tak zrobiłem, błędu nie wyrzuca ale tekstura krwiopijcy sie nie zmienia,poniżej skrypt
/*************************************************************************
** Bloodflyfire Prototype **
*************************************************************************/
PROTOTYPE Mst_Default_Bloodflyfire(C_Npc)
{
name = "Smoczy Krwiopijca";
guild = GIL_BLOODFLY;
aivar[AIV_MM_REAL_ID] = ID_BLOODFLY;
level = 27;
//---------------------------------------------------------------
attribute [ATR_STRENGTH] = 30;
attribute [ATR_DEXTERITY] = 30;
attribute [ATR_HITPOINTS_MAX] = 50;
attribute [ATR_HITPOINTS] = 50;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//---------------------------------------------------------------
protection [PROT_BLUNT] = 15;
protection [PROT_EDGE] = 15;
protection [PROT_POINT] = 8;
protection [PROT_FIRE] = 0;
protection [PROT_FLY] = 0;
protection [PROT_MAGIC] = 0;
//---------------------------------------------------------------
damagetype = DAM_FIRE;
// 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;
//---------------------------------------------------------------
fight_tactic = FAI_BLOODFLY;
//---------------------------------------------------------------
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = 1500;
aivar[AIV_MM_Behaviour] = PASSIVE;
aivar[AIV_MM_PercRange] = 1200;
aivar[AIV_MM_DrohRange] = 1000;
aivar[AIV_MM_AttackRange] = 700;
aivar[AIV_MM_DrohTime] = 5;
aivar[AIV_MM_FollowTime] = 5;
aivar[AIV_MM_FollowInWater] = TRUE;
//---------------------------------------------------------------
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_WuselStart] = OnlyRoutine;
};
//---------------------------------------------------------------
func void Set_Bloodflyfire_Visuals()
{
Mdl_SetVisual (self, "Bloodfly.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Blo_Bodyfire", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT,-1);
//Mdl_SetVisualBody (self, "Blo_Bodyfire", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
/*************************************************************************
** Bloodfly **
*************************************************************************/
INSTANCE Bloodflyfire (Mst_Default_Bloodflyfire)
{
Set_Bloodflyfire_Visuals();
Npc_SetToFistMode(self);
CreateInvItems (self, ItAt_Bloodfly_01, 2); // 2 Flügel
};