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Skrypty / Stałe od headów
« dnia: 2010-12-01, 16:15 »
Face_N_Scar - To jest twarz Sylvio a jak dodać do skryptów własną bańkę
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PROTOTYPE Mst_Default_Bestia(C_Npc)
{
//----- Monster ----
name = "Bestia z lasu";
guild = GIL_SHADOWBEAST;
aivar[AIV_MM_REAL_ID] = ID_SHADOWBEAST;
level = 30;
//----- Attribute ----
attribute [ATR_STRENGTH] = 150;
attribute [ATR_DEXTERITY] = 150;
attribute [ATR_HITPOINTS_MAX] = 300;
attribute [ATR_HITPOINTS] = 300;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 125;
protection [PROT_EDGE] = 125;
protection [PROT_POINT] = 75;
protection [PROT_FIRE] = 125;
protection [PROT_FLY] = 125;
protection [PROT_MAGIC] = 20;
//----- Damage Types ----
damagetype = DAM_EDGE;
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
//----- Kampf-Taktik ----
fight_tactic = FAI_SHADOWBEAST;
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_ThreatenBeforeAttack] = TRUE;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = FALSE;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_SleepStart] = 6;
aivar[AIV_MM_SleepEnd] = 20;
aivar[AIV_MM_RoamStart] = 20;
aivar[AIV_MM_RoamEnd] = 6;
};
//***************
// Visuals
//***************
func void B_SetVisuals_Bestia()
{
Mdl_SetVisual (self,"Shadow.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Bhd_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
//*******************
// Shadowbeast
//*******************
INSTANCE Bestia (Mst_Default_Bestia)
{
B_SetVisuals_Bestia();
Npc_SetToFistMode(self);
CreateInvItems (self, ItFoMuttonRaw, 2);
};
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Frodo_EXIT(C_INFO)
{
npc = NON_5551_Frodo;
nr = 999;
condition = DIA_Frodo_EXIT_Condition;
information = DIA_Frodo_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Frodo_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Frodo_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> OPCJA KRADZIEŻY
//========================================
INSTANCE DIA_Frodo_PICKPOCKET(C_INFO)
{
npc = NON_5551_Frodo;
nr = 900;
condition = DIA_Frodo_PICKPOCKET_Condition;
information = DIA_Frodo_PICKPOCKET_Info;
permanent = TRUE;
description = Pickpocket_120;
};
FUNC INT DIA_Frodo_PICKPOCKET_Condition()
{
C_Beklauen (111, 666);
};
FUNC VOID DIA_Frodo_PICKPOCKET_Info()
{
Info_ClearChoices (DIA_Frodo_PICKPOCKET);
Info_AddChoice (DIA_Frodo_PICKPOCKET, DIALOG_BACK ,DIA_Frodo_PICKPOCKET_BACK);
Info_AddChoice (DIA_Frodo_PICKPOCKET, DIALOG_PICKPOCKET ,DIA_Frodo_PICKPOCKET_DoIt);
};
FUNC VOID DIA_Frodo_PICKPOCKET_DoIt()
{
B_Beklauen ();
Info_ClearChoices (DIA_Frodo_PICKPOCKET);
};
FUNC VOID DIA_Frodo_PICKPOCKET_BACK()
{
Info_ClearChoices (DIA_Frodo_PICKPOCKET);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Frodo_HELLO1 (C_INFO)
{
npc = NON_5551_Frodo;
nr = 1;
condition = DIA_Frodo_HELLO1_Condition;
information = DIA_Frodo_HELLO1_Info;
permanent = FALSE;
description = "Witaj";
};
FUNC INT DIA_Frodo_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Frodo_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Frodo_HELLO1_15_01"); //Witaj
AI_Output (self, other ,"DIA_Frodo_HELLO1_03_03"); //Tak tak Witaj
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Frodo_HELLO2 (C_INFO)
{
npc = NON_5551_Frodo;
nr = 2;
condition = DIA_Frodo_HELLO2_Condition;
information = DIA_Frodo_HELLO2_Info;
permanent = FALSE;
description = "Kim Jesteś";
};
FUNC INT DIA_Frodo_HELLO2_Condition()
{
return TRUE;
};
FUNC VOID DIA_Frodo_HELLO2_Info()
{
AI_Output (other, self ,"DIA_Frodo_HELLO2_15_01"); //Kim Jesteś
AI_Output (self, other ,"DIA_Frodo_HELLO2_03_02"); //Jestem Frodo.... Templariusz Adanosa
AI_Output (other, self ,"DIA_Frodo_HELLO2_15_03"); //Templariuszem ??
AI_Output (self, other ,"DIA_Frodo_HELLO2_03_04"); //Wojownikiem Adanosa
AI_Output (other, self ,"DIA_Frodo_HELLO2_15_05"); //Aha ale nie wygladasz na wojownika
AI_Output (self, other ,"DIA_Frodo_HELLO2_03_06"); //Pozory mylą
AI_Output (other, self ,"DIA_Frodo_HELLO2_15_07"); //Fakt mnie także często mylą z żebrakiem
AI_Output (self, other ,"DIA_Frodo_HELLO2_03_08"); //NOm :D
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Frodo_HELLO3 (C_INFO)
{
npc = NON_5551_Frodo;
nr = 3;
condition = DIA_Frodo_HELLO3_Condition;
information = DIA_Frodo_HELLO3_Info;
permanent = FALSE;
description = "Czym tak się martwisz ??";
};
FUNC INT DIA_Frodo_HELLO3_Condition()
{
return TRUE;
};
FUNC VOID DIA_Frodo_HELLO3_Info()
{
AI_Output (other, self ,"DIA_Frodo_HELLO3_15_01"); //Czym tak się martwisz ??
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_02"); //Muszę się dostać do Karczmy "Pod martwą harpią"
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_03"); //Nie mogę się z tąd ruszyć ale ty......
AI_Output (other, self ,"DIA_Frodo_HELLO3_15_04"); //Ja??????
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_05"); //Tak. Mój Przyjaciel Blizna będzie w karczmie dziś w nocy .
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_06"); //Jak go spotkasz to przekaż mu że na razie nie mogę go zobaczyć .
CreateInvItems (self, ItMi_Gold, 50);
B_GiveInvItems (self, other, ItMi_Gold, 50);
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_07"); //A masz tu na drogę postawisz sobie piwo czy coś...
AI_Output (self, other ,"DIA_Frodo_HELLO3_03_08"); //Po wszystkim wróć do mnie i przekaż mi odpowiedz.
Info_ClearChoices (DIA_Frodo_HELLO3);
Info_AddChoice (DIA_Frodo_HELLO3, "Dobrze", DIA_Frodo_HELLO3_Dobrze);
Info_AddChoice (DIA_Frodo_HELLO3, "Nie", DIA_Frodo_HELLO3_Nie);
};
FUNC VOID DIA_Frodo_HELLO3_Dobrze()
{
AI_Output (other, self ,"DIA_Frodo_HELLO3_Dobrze_15_01"); //Dobrze
AI_Output (self, other ,"DIA_Frodo_HELLO3_Dobrze_03_02"); //Coż ... nagroda cie nie ominie
};
FUNC VOID DIA_Frodo_HELLO3_Nie()
{
AI_Output (other, self ,"DIA_Frodo_HELLO3_Nie_15_01"); //Nie
AI_Output (other, self ,"DIA_Frodo_HELLO3_Nie_15_02"); //Cóż nie licz na moją pomoc ....
};