Tera jest tak:
//***********************
// Riper Prototype
//***********************
PROTOTYPE Mst_Default_Riper(C_Npc)
{
//---- Monster ----
name = "Rozpruwacz";
guild = GIL_SNAPPER;
aivar[AIV_MM_REAL_ID] = ID_SNAPPER;
level = 12;
//----- Attribute ----
attribute [ATR_STRENGTH] = 100;
attribute [ATR_DEXTERITY] = 110;
attribute [ATR_HITPOINTS_MAX] = 230;
attribute [ATR_HITPOINTS] = 230;
attribute [ATR_MANA_MAX] = 1;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 90;
protection [PROT_EDGE] = 90;
protection [PROT_POINT] = 95;
protection [PROT_FIRE] = 90;
protection [PROT_FLY] = 60;
protection [PROT_MAGIC] = 0;
//----- 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_SNAPPER;
//----- 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] = TRUE;
aivar[AIV_MM_Packhunter] = TRUE;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RestStart] = OnlyRoutine;
};
//*******************
// Visuals
//*******************
func void B_SetVisuals_ripper()
{
Mdl_SetVisual (self, "Snapper.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Sna_Body", 2, DEFAULT, "", DEFAULT, DEFAULT, -1);
Mdl_SetModelScale (self, 1.30, 1.60, 1);
};
//**************
// Riper
//**************
INSTANCE Riper (Mst_Default_riper)
{
B_SetVisuals_ripper();
Npc_SetToFistMode(self);
};
A mimo to zębacz wygląda tak samo jak wcześniej....
tekstury dałem do E:\Gothic II Noc Kruka\_Work\data\Textures\_compiled i
E:\Gothic II Noc Kruka\_Work\data\Textures