W _Work\Data\Scripts\Content\Story\NPC\Monster jest plik MST_Lurker.d
1.Skopiuj go i zmień jego nazwę.
2.Zmień Lurker na coś innego(najlepiej nazwę nowego topielca). Będzie to kod, aby go przyzwać.
3.[name] tutaj w cudzysłowie napisz jaką ma mieć nazwę w grze
4.Wpisz nazwę tej nowej tekstury.
5.Zapisz plik.
6.Nową teksturę wklej do _Work\data\Textures\_compiled [*chyba* musi być .tex lub .tga, i *chyba* da się to zmienić w goman'ie].
7.Uruchom grę z opcją Reparse Scripts.
//************************
// Lurker Prototype
//************************
PROTOTYPE Mst_Default_Lurker(C_Npc)
{
//----- Monster ----
name = "Topielec";
guild = GIL_LURKER;
aivar[AIV_MM_REAL_ID] = ID_LURKER;
level = 12;
//----- Attributes ----
attribute [ATR_STRENGTH] = 60;
attribute [ATR_DEXTERITY] = 60;
attribute [ATR_HITPOINTS_MAX] = 120;
attribute [ATR_HITPOINTS] = 120;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protections ----
protection [PROT_BLUNT] = 60;
protection [PROT_EDGE] = 60;
protection [PROT_POINT] = 60;
protection [PROT_FIRE] = 60;
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_LURKER;
//----- 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;
//----- Daily Routine ----
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
//**************
// Visuals
//**************
//---------------------------------------------------
func void B_SetVisuals_Lurker()
{
Mdl_SetVisual (self, "Lurker.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Lur_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
//*************
// Lurker
//*************
INSTANCE Lurker (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
};
//*************
// Kervos Lurker
//*************
INSTANCE Kervo_Lurker1 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500; //Joly: damit sie nicht in Kervos Höhle rennen.
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
INSTANCE Kervo_Lurker2 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500;
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
INSTANCE Kervo_Lurker3 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500;
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
INSTANCE Kervo_Lurker4 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500;
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
INSTANCE Kervo_Lurker5 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500;
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
INSTANCE Kervo_Lurker6 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
aivar[AIV_MaxDistToWp] = 500;
aivar[AIV_OriginalFightTactic] = FAI_LURKER;
};
//Addon
//Beachlurker
INSTANCE BeachLurker1 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
};
INSTANCE BeachLurker2 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
};
INSTANCE BeachLurker3 (Mst_Default_Lurker)
{
B_SetVisuals_Lurker();
Npc_SetToFistMode(self);
};