package Character
using RTDB, BaseStats, ArchetypeData

mq030_jinguji_bodyguard_1 : animals_elite2_ranged3_burya_mba_rare
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	entityTemplatePath = "base\quest\minor_quests\mq030\characters\mq030_jinguji_bodyguard.ent";
	displayName = "LocKey#33503";
	fullDisplayName = "LocKey#33504";
	skipDisplayArchetype = true;
	baseAttitudeGroup = "friendly";
	uiNameplate = "UINameplate.QuestSettings";
	savable = true;
	archetypeData = "ArchetypeData.GenericRangedT3";
	contentAssignment = "DeviceContentAssignment.mq030";
	statModifierGroups += 
	[
		"Character.Boss_Poise_Primary_Stat_ModGroup"
	];
}

mq030_jinguji_bodyguard_2 : animals_grunt1_melee1_fists_mb
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	entityTemplatePath = "base\quest\minor_quests\mq030\characters\mq030_jinguji_bodyguard.ent";
	displayName = "LocKey#33505";
	fullDisplayName = "LocKey#33506";
	skipDisplayArchetype = true;
	baseAttitudeGroup = "friendly";
	uiNameplate = "UINameplate.QuestSettings";
	savable = true;
	archetypeData = "ArchetypeData.GenericMeleeT2";
	contentAssignment = "DeviceContentAssignment.mq030";
	statModifierGroups += 
	[
		"Character.Boss_Poise_Primary_Stat_ModGroup"
	];
}

mq030_jinguji_bodyguard_new : animals_elite2_ranged3_burya_mba_rare
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	entityTemplatePath = "base\characters\entities\gang\gang__animals_mba.ent";
	displayName = "LocKey#33503";
	fullDisplayName = "LocKey#33504";
	skipDisplayArchetype = true;
	baseAttitudeGroup = "friendly";
	uiNameplate = "UINameplate.QuestSettings";
	savable = true;
	archetypeData = "ArchetypeData.GenericRangedT3";
	contentAssignment = "DeviceContentAssignment.mq030";
	statModifierGroups += 
	[
		"Character.Boss_Poise_Primary_Stat_ModGroup"
	];
}

mq030_cyberpsycho : animals_grunt2_melee2_machete_mb
{
	tags += 
	[
		"Cyberpsycho"
	];
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	entityTemplatePath = "base\quest\minor_quests\mq030\characters\mq030_cyberpsycho.ent";
	baseAttitudeGroup = "mq030_cyberpsycho";
	displayName = "LocKey#33507";
	fullDisplayName = "LocKey#33508";
	skipDisplayArchetype = true;
	uiNameplate = "UINameplate.QuestSettings";
	savable = true;
	fk< Affiliation > affiliation = "Factions.Unaffiliated";
	archetypeData = "ArchetypeData.GenericMeleeT2";
	contentAssignment = "DeviceContentAssignment.mq030";
	rarity = "NPCRarity.Boss";
	disableDefeatedState = true;
	bountyDrawTable = 
	{
		bountyChoices = 
		[
			{
				bountySetter = "Factions.NCPD";
				transgressions = 
				[
					{
						localizedDescription = "LocKey#49725";
					}
				];
				reward = "QuestRewards.mq030_cyberpsycho_defeated";
			}
		];
	};
	abilities += 
	[
		"Ability.CanInstaKillNPCs", "Ability.CanForceDismbember"
	];
	statModifierGroups += 
	[
		"Character.Cyberpsycho_ModGroup", "Character.Cyberpsycho_HitReaction_Resistance"
	];
	primaryEquipment = 
	{
		equipmentItems = 
		[
			{
				pool = 
				[
					{
						items = 
						[
							{
								item = "Items.Preset_Psycho_mq030_early";
								equipSlot = "AttachmentSlots.WeaponRight";
								equipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponEquipCondition"
								];
								unequipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponUnequipCondition"
								];
							} : NPCEquipmentItem
						];
					} : Cyberpsycho_EarlyGame_Weapon, 
					{
						items = 
						[
							{
								item = "Items.Preset_Psycho_mq030_mid";
								equipSlot = "AttachmentSlots.WeaponRight";
								equipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponEquipCondition"
								];
								unequipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponUnequipCondition"
								];
							} : NPCEquipmentItem
						];
					} : Cyberpsycho_MidGame_Weapon, 
					{
						items = 
						[
							{
								item = "Items.Preset_Psycho_mq030_late";
								equipSlot = "AttachmentSlots.WeaponRight";
								equipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponEquipCondition"
								];
								unequipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponUnequipCondition"
								];
							} : NPCEquipmentItem
						];
					} : Cyberpsycho_LateGame_Weapon, 
					{
						items = 
						[
							{
								item = "Items.Preset_Psycho_mq030_end";
								equipSlot = "AttachmentSlots.WeaponRight";
								equipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponEquipCondition"
								];
								unequipCondition = 
								[
									"WeaponConditions.BaseMeleePrimaryWeaponUnequipCondition"
								];
							} : NPCEquipmentItem
						];
					} : Cyberpsycho_EndGame_Weapon
				];
			} : NPCEquipmentItemPool
		];
	};
	secondaryEquipment = 
	{
		equipmentItems = 
		[
			{
			} : AnimalsSecondaryHandgunPool
		];
	};
	dropsWeaponOnDeath = true;
}

mq030_max_tac_1 : maxtac_rifle_ma_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	baseAttitudeGroup = "mq030_max_tac";
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Alpha";
	fk< Affiliation > affiliation = "Factions.NCPD";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_max_tac_2 : maxtac_shotgun_ma_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	baseAttitudeGroup = "mq030_max_tac";
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Alpha";
	fk< Affiliation > affiliation = "Factions.NCPD";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_max_tac_3 : maxtac_gunner_mb_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	baseAttitudeGroup = "mq030_max_tac";
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Alpha";
	fk< Affiliation > affiliation = "Factions.NCPD";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_max_tac_4 : maxtac_rifle_ma_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	baseAttitudeGroup = "mq030_max_tac";
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Alpha";
	fk< Affiliation > affiliation = "Factions.NCPD";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_max_tac_no_combat : maxtac_melee_ma_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	baseAttitudeGroup = "mq030_max_tac";
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Beta";
	fk< Affiliation > affiliation = "Factions.NCPD";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_melisa : maxtac_melee_ma_elite
{
	quest = "NPCQuestAffiliation.MinorQuest";
	priority = "SpawnableObjectPriority.Quest";
	entityTemplatePath = "base\quest\minor_quests\mq030\characters\mq030_melisa.ent";
	baseAttitudeGroup = "mq030_max_tac";
	displayName = "LocKey#33513";
	fullDisplayName = "LocKey#33514";
	skipDisplayArchetype = true;
	uiNameplate = "UINameplate.QuestSettings";
	tags += 
	[
		"Immortal"
	];
	savable = true;
	CName communitySquad = "Squad_Alpha";
	fk< Affiliation > affiliation = "Factions.NCPD";
	rarity = "NPCRarity.Boss";
	contentAssignment = "DeviceContentAssignment.mq030";
}

mq030_mallrat_crowd : Mallrat
{
	reactionPreset = "ReactionPresets.NoReaction";
	isCrowd = true;
}

mq030_citizenRichFemale_crowd : CitizenRichFemale
{
	reactionPreset = "ReactionPresets.NoReaction";
	isCrowd = true;
}

mq030_corpoWoman_crowd : CorpoWoman
{
	reactionPreset = "ReactionPresets.NoReaction";
	isCrowd = true;
}

mq030_nightlifeMale_crowd : NightlifeMale
{
	reactionPreset = "ReactionPresets.NoReaction";
	isCrowd = true;
}

mq030_corpoManBig_crowd : CorpoManBig
{
	reactionPreset = "ReactionPresets.NoReaction";
	isCrowd = true;
}

