit; } } } [t:template,n:bandit_ranged_boss_ds1_stats] { specializes = base_bandit_ranged_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_28; 1 = b_c_gah_amr_suit_cb_a8_015_01; } } [common] { screen_name = "Bandit Leader"; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit_boss; } } } [t:template,n:bandit_female_melee_ds1_stats] { specializes = base_bandit_female_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cg_skin_ninja; 1 = b_c_gah_amr_suit_cf_a8_032_01; } } [common] { screen_name = "Thief"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_female_ranged_ds1_stats] { specializes = base_bandit_female_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { model = m_c_gah_amr_suit_cf_a7; [textures] { 0 = b_c_gah_cg_skin_30; 1 = b_c_gah_amr_suit_cf_a7_034_01; } } [common] { screen_name = "Assassin"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_female_magic_01_ds1_stats] { specializes = base_bandit_female_magic_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { silence = 1.0; // Silence resistance } [resistances] { dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cg_skin_27; 1 = b_c_gah_amr_suit_cf_a8_033_01; } } [common] { screen_name = "Spellsword"; } [inventory] { [equipment] { es_weapon_hand = st_mag_bandit_01; } selected_active_location = il_spell_1; [other] { il_spell_1=spell_monster_bandit_firebolt; il_spell_2=spell_monster_bandit_icebolt; il_spell_3=spell_monster_bandit_jolt; } } } [t:template,n:bandit_female_magic_02_ds1_stats] { specializes = base_bandit_female_magic_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { silence = 1.0; // Silence resistance } [resistances] { dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cg_skin_05; 1 = b_c_gah_amr_suit_cf_a8_033_01; } } [common] { screen_name = "Nightblade"; } [inventory] { [equipment] { es_weapon_hand = st_mag_bandit_02; } selected_active_location = il_spell_1; [other] { il_spell_1=spell_monster_bandit_grave_beam; il_spell_2=spell_monster_bandit_leech_life; il_spell_3=spell_monster_blind; } } } [t:template,n:bandit_ranged_boss_quest_ds1_stats] { specializes = base_bandit_ranged_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_28; 1 = b_c_gah_amr_suit_cb_a8_015_01; } } [common] { screen_name = "Bandit Leader"; } [cmd_change_questbits] { activate_message = we_killed; quest_complete_1 = a2_s_bandit_quest; task_complete_1 = a2_s_bandit_quest_1; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit_boss; } } } [t:template,n:bandit_melee_01_ut_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_59_01; 1 = b_c_gah_amr_suit_cb_a8_032_01; } } [common] { screen_name = "Bandit"; } [inventory] { [equipment] { es_weapon_hand = dg_1h_bandit; } } } [t:template,n:bandit_melee_02_ut_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_58_07; 1 = b_c_gah_amr_suit_cb_a8_034_01; } } [common] { screen_name = "Robber"; } [inventory] { [equipment] { es_weapon_hand = club_bandit; } } } [t:template,n:bandit_melee_03_ut_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_60; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Thug"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_melee_04_ut_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_61_05; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Thug"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_melee_05_ut_stats] { specializes = base_bandit_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_62_04; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Brigand"; } [inventory] { [equipment] { es_weapon_hand = sd_1h_bandit; } } } [t:template,n:bandit_melee_boss_ut_stats] { specializes = base_bandit_melee_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_05; 1 = b_c_gah_amr_suit_cb_a6_041_01; } } [common] { screen_name = "Bandit Chief"; } [inventory] { [equipment] { es_weapon_hand = sd_1h_bandit; } } } [t:template,n:bandit_ranged_01_ut_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_10; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Outlaw"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_ranged_02_ut_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_24; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Poacher"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_ranged_03_ut_stats] { specializes = base_bandit_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_20; 1 = b_c_gah_amr_suit_cb_a8_033_01; } } [common] { screen_name = "Turncoat"; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit; } } } [t:template,n:bandit_ranged_boss_ut_stats] { specializes = base_bandit_ranged_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { [textures] { 0 = b_c_gah_cb_skin_28; 1 = b_c_gah_amr_suit_cb_a8_015_01; } } [common] { screen_name = "Bandit Leader"; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit_boss; } } } [t:template,n:bandit_female_melee_ut_stats] { specializes = base_bandit_female_melee_ds1; [actor] { power_level = 20; [skills] { monster_level = (15.0 * #is_normal) + (46.0 * #is_veteran) + (69.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } } [aspect] { model = m_c_gah_fg_pos_a3; [textures] { 0 = b_c_gah_cg_skin_ninja; 1 = b_c_gah_amr_suit_cf_a8_032_01; } } [common] { screen_name = "Thief"; } [inventory] { [equipment] { es_weapon_hand = ce_ar_bandit; } } } [t:template,n:bandit_female_ranged_ut_stats] { specializes = base_bandit_female_ranged_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [resistances] { dmt_death = (-0.3 * #is_normal) + (-0.2 * #is_veteran) + (-0.1 * #is_elite); dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (0.1 * #is_normal) + (0.2 * #is_veteran) + (0.3 * #is_elite); } } [aspect] { model = m_c_gah_amr_suit_cf_a7; [textures] { 0 = b_c_gah_cg_skin_30; 1 = b_c_gah_amr_suit_cf_a7_034_01; } } [common] { screen_name = "Assassin"; } [inventory] { [equipment] { es_shield_hand = bw_monster_bandit; } } } [t:template,n:bandit_female_magic_01_ut_stats] { specializes = base_bandit_female_magic_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { silence = 1.0; // Silence resistance } [resistances] { dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cg_skin_27; 1 = b_c_gah_amr_suit_cf_a8_033_01; } } [common] { screen_name = "Spellsword"; } [inventory] { [equipment] { es_weapon_hand = st_mag_bandit_01; } selected_active_location = il_spell_1; [other] { il_spell_1=spell_monster_bandit_firebolt; il_spell_2=spell_monster_bandit_icebolt; il_spell_3=spell_monster_bandit_jolt; } } } [t:template,n:bandit_female_magic_02_ut_stats] { specializes = base_bandit_female_magic_ds1; [actor] { power_level = 20; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { silence = 1.0; // Silence resistance } [resistances] { dmt_melee = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); dmt_ranged = (-0.2 * #is_normal) + (-0.1 * #is_veteran) + (-0.05 * #is_elite); } } [aspect] { [textures] { 0 = b_c_gah_cg_skin_05; 1 = b_c_gah_amr_suit_cf_a8_033_01; } } [common] { screen_name = "Nightblade"; } [inventory] { [equipment] { es_weapon_hand = st_mag_bandit_02; } selected_active_location = il_spell_1; [other] { il_spell_1=spell_monster_bandit_grave_beam; il_spell_2=spell_monster_bandit_leech_life; il_spell_3=spell_monster_blind; } } } [t:template,n:bandit_ranged_boss_quest_ut_stats] { specializes = base_bandit_ranged_boss_ds1; [actor] { power_level = 30; [skills] { monster_level = (17.0 * #is_normal) + (47.0 * #is_veteran) + (70.0 * #is_elite); dexterity = 1, 0; intelligence = 1, 0; strength = 1, 0; melee = 1, 0; } [state_resistances] { freeze = 1.0; // Resistance to anything that freezes the actor in place. ( Ice themed ) ignite = 1.0; // Fire resistance to Ignite passive skill immobilize = 1.0; // Root resistance stun = 1.0; // Stun resistance silence = 1.0; // Silence resistance slow = 1.0; // Slow resistance. knockback = 1.0; // Resistance to knockback slide = 1.0; // Resistance to being slid death_event = 1.0; // Resistance to the affects of the death event controller. fear = 1.0; // Resistance to fear. taunt = 1.0; // Resistance to being taunted. power_damage = 1.0; // Reduction percentage multiplier of damage dealt via power damage. corpse_transmute = 1.0; // Resistance to corpse transmutation. Either on or off, 1.0 equals resistant. } } [aspect] { [textures] { 0 = b_c_gah_fb_skin_14; 1 = b_c_gah_amr_suit_cb_a8_015_01; } } [common] { screen_name = "Bandit Leader"; } [cmd_change_questbits] { activate_message = we_killed; quest_complete_1 = a2_s_bandit_quest; task_complete_1 = a2_s_bandit_quest_1; } [inventory] { [equipment] { es_weapon_hand = csb_unq_bandit_boss; } } } /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // LEAF TEMPLATES [t:template,n:bandit_ut_melee_01] { specializes = bandit_melee_01_ut_stats; } [t:template,n:bandit_ut_melee_02] { specializes = bandit_melee_02_ut_stats; } [t:template,n:bandit_ut_melee_03] { specializes = bandit_melee_03_ut_stats; } [t:template,n:bandit_ut_melee_04] { specializes = bandit_melee_04_ut_stats; } [t:template,n:bandit_ut_melee_05] { specializes = bandit_melee_05_ut_stats; } [t:template,n:bandit_ut_melee_boss] { specializes = bandit_melee_boss_ut_stats; } [t:template,n:bandit_ut_ranged_01] { specializes = bandit_ranged_01_ut_stats; } [t:template,n:bandit_ut_ranged_02] { specializes = bandit_ranged_02_ut_stats; } [t:template,n:bandit_ut_ranged_03] { specializes = bandit_ranged_03_ut_stats; } [t:template,n:bandit_ut_ranged_boss] { specializes = bandit_ranged_boss_ut_stats; } [t:template,n:bandit_ut_ranged_boss_quest] { specializes = bandit_ranged_boss_quest_ut_stats; } [t:template,n:bandit_ut_female_melee] { specializes = bandit_female_melee_ut_stats; } [t:template,n:bandit_ut_female_ranged] { specializes = bandit_female_ranged_ut_stats; } [t:template,n:bandit_ut_female_magic_01] { specializes = bandit_female_magic_01_ut_stats; } [t:template,n:bandit_ut_female_magic_02] { specializes = bandit_female_magic_02_ut_stats; } /////////////////////////////////////////////////////////////////////////////// [t:template,n:bandit_melee_01] { specializes = bandit_melee_01_ds1_stats; } [t:template,n:bandit_melee_02] { specializes = bandit_melee_02_ds1_stats; } [t:template,n:bandit_melee_03] { specializes = bandit_melee_03_ds1_stats; } [t:template,n:bandit_melee_04] { specializes = bandit_melee_04_ds1_stats; } [t:template,n:bandit_melee_05] { specializes = bandit_melee_05_ds1_stats; } [t:template,n:bandit_melee_boss] { specializes = bandit_melee_boss_ds1_stats; } [t:template,n:bandit_ranged_01] { specializes = bandit_ranged_01_ds1_stats; } [t:template,n:bandit_ranged_02] { specializes = bandit_ranged_02_ds1_stats; } [t:template,n:bandit_ranged_03] { specializes = bandit_ranged_03_ds1_stats; } [t:template,n:bandit_ranged_boss] { specializes = bandit_ranged_boss_ds1_stats; } [t:template,n:bandit_ranged_boss_quest] { specializes = bandit_ranged_boss_quest_ds1_stats; } [t:template,n:bandit_female_melee] { specializes = bandit_female_melee_ds1_stats; } [t:template,n:bandit_female_ranged] { specializes = bandit_female_ranged_ds1_stats; } [t:template,n:bandit_female_magic_01] { specializes = bandit_female_magic_01_ds1_stats; } [t:template,n:bandit_female_magic_02] { specializes = bandit_female_magic_02_ds1_stats; } ///////////////////////////////////////////////////////////////////////////////