3
« dnia: 2010-01-11, 20:43 »
Ale nic w nim nie robiłeś , więc to niemożliwe żeby tam był błąd. I zaznacz jeszcze linjikę w której występuje błąd bo nikomu się nie chce szukać.
Edit : Tutaj masz poprawny skrypt Miltena z Gothica 1 :
[codebox]INSTANCE PC_Mage(NPC_DEFAULT)
{
//-------- primary data --------
name = "Milten";
Npctype = NPCTYPE_FRIEND;
guild = GIL_KDF;
level = 999; // real 15, aber 999 damit er nicht flieht!
voice = 2;
id = 2;
flags = NPC_FLAG_IMMORTAL;
//--------- abilities --------
attribute[ATR_STRENGTH] = 30;
attribute[ATR_DEXTERITY] = 30;
attribute[ATR_MANA_MAX] = 150;
attribute[ATR_MANA] = 150;
attribute[ATR_HITPOINTS_MAX]= 250;
attribute[ATR_HITPOINTS] = 250;
protection[PROT_FIRE] = 1000;
//-------- visuals --------
// animations
Mdl_SetVisual (self, "HUMANS.MDS");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex Armor
Mdl_SetVisualBody (self, "hum_body_Naked0", 0, 1, "Hum_Head_Bald", 76, 1, KDF_ARMOR_L);
Mdl_ApplyOverlayMds (self, "Humans_Mage.mds");
//-------- talents --------
Npc_SetTalentSkill (self, NPC_TALENT_MAGE, 6);
//-------- inventory --------
CreateInvItem (self, ItArRuneFireball);
CreateInvItems (self, ItFoWine, 3);
CreateInvItems (self, ItFo_Potion_Health_02, 10);
CreateInvItems (self, ItFo_Potion_Mana_02, 10);
//-------- ai --------
self.aivar[AIV_IMPORTANT] = TRUE;
fight_tactic = FAI_HUMAN_MAGE;
senses = SENSE_SEE|SENSE_HEAR|SENSE_SMELL;
//---------Rtn-----------
daily_routine = rtn_Start_2;
};
FUNC VOID Rtn_Start_2 ()
{
TA_Sleep (00,00,08,00,"OCC_CHAPEL_LEFT_ROOM");
TA_Stand (08,00,00,00,"OCC_CHAPEL_ENTRANCE");
};
//##################################################################
// Kapitel 3
//##################################################################
// SN: bitte ab hier keine TAs ändern, da Storyrelevant
FUNC VOID Rtn_SHWait_2 ()
{
TA_Stay (00,00, 23,00,"OW_PATH_274");
TA_Stay (23,00, 24,00,"OW_PATH_274");
};
FUNC VOID Rtn_SHGuide_2 ()
{
TA_GuidePC (00,00, 23,00,"OW_PATH_3_STONES");
TA_GuidePC (23,00, 24,00,"OW_PATH_3_STONES");
};
FUNC VOID Rtn_SHFollow_2 ()
{
TA_FollowPC (00,00, 23,00,"OW_PATH_3_STONES");
TA_FollowPC (23,00, 24,00,"OW_PATH_3_STONES");
};
FUNC VOID Rtn_ReturnToOC_2 ()
{
TA_SitAround (00,00,12,00,"LOCATION_02_04");
TA_SitAround (12,00,24,00,"LOCATION_02_04");
};
//##################################################################
// Kapitel 4
//##################################################################
FUNC VOID Rtn_OCWait_2 ()
{
TA_Stay (00,00,12,00,"PATH_OC_NC");
TA_Stay (12,00,24,00,"PATH_OC_NC");
};
//##################################################################
// Kapitel 5
//##################################################################
// Milten wartet auf den Spieler am Pentragramm der Wassermagier
FUNC VOID Rtn_LSWait_2 ()
{
TA_Stay (00,00,12,00,"NC_KDW_CAVE_STAIRS");
TA_Stay (12,00,24,00,"NC_KDW_CAVE_STAIRS");
};
// Milten geht an einen ruhigeren Ort im NC
FUNC VOID Rtn_LSAway_2 ()
{
TA_GuidePC (00,00,12,00,"NC_KDW04_IN");
TA_GuidePC (12,00,24,00,"NC_KDW04_IN");
};
// Milten geht zum Erzhaufen
FUNC VOID Rtn_LSOreHeap_2 ()
{
TA_Stay (00,00,12,00,"NC_PATH41");
TA_Stay (12,00,24,00,"NC_PATH41");
};
[/codebox]