No i zrobiłem tak jak kazałęś i dupa
oto fragmet sleepabit_s1
/****************************
// PC_Sleep
//****************************
func void PC_Sleep (var int t)
{
AI_StopProcessInfos(self); // [SK] ->muss hier stehen um das update zu gewährleisten
self.aivar[AIV_INVINCIBLE]=FALSE;
if (Wld_IsTime(00,00,t,00))
{
Wld_SetTime (t,00);
}
else
{
t = t + 24;
Wld_SetTime (t,00);
};
PrintScreen ("Sen dobrze ci zrobił.", -1,-1,"font_old_20_white.tga",3);
hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
//-------- AssessEnterRoom-Wahrnehmung versenden --------
PrintGlobals (PD_ITEM_MOBSI);
Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
};
var int monolog2;
const int m_sleep=0;
func void sleepabit_s1()
{
if(Npc_IsPlayer(self))
{
monolog2=m_sleep;
self.aivar[AIV_INVINCIBLE]=TRUE;
Ai_ProcessInfos(self);
};
};
A oto mój monolog ;[
var int monolog1;
const int m_Kowalstwo=1;
func void KowalstwoABIT_s1()
{
if(Npc_IsPlayer(self))
{
monolog1=m_Kowalstwo;
self.aivar[AIV_INVINCIBLE]=TRUE;
Ai_ProcessInfos(self);
};
};
func int ism_Kowalstwo()
{
return (monolog1==m_Kowalstwo);
};
INSTANCE PC_NoAction1 (c_Info)
{
npc = PC_Hero;
nr = 999;
condition = ism_Kowalstwo;
information = PC_NoAction1_Info;
important = 0;
permanent = 1;
description = DIALOG_ENDE;
};
func VOID PC_NoAction1_Info()
{
AI_StopProcessInfos (self);
self.aivar[AIV_INVINCIBLE]=FALSE;
};
INSTANCE PC_Miecz (c_Info)
{
npc = PC_Hero;
condition = PC_Miecz_Condition;
information = PC_Miecz_Info;
important = 0;
permanent = 1;
description = "Pogrzebacz";
};
func int PC_Miecz_Condition()
{
return 1;
};
func VOID PC_Miecz_Info()
{
if Npc_HasItems(other,ItMiSwordrawhot)>=1)
{
Print("Własnie coś stworzyłem");
Npc_RemoveInvItems(other,ItMiSwordrawhot, 1);
CreateInvItem (hero, ItMw_1H_Poker_01);
B_GiveXP (20);
}
else
{
Print("Brak składników.");
};
};
w monologu dalej widać opcje spania ??