Do robienia NPC używam programu Grekain's NPC Generator 1.92 E
ale błędy wyskakują z postaci z gry czyli BAU_901...
Macie tu skrypty, ponieważ są dwa NPC o ty msamym ID.
instance BAU_901_Horatio (Npc_Default)
{
//-------- primary data --------
name = "Horatio";
npctype = npctype_main;
guild = GIL_BAU;
level = 8;
voice = 9;
id = 901;
//-------- abilities --------
attribute[ATR_STRENGTH] = 45;
attribute[ATR_DEXTERITY] = 11;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
attribute[ATR_HITPOINTS_MAX]= 136;
attribute[ATR_HITPOINTS] = 136;
//-------- visuals --------
// animations
Mdl_SetVisual (self,"HUMANS.MDS");
// body mesh ,bdytex,skin,head mesh, 1headtex,teethtex,ruestung
Mdl_SetVisualBody (self,"hum_body_Naked0",2,1,"Hum_Head_Fighter", 99, 2,-1);
B_Scale (self);
Mdl_SetModelFatness(self,0);
fight_tactic = FAI_HUMAN_COWARD;
//-------- Talente --------
Npc_SetTalentSkill (self,NPC_TALENT_1H,1);
//-------- inventory --------
CreateInvItems (self, ItFoRice,5);
CreateInvItem (self, ItMi_Stuff_Plate_01);
CreateInvItem (self, ItFoBooze);
EquipItem (self, ItMw_1H_Scythe_01);
//-------------Daily Routine-------------
daily_routine = Rtn_start_901;
};
FUNC VOID Rtn_start_901 ()
{
TA_SitCampfire (20,00,06,00,"NC_PATH_PEASANT_OUTSIDE10");
TA_PickRice (06,00,20,00,"NC_PATH78_A");
};
instance BAU_901_Bauer (Npc_Default)
{
// ------ NSC ------
name = NAME_BAUER;
guild = GIL_BAU;
id = 901;
voice = 13;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_AMBIENT;
// ------ Attribute ------
B_SetAttributesToChapter (self, 1); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_COWARD; // MASTER / STRONG / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_1h_Bau_Axe);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_FatBald", Face_N_Normal03, BodyTex_N, ITAR_BAU_L);
Mdl_SetModelFatness (self, 2);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 20); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Bauerek_901;
};
FUNC VOID Rtn_Bauerek_901 ()
{
TA_Stand_Eating (08,00,20,00,"NW_BIGFARM_HOUSE_11");
TA_Sleep (20,00,08,00,"NW_BIGFARM_STABLE_SLEEP_01");
};