Wie ktoś jak zrobić, aby w nowym zenie świeciły się latarnie tak samo jak w Khorinis? Te latarnie mają visual tak jak te w GI oraz mają ustawione potrzebne funkcje, a w startup.d wpisałem co trzeba, mimo to latarnie nie zapalaj się o ustalonej godzinie:
// *********
// WORLD4
// *********
func void STARTUP_WORLD4 ()
{
//---NPC---
Wld_InsertNpc (PIR_5300_Ortega,"ORTEGA_STAND_WP_01");
Wld_InsertNpc (PIR_5301_Henry,"HENRY_SIT_WP_01");
Wld_InsertNpc (PIR_5302_Pirat,"PIRAT_01_SIT_WP");
Wld_InsertNpc (PIR_5303_Jack,"JACK_EATING_WP_01");
Wld_InsertNpc (PIR_5304_Pirat,"PIRAT_02_SLEEP_10");
Wld_InsertNpc (PIR_5305_Samuel,"SAMUEL_GUARD_WP_01");
Wld_InsertNpc (PIR_5306_Pirat,"PIRAT_03_SITCHAIR_WP_03");
Wld_InsertNpc (PIR_5307_Nicolas,"LAVIUS_SITCHAIR_WP_05");
Wld_InsertNpc (PIR_5308_Olav,"OLAV_SLEEP_WP_01");
Wld_InsertNpc (PIR_5309_Orlando,"ORLANDO_SITBENCH_WP_01");
Wld_InsertNpc (PIR_5310_Pirat,"PIRAT_04_SITCAMPFIRE_02");
Wld_InsertNpc (PIR_5311_Pirat,"PIRAT_05_SMALLTALK");
Wld_InsertNpc (PIR_5312_Skip,"SKIP_SMALLTALK_WP_01");
Wld_InsertNpc (PIR_5313_Bill,"BILL_SMITH_WP_02");
Wld_InsertNpc (PIR_5314_Martin,"MARTIN_STAND_WP_01");
Wld_InsertNpc (PIR_5315_Bones,"BONES_PRACTICE_WP_01");
Wld_InsertNpc (PIR_5316_Pirat,"PIRAT_06_GUARD_WP_05");
Wld_InsertNpc (PIR_5317_Pirat,"PIRAT_07_GUARD_WP_01");
Wld_InsertNpc (PIR_5318_Rico,"RICO_SAW_WP_01");
Wld_InsertNpc (PIR_5319_Owen,"OWEN_STAND_WP_01");
Wld_InsertNpc (PIR_5320_Geed,"GEED_SITCHAIR_WP_01");
Wld_InsertNpc (PIR_5321_Hank,"HANK_DRINKING_WP_01");
Wld_InsertNpc (BAU_5800_Rupert,"RUPERT_PICK_FP_01");
Wld_InsertNpc (BAU_5801_Farmer,"FARMER_01_RAKE_FP");
Wld_InsertNpc (BAU_5802_Farmer,"FARMER_02_RAKE_FP");
Wld_InsertNpc (BAU_5803_Randall,"RANDALL_SIT_01");
Wld_InsertNpc (BAU_5804_Farmer,"FARMER_03_PICK_FP");
//---Potwory---
Wld_InsertNpc (Gobbo_Green,"SPAWN_ROAM_GOBBO_01");
Wld_InsertNpc (Gobbo_Green,"SPAWN_ROAM_GOBBO_02");
Wld_InsertNpc (Gobbo_Green,"SPAWN_ROAM_GOBBO_03");
Wld_InsertNpc (Gobbo_Green,"SPAWN_ROAM_GOBBO_04");
Wld_InsertNpc (Giant_Bug,"SPAWN_ROAM_POLNABESTIA1_01");
Wld_InsertNpc (Giant_Bug,"SPAWN_ROAM_POLNABESTIA2_01");
Wld_InsertNpc (Giant_Bug,"SPAWN_ROAM_POLNABESTIA3_01");
Wld_InsertNpc (Wolf,"SPAWN_ROAM_WOLF1_01");
//---Fireplacen---
Wld_SetMobRoutine (00,00, "FIREPLACE", 1);
Wld_SetMobRoutine (20,00, "FIREPLACE", 1);
Wld_SetMobRoutine (05,00, "FIREPLACE", 0);
};
func void INIT_WORLD4 ()
{
B_InitMonsterAttitudes ();
B_InitGuildAttitudes();
B_InitNpcGlobals ();
};
Oraz wie ktoś jak zrobić, aby npc po odciągnięciu go kilka metrów od waypointa wracał na swoje miejsce?