Witam.
http://www.youtube.com/watch?v=FNvE0JFQGvw
Korzystałem z tych poradników. Zrobiłem swój miecz, postać, dialogi (quest). Powstaje zasadnicze pytanie - przy naprawie skryptów wyskakuje mi informacja że brakuje ";" w linijce 176. No ale ani plik z postacią, ani z dialogami nie ma aż tylu linii. Sprawdziłem plik z mieczem - tam, w tej linijce NIC nie zmieniałem. O co może biegać? Pozdrawiam, wrzuce tera skrypty.
1. Quest
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_KDF_888_viqux_siema (C_INFO)
{
npc = KDF_888_viqux;
nr = 1;
condition = DIA_KDF_888_viqux_siema_Condition;
information = DIA_KDF_888_viqux_siema_Info;
permanent = TRUE;
description = "Co słychać?";
};
FUNC INT DIA_KDF_888_viqux_siema_Condition()
{
return TRUE;
};
FUNC VOID DIA_KDF_888_viqux_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_KDF_888_viqux_zadanie (C_INFO)
{
npc = KDF_888_viqux;')
nr = 1;
condition = DIA_KDF_888_viqux_zadanie_Condition;
information = DIA_KDF_888_viqux_zadanie_Info;
permanent = FALSE;
description = "Zakochałeś się?";
};
FUNC INT DIA_KDF_888_viqux_zadanie_Condition()
{
if (npc_knowsinfo (other, DIA_KDF_888_viqux_siema))
{
return TRUE;
};
};
FUNC VOID DIA_KDF_888_viqux_zadanie_Info()
{
AI_Output (other,self ,"DIA_KDF_888_viqux_zadanie_15_00"); //A kto pyta?
AI_Output (self ,other,"DIA_KDF_888_viqux_zadanie_55_01"); //Kocham smerfetkę i jest mi z tym dobrze. Masz kurwa do niej jakiś problem? Przynieś mi CKM'a!
AI_Output (self ,other,"DIA_KDF_888_viqux_zadanie_55_02"); // Dawaj tu CKm.
Log_CreateTopic (TOPIC_smf, LOG_MISSSION);
Log_SetTopicStatus (TOPIC_smf, LOG_RUNNING);
B_Logentry (TOPIC_smf,"Smerfetka dla Roberta");
};
//*********************************************************************
// Koniec Zadania
//*********************************************************************
INSTANCE DIA_KDF_888_viqux_browar (C_INFO)
{
npc = KDF_888_viqux;
nr = 1;
condition = DIA_KDF_888_viqux_browar_Condition;
information = DIA_KDF_888_viqux_browar_Info;
permanent = FALSE;
description = "Mam Smerfetkę";
};
FUNC INT DIA_KDF_888_viqux_browar_Condition()
{
if (npc_knowsinfo (other, DIA_KDF_888_viqux_zadanie))
{&& (npc hasitems (other, itfo_beer) >= 1)
{
return TRUE;
};
FUNC VOID DIA_KDF_888_viqux_browar_Info()
{
AI_Output (other,self ,"DIA_KDF_888_viqux_browar_15_00"); //Mam smerfetkę.
AI_Output (self ,other,"DIA_KDF_888_viqux_browar_55_01"); //Yeah dzięki kurwa.
AI_Output (self ,other,"DIA_KDF_888_viqux_browar_55_02"); //Trzymaj złoto.
B_giveinvitems (other,self,itfo_beer, 1);
Createinvitems (self, itmi_gold, 5000);
B_Giveinvitems (self,other, itmi_gold, 5000);
B_Logentry (TOPIC_smf,"smerfetka dostarczona");
Log_SetTopicStatus (TOPIC_smf, LOG_SUCCESS);
};
2. Postać
instance KDF_888_viqux (Npc_Default) //Postać stworzył Karol
{
// ------ NSC ------
name = "viqux";
guild = GIL_KDF;
id = 888;
voice = 10;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
B_SetAttributesToChapter (self, 5); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_NORMAL; // MASTER / STRONG / NORMAL / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_addon_naszakosa);
CreateInvItems (self, itri_prot_fire_01, 2);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Pony", Face_N_Lee, BodyTex_N, ITAR_KDF_L);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Mage.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 30); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_888;
};
FUNC VOID Rtn_Start_888 ()
{
TA_Stand_Eating (07,00,21,00,"NT_TAVERNE_04");
TA_Sit_Bench (21,00,07,00,"NW_BIGFARM_HUT_BENCH_02");
};
3. Broń
INSTANCE ItMw_Addon_naszakosa (C_Item)
{
name = "Kosa";
mainflag = ITEM_KAT_NF;
flags = ITEM_2HD_SWD|ITEM_MISSION;
material = MAT_METAL;
value = 1000;
damageTotal = 130;
damagetype = DAM_EDGE;
range = 110;
cond_atr[2] = ATR_STRENGTH;
cond_value[2] = 100;
visual = "ItMw_065_1h_sword_bastard_03.3DS";
description = name;
TEXT[1]= "Ta broń ładnie kosi";
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_TwoHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
Od dziś uczę się moddingu

Pozdrawiam