O temacie
Autor KiełbasianTM
Zaczęty 24.03.2012 roku
Wyświetleń 3787
Odpowiedzi 10
KiełbasianTM
instance NONE_05060708_Codename89 (Npc_Default){ // ------ NSC ------ name = "Zabójca - Codename 89"; guild = GIL_NONE; id = 05060708; voice = 12; flags = 0; npctype = NPCTYPE_MAIN; // ------ Attribute ------ B_SetAttributesToChapter (self, 3); // ------ Kampf-Taktik ------ fight_tactic = FAI_HUMAN_STRONG; // ------ Equippte Waffen ------ EquipItem (self, Sword); // ------ Inventory ------ // Händler Createinvitems (self, Glowa_Zabojcy, 1); // ------ visuals ------ B_SetNpcVisual (self, MALE, "Hum_Head_Thief", Face_N_ToughBart01 , BodyTex_N, ITAR_Sld_L); Mdl_SetModelFatness (self, 0.7); Mdl_ApplyOverlayMds (self, "Humans_Militia.mds"); // ------ NSC-relevante Talente vergeben ------ B_GiveNpcTalents (self); // ------ Kampf-Talente ------ B_SetFightSkills (self, 60); // ------ TA anmelden ------ daily_routine = Rtn_Start_05060708;};FUNC VOID Rtn_Start_05060708 (){ TA_Stand_Eating (08,00,22,00,"NW_CITY_HABOUR_TAVERN01_01"); TA_Stand_Eating (22,00,08,00,"NW_CITY_HABOUR_TAVERN01_01");};FUNC VOID Rtn_Ded_05060708 (){ TA_Stand_WP (08,00,22,00,"NW_FARM1_PATH_CITY_04"); TA_Stand_WP (22,00,08,00,"NW_CITY_FARM1_PATH_CITY_04");};
// ************************************************************// EXIT// ************************************************************INSTANCE DIA_NONE_05060708_Codename89_EXIT (C_INFO){ npc = NONE_05060708_Codename89; nr = 999; condition = DIA_NONE_05060708_Codename89_EXIT_Condition; information = DIA_NONE_05060708_Codename89_EXIT_Info; permanent = TRUE; description = DIALOG_ENDE;};FUNC INT DIA_NONE_05060708_Codename89_EXIT_Condition(){ return TRUE;};FUNC VOID DIA_NONE_05060708_Codename89_EXIT_Info(){ AI_StopProcessInfos (self);};// ************************************************************// Misja// ************************************************************INSTANCE DIA_NONE_05060708_Codename89_Hallo (C_INFO){ npc = NONE_05060708_Codename89; nr = 1; condition = DIA_NONE_05060708_Codename89_Hallo_Condition; information = DIA_NONE_05060708_Codename89_Hallo_Info; permanent = FALSE; description = "(zamówinie)";};FUNC INT DIA_NONE_05060708_Codename89_Hallo_Condition(){ return TRUE;};FUNC VOID DIA_NONE_05060708_Codename89_Hallo_Info(){ AI_Output (other ,self, "DIA_NONE_05060708_Codename89_Hallo_15_00"); //Chciałbym złożyć zamówienie. AI_Output (self ,other, "DIA_NONE_05060708_Codename89_Hallo_14_01"); //Hmmm... OK! Spotkajmy się... Na ścieżce przed schodami do Farmy Lobarta. B_StartOtherRoutine (NONE_05060708_Codename89,"Ded"); AI_StopProcessInfos (self);};// ************************************************************// Misja// ************************************************************INSTANCE DIA_NONE_05060708_Codename89_Kill (C_INFO){ npc = NONE_05060708_Codename89; nr = 1; condition = DIA_NONE_05060708_Codename89_Kill_Condition; information = DIA_NONE_05060708_Codename89_Kill_Info; permanent = FALSE; description = "(zabijanie)";};FUNC INT DIA_NONE_05060708_Codename89_Kill_Condition(){ if (Npc_KnowsInfo(other, DIA_NONE_05060708_Codename89_Hallo)) && Hlp_StrCmp (Npc_GetNearestWP(self),"NW_FARM1_PATH_CITY_04"){ return TRUE; };};FUNC VOID DIA_NONE_05060708_Codename89_Kill_Info(){ AI_Output (other ,self, "DIA_NONE_05060708_Codename89_Kill_15_00"); //Teraz cię zabije. AI_Output (self ,other, "DIA_NONE_05060708_Codename89_Kill_14_01"); //CO? Mnie się nie zabija! To JA zabijam! B_LogEntry (TOPIC_czeladnik,"Jego głowa należy do mnie! Wracam do Bospera"); AI_StopProcessInfos (self); B_Attack(self,other,AR_NONE, 1); B_LogEntry (TOPIC_czeladnik,"Jego głowa należy do mnie! Wracam do Bospera");};
Bogdan Zwei
B_StartOtherRoutine (NONE_05060708_Codename89,"Ded");
B_StartOtherRoutine (self,"Ded");
RafalBudzis
id = 05060708;
P.S. KiełbasianTM rozjebałeś forum tą sygnaturką xD
jest równa 5060708 radził bym unikać takich ID (zera z przodu) zakład ze jak usuniesz 0 z ID i z Nazwy rutyny to ruszy ?
Sawik Moderator działu
// ************************************************************// EXIT// ************************************************************INSTANCE DIA_NONE_506070800000_Codename89_EXIT (C_INFO){ npc = NONE_506070800000_Codename89; nr = 999; condition = DIA_NONE_506070800000_Codename89_EXIT_Condition; information = DIA_NONE_506070800000_Codename89_EXIT_Info; permanent = TRUE; description = DIALOG_ENDE;};FUNC INT DIA_NONE_506070800000_Codename89_EXIT_Condition(){ return TRUE;};FUNC VOID DIA_NONE_506070800000_Codename89_EXIT_Info(){ AI_StopProcessInfos (self);};// ************************************************************// Misja// ************************************************************INSTANCE DIA_NONE_506070800000_Codename89_Hallo (C_INFO){ npc = NONE_506070800000_Codename89; nr = 1; condition = DIA_NONE_506070800000_Codename89_Hallo_Condition; information = DIA_NONE_506070800000_Codename89_Hallo_Info; permanent = FALSE; description = "(zamówinie)";};FUNC INT DIA_NONE_506070800000_Codename89_Hallo_Condition(){ return TRUE;};FUNC VOID DIA_NONE_506070800000_Codename89_Hallo_Info(){ AI_Output (other ,self, "DIA_NONE_506070800000_Codename89_Hallo_15_00"); //Chciałbym złożyć zamówienie. AI_Output (self ,other, "DIA_NONE_506070800000_Codename89_Hallo_14_01"); //Hmmm... OK! Spotkajmy się... Na ścieżce przed schodami do Farmy Lobarta. B_StartOtherRoutine (NONE_506070800000_Codename89,"Ded"); AI_StopProcessInfos (self);};// ************************************************************// Misja// ************************************************************INSTANCE DIA_NONE_506070800000_Codename89_Kill (C_INFO){ npc = NONE_506070800000_Codename89; nr = 1; condition = DIA_NONE_506070800000_Codename89_Kill_Condition; information = DIA_NONE_506070800000_Codename89_Kill_Info; permanent = FALSE; description = "(zabijanie)";};FUNC INT DIA_NONE_506070800000_Codename89_Kill_Condition(){ if (Npc_KnowsInfo(other, DIA_NONE_506070800000_Codename89_Hallo)) && Hlp_StrCmp (Npc_GetNearestWP(self),"NW_FARM1_PATH_CITY_04"){ return TRUE; };};FUNC VOID DIA_NONE_506070800000_Codename89_Kill_Info(){ AI_Output (other ,self, "DIA_NONE_506070800000_Codename89_Kill_15_00"); //Teraz cię zabije. AI_Output (self ,other, "DIA_NONE_506070800000_Codename89_Kill_14_01"); //CO? Mnie się nie zabija! To JA zabijam! B_LogEntry (TOPIC_czeladnik,"Jego głowa należy do mnie! Wracam do Bospera"); AI_StopProcessInfos (self); B_Attack(self,other,AR_NONE, 1); B_LogEntry (TOPIC_czeladnik,"Jego głowa należy do mnie! Wracam do Bospera");};
instance NONE_506070800000_Codename89 (Npc_Default){ // ------ NSC ------ name = "Zabójca - Codename 89"; guild = GIL_NONE; id = 506070800000; voice = 12; flags = 0; npctype = NPCTYPE_MAIN; // ------ Attribute ------ B_SetAttributesToChapter (self, 3); // ------ Kampf-Taktik ------ fight_tactic = FAI_HUMAN_STRONG; // ------ Equippte Waffen ------ EquipItem (self, Sword); // ------ Inventory ------ // Händler Createinvitems (self, Glowa_Zabojcy, 1); // ------ visuals ------ B_SetNpcVisual (self, MALE, "Hum_Head_Thief", Face_N_ToughBart01 , BodyTex_N, ITAR_Sld_L); Mdl_SetModelFatness (self, 0.7); Mdl_ApplyOverlayMds (self, "Humans_Militia.mds"); // ------ NSC-relevante Talente vergeben ------ B_GiveNpcTalents (self); // ------ Kampf-Talente ------ B_SetFightSkills (self, 60); // ------ TA anmelden ------ daily_routine = Rtn_Start_506070800000;};FUNC VOID Rtn_Start_506070800000 (){ TA_Stand_Eating (08,00,22,00,"NW_CITY_HABOUR_TAVERN01_01"); TA_Stand_Eating (22,00,08,00,"NW_CITY_HABOUR_TAVERN01_01");};FUNC VOID Rtn_Ded_506070800000 (){ TA_Stand_WP (08,00,22,00,"NW_FARM1_PATH_CITY_04"); TA_Stand_WP (22,00,08,00,"NW_CITY_FARM1_PATH_CITY_04");};
B_StartOtherRoutine (NONE_506070800000_Codename89,"Ded");
Npc_ExchangeRoutine (NONE_506070800000_Codename89,"Ded");