Mam taki skrypt postaci wygenerowany w Gothic Npc Maker:
instance GRD_0000_Mietek (Npc_Default)
{
//Generated by Gothic NPC Maker
//----------Info ogolne----------
name = "Mietek";
Npctype = Npctype_Main;
guild = GIL_GRD;
level = 60;
voice = 1;
id = 0000;
//----------Statystyki----------
attribute[ATR_STRENGTH] = 110;
attribute[ATR_DEXTERITY] = 110;
attribute[ATR_MANA_MAX] = 111;
attribute[ATR_MANA] = 110;
attribute[ATR_HITPOINTS_MAX] = 111;
attribute[ATR_HITPOINTS] = 110;
//----------Wyglad----------
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_ApplyOverlayMds (self,"Humans_Militia.mds");
Mdl_SetVisualBody (self,"hum_body_naked0",0, 3,"Hum_Head_Fighter",13, 3,GRD_ARMOR_H);
B_Scale (self);
Mdl_SetModelFatness(self,0);
//----------Umiejetnasci----------
Npc_SetTalentSkill (self, NPC_TALENT_1H,100);
Npc_SetTalentSkill (self, NPC_TALENT_2H,100);
Npc_SetTalentSkill (self, NPC_TALENT_BOW,100);
Npc_SetTalentSkill (self, NPC_TALENT_CROSSBOW,100);
Npc_SetTalentSkill (self, NPC_TALENT_MAGE,100);
//----------Ekwipunek----------
EquipItem (self, ItMw_2H_Axe_Heavy_04);
EquipItem (self, ItRw_Crossbow_04);
CreateInvItems (self,ItMiNugget,3150);
CreateInvItems (self,GRD_ARMOR_M,1);
CreateInvItems (self,GRD_ARMOR_L,1);
CreateInvItems (self,STT_ARMOR_H,1);
CreateInvItems (self,STT_ARMOR_M,1);
//----------Pozostale----------
fight_tactic = FAI_HUMAN_Master;
daily_routine = Rtn_start_0000;
//Generated by Gothic NPC Maker
};
FUNC VOID Rtn_start_0000 ()
{
TA_Boss (09,00,12,45,"OCR_ARENABATTLE_OUTSIDE");
TA_Smoke (12,45,9,00,"OCR_ARENABATTLE_OUTSIDE");
};
I chcę zrobić do niego dialog. Zrobiłem Taki dialog w Gothic Dialog Manager PL:
///////////////////////////////////////////////////////
////////////// EXIT
///////////////////////////////////////////////////////
instance Dia_Mietek_EXIT (C_INFO)
{
npc = GRD_0000_Mietek;
nr = 999;
condition = Dia_Mietek_EXIT_condition;
information = Dia_Mietek_EXIT_info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC int Dia_Mietek_EXIT_condition()
{
return TRUE;
};
FUNC VOID DIA_Mietek_EXIT_info()
{
AI_StopProcessInfos (self);
};
///////////////////////////////////////////////////////
////////////// Hello
///////////////////////////////////////////////////////
instance Dia_Mietek_Hello (C_INFO)
{
npc = GRD_0000_Mietek;
nr = 1;
condition = Dia_Mietek_Hello_condition;
information = Dia_Mietek_Hello_info;
permanent = FALSE;
important = FALSE;
description = "Jak leci?";
};
FUNC int Dia_Mietek_Hello_condition()
{
return TRUE;
};
FUNC VOID DIA_Mietek_Hello_info()
{
AI_Output (other,self,"DIA_Mietek_Hello_1_01"); //Jak leci?
AI_Output (self, other,"DIA_Mietek_Hello_1_02"); //Kiepsko, kiepsko.
AI_Output (self, other,"DIA_Mietek_Hello_1_03"); //Przez tego sukinsyna, Kharima nie mogę ruszyć się z miejsca...
AI_Output (other,self,"DIA_Mietek_Hello_1_04"); //Czemu?
AI_Output (self, other,"DIA_Mietek_Hello_1_05"); //Muszę go pilnować żeby czasami nie zabił jakiegoś strażnika...
AI_Output (other,self,"DIA_Mietek_Hello_1_06"); //Mogę Ci pomóc?
AI_Output (self, other,"DIA_Mietek_Hello_1_07"); //Ty? Nie rozsmieszaj mnie!
};
Wstawiam go do _work\data\scripts\content\story\missions
I jak zagadam z stworzonym npc to nic nie mówi ani nie ma żadnej opcji do wyboru oprócz ENDE.
Pomocy!