Tylko że u innych jest to samo tylko że zmienioną liczbą
np
instance Mil_315_Kasernenwache (Npc_Default)
{
// ------ NSC ------
name = Name_Miliz; // Kasernenwache
guild = GIL_MIL;
id = 315;
voice = 7;
flags = 0;
npctype = NPCTYPE_AMBIENT;
// ------ Attribute ------
B_SetAttributesToChapter (self, 3);
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_STRONG;
// ------ Equippte Waffen ------
EquipItem (self, ItMw_1h_Mil_Sword);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------
B_SetNpcVisual (self, MALE, "Hum_Head_Fighter", Face_N_Tough_Skip, BodyTex_N, ITAR_MIL_L);
Mdl_SetModelFatness (self,0);
Mdl_ApplyOverlayMds (self, "Humans_Militia.mds");
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------
B_SetFightSkills (self, 55);
// ------ TA anmelden ------
daily_routine = Rtn_Start_315;
};
FUNC VOID Rtn_Start_315 ()
{
TA_Smith_Sharp (07,05,20,59,"NW_CITY_KASERN_ARMORY_SHARP");
TA_Sit_Campfire (20,59,00,03,"NW_CITY_BARRACK02_SMALLTALK_01");
TA_Sleep (00,03,07,05,"NW_CITY_BARRACK01_BED_RUGA");
};
a tu inny npc
instance Mil_326_Miliz (Npc_Default)
{
// ------ NSC ------
name = Name_Miliz;
guild = GIL_MIL;
id = 326;
voice = 6;
flags = 0;
npctype = NPCTYPE_AMBIENT;
// ------ Attribute ------
B_SetAttributesToChapter (self, 3);
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_STRONG;
// ------ Equippte Waffen ------
EquipItem (self, ItMw_1h_Mil_Sword);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------
B_SetNpcVisual (self, MALE, "Hum_Head_FatBald", Face_N_Torlof, BodyTex_N, ITAR_MIL_M);
Mdl_SetModelFatness (self,0);
Mdl_ApplyOverlayMds (self, "Humans_Militia.mds");
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------
B_SetFightSkills (self, 30);
// ------ TA anmelden ------
daily_routine = Rtn_Start_326;
};
FUNC VOID Rtn_Start_326()
{
TA_Stand_Guarding (12,00,14,00,"NW_CITY_UPTOWN_PATH_09");
TA_Stand_ArmsCrossed (14,00,16,00,"NW_CITY_UPTOWN_PATH_13");
TA_Stand_Guarding (16,00,18,00,"NW_CITY_UPTOWN_PATH_05");
TA_Stand_Guarding (18,00,20,00,"NW_CITY_UPTOWN_PATH_09");
TA_Stand_ArmsCrossed (20,00,22,00,"NW_CITY_UPTOWN_PATH_13");
TA_Stand_Guarding (22,00,23,30,"NW_CITY_UPTOWN_PATH_14");
TA_Stand_Guarding (23,30,01,00,"NW_CITY_UPTOWN_PATH_09");
TA_Stand_ArmsCrossed (01,00,02,30,"NW_CITY_UPTOWN_PATH_14");
TA_Stand_Guarding (02,30,04,00,"NW_CITY_UPTOWN_PATH_09");
TA_Stand_Guarding (04,00,05,30,"NW_CITY_UPTOWN_PATH_13");
TA_Stand_Guarding (05,30,08,00,"NW_CITY_UPTOWN_PATH_09");
TA_Stand_ArmsCrossed (08,00,10,00,"NW_CITY_UPTOWN_PATH_13");
TA_Stand_Guarding (10,00,12,00,"NW_CITY_UPTOWN_PATH_05");
};