instance PC_Hero2 (NPC_DEFAULT)
{
name = "Bezisław";
guild = GIL_NONE;
id = 1;
voice = 15;
level = 100;
Npctype = NPCTYPE_MAIN;
exp = (500*((slf.level+1)/2)*(slf.level+1));
exp_next = (500*((slf.level+2)/2)*(slf.level+1));
lp = 0;
// ------ Attribute ------
attribute[ATR_STRENGTH] = 300;
attribute[ATR_DEXTERITY] = 300;
attribute[ATR_MANA_MAX] = 10000;
attribute[ATR_MANA] = 10000;
attribute[ATR_HITPOINTS_MAX] = 1000;
attribute[ATR_HITPOINTS] = 10000;
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_SetVisualBody (self, "hum_body_Naked0", 1, 0, "Hum_Head_Pony", Face_N_ScarHero, 0, DarkPaladin_Armor);
B_SetFightSkills (self, 100);
};
To skrypt zrobiony przeze mnie. Nową teksturę definiujesz w pliku AI_Constans.d na samym końcu, np.
const int Face_N_ScarHero = 166;
Czyli w moim przypadku tekstura głowy ma nazwę:
Hum_Head_V166_C0-C.tex