oO dobrze zrobił to nie zależy od gildii bo np. gildie bandytów mają bandyci z tej nory koło NO co pędzą bimber ;d a oni nie atakują od razu ;d
Spoiler
instance ORG_858_Quentin (Npc_Default)
{
//-------- primary data --------
name = "Quentin";
Npctype = Npctype_ROGUE;
guild = GIL_NONE;
level = 12;
voice = 7;
id = 858;
//-------- abilities --------
attribute[ATR_STRENGTH] = 60;
attribute[ATR_DEXTERITY] = 30;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
attribute[ATR_HITPOINTS_MAX] = 184;
attribute[ATR_HITPOINTS] = 184;
//-------- visuals --------
// animations
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_ApplyOverlayMds (self,"Humans_Relaxed.mds");
// body mesh, head mesh, hairmesh, face-tex, hair-tex, skin
Mdl_SetVisualBody (self,"hum_body_Naked0",0, 2,"Hum_Head_Pony", 8, 1, ORG_ARMOR_M);
B_Scale (self);
Mdl_SetModelFatness (self, 0);
fight_tactic = FAI_HUMAN_STRONG;
//-------- Talente --------
Npc_SetTalentSkill (self, NPC_TALENT_BOW,1);
Npc_SetTalentSkill (self, NPC_TALENT_2H,1);
Npc_SetTalentSkill (self, NPC_TALENT_1H,1);
//-------- inventory --------
CreateInvItems (self, ItKeLockpick,1);
CreateInvItems(self, ItMiNugget, 15);
CreateInvItems (self, ItFoRice,8);
CreateInvItems (self, ItFoBooze, 3);
CreateInvItems (self, ItLsTorch, 2);
CreateInvItems (self, ItFo_Potion_Health_01, 2);
CreateInvItem (self, ItMi_Stuff_Plate_01);
CreateInvItem (self, ItMi_Stuff_Barbknife_01);
CreateInvItem (self, ItFoLoaf);
CreateInvItem (self, ItAt_Claws_01);
EquipItem (self, ItMw_1H_Mace_War_01);
EquipItem (self, ItRw_Bow_Long_01);
CreateInvItems (self, ItAmArrow, 20);
//-------------Daily Routine-------------
daily_routine = Rtn_start_858;
};
FUNC VOID Rtn_start_858 ()
{
TA_StandAround (13,00,14,00,"LOCATION_11_13");
TA_StandAround (14,00,13,00,"LOCATION_11_13");
};
FUNC VOID Rtn_OMFull_858 ()
{
TA_StandAround (13,00,14,00,"LOCATION_11_13");
TA_StandAround (14,00,13,00,"LOCATION_11_13");
};
P.S. zommer już z atakowaniem sobie poradził