Witam. Zrobilem dialog, dodalem zwierzaka do gry ale nie moge z nim rozmawiac.
Zwierze:
PROTOTYPE Mst_Default_Koza(C_Npc)
{
//----- Maonster ----
name = "Koza";
guild = GIL_SHEEP;
level = 1;
//----- Attribute ----
attribute [ATR_STRENGTH] = 5;
attribute [ATR_DEXTERITY] = 5;
attribute [ATR_HITPOINTS_MAX] = 25;
attribute [ATR_HITPOINTS] = 25;
attribute [ATR_MANA_MAX] = 0;
attribute [ATR_MANA] = 0;
//----- Protection ----
protection [PROT_BLUNT] = 0;
protection [PROT_EDGE] = 0;
protection [PROT_POINT] = 0;
protection [PROT_FIRE] = 0;
protection [PROT_FLY] = 0;
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_Giant_Rat;//Schafe kämpfen nicht!!
//----- Senses & Ranges ----
senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL;
senses_range = PERC_DIST_MONSTER_ACTIVE_MAX;
aivar[AIV_MM_FollowTime] = FOLLOWTIME_MEDIUM;
aivar[AIV_MM_FollowInWater] = FALSE;
//----- Daily Routine ----
};
func void B_SetVisuals_Ziege_01()
{
Mdl_SetVisual (self, "Ziege.mds");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR
Mdl_SetVisualBody (self, "Ziege_01_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1);
};
INSTANCE Koza01 (Mst_Default_Koza)
{
aivar[AIV_MM_REAL_ID] = ID_KOZA01;
B_SetVisuals_Ziege_01();
Npc_SetToFistMode(self);
start_aistate = ZS_MM_AllScheduler;
aivar[AIV_MM_RoamStart] = OnlyRoutine;
CreateInvItems (self, ItFoKozaRaw, 2);
Mdl_SetModelScale(self, 0.9, 0.9, 0.9);
};
Dialog:
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_koza01_EXIT (C_INFO)
{
npc = Koza01;
nr = 999;
condition = DIA_koza01_EXIT_Condition;
information = DIA_koza01_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_koza01_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_koza01_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_Koza01_Wydoj (C_INFO)
{
npc = Koza01;
nr = 1;
condition = DIA_Koza_Wydoj_Condition;
information = DIA_Koza_Wydoj_Info;
permanent = TRUE;
description = "Wydój";
};
FUNC INT DIA_Koza_Wydoj_Condition()
{
return TRUE;
};
FUNC VOID DIA_Koza_Wydoj_Info()
{
if (Npc_HasItems (hero, ItMi_Bucket))
{
B_giveinvitems (self, other, ItFo_MilkKoza, 1);
Npc_RemoveInvItems (hero, ItMi_Bucket, 1);
};
};