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Skrypty / Gra nie czyta pliku potwora
« dnia: 2021-01-12, 01:38 »
Cześć, chciałem dodać nowego potwora z nową teksturą. Więc przekonwertowałem plik asc tego stwora do mds. Skopiowałem plik wilka i go podmieniłem, teraz chciałem grę przetestować i pojawia się problem... Nowe pancerze, postacie pojawiają mi się w grze/wyskakuje błąd. Tutaj nie ma ani błedu, ani zwierze się nie pojawia.
prototype Mst_Default_Jackal(C_Npc)
{
name[0] = "Jackal";
guild = GIL_WOLF;
aivar[AIV_MM_REAL_ID] = ID_WOLF;
level = 6;
attribute[ATR_STRENGTH] = 30;
attribute[ATR_DEXTERITY] = 30;
attribute[ATR_HITPOINTS_MAX] = 60;
attribute[ATR_HITPOINTS] = 60;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
protection[PROT_BLUNT] = 30;
protection[PROT_EDGE] = 30;
protection[PROT_POINT] = 0;
protection[PROT_FIRE] = 30;
protection[PROT_FLY] = 30;
protection[PROT_MAGIC] = 0;
damagetype = DAM_EDGE;
fight_tactic = FAI_WOLF;
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_ThreatenBeforeAttack] = TRUE;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_LONG;
aivar[AIV_MM_FollowInWater] = TRUE;
aivar[AIV_MM_Packhunter] = TRUE;
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
func void B_SetVisuals_Jackal()
{
Mdl_SetVisual(self,"Jackal.mds");
Mdl_SetVisualBody(self,"Jackal",DEFAULT,DEFAULT,"",DEFAULT,DEFAULT,-1);
};
instance Jackal(Mst_Default_Wolf)
{
B_SetVisuals_Jackal();
Npc_SetToFistMode(self);
CreateInvItems(self,ItFoMuttonRaw,1);
};
Spoiler
prototype Mst_Default_Jackal(C_Npc)
{
name[0] = "Jackal";
guild = GIL_WOLF;
aivar[AIV_MM_REAL_ID] = ID_WOLF;
level = 6;
attribute[ATR_STRENGTH] = 30;
attribute[ATR_DEXTERITY] = 30;
attribute[ATR_HITPOINTS_MAX] = 60;
attribute[ATR_HITPOINTS] = 60;
attribute[ATR_MANA_MAX] = 0;
attribute[ATR_MANA] = 0;
protection[PROT_BLUNT] = 30;
protection[PROT_EDGE] = 30;
protection[PROT_POINT] = 0;
protection[PROT_FIRE] = 30;
protection[PROT_FLY] = 30;
protection[PROT_MAGIC] = 0;
damagetype = DAM_EDGE;
fight_tactic = FAI_WOLF;
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_ThreatenBeforeAttack] = TRUE;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_LONG;
aivar[AIV_MM_FollowInWater] = TRUE;
aivar[AIV_MM_Packhunter] = TRUE;
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
};
func void B_SetVisuals_Jackal()
{
Mdl_SetVisual(self,"Jackal.mds");
Mdl_SetVisualBody(self,"Jackal",DEFAULT,DEFAULT,"",DEFAULT,DEFAULT,-1);
};
instance Jackal(Mst_Default_Wolf)
{
B_SetVisuals_Jackal();
Npc_SetToFistMode(self);
CreateInvItems(self,ItFoMuttonRaw,1);
};