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Zadaniami pobocznymi do modyfikacji Bandyta
Przegl±daj±c w±tki natrafi³em na co¶ takiego. Szuka³em w³a¶nie folderu ze skryptami potworów i dziêki wam go znalaz³em. Wiêc zacz±³em robiæ potwora o nazwie " Ognisty szczur". Teraz chcia³em siê zapytaæ jak go "podpaliæ"? Bardzo prosze o pomoc.
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Znajd¼ tak± linijkê i znajd¼ potem damagetypes kliknij enter i taki znak = Dam_fire; // Je¶li nie pomog³em to napisz i bardziej ci wyja¶niê.
//----- Damage Types ----
damagetype = DAM_FIRE; // I to
// damage [DAM_INDEX_BLUNT] = 0;
// damage [DAM_INDEX_EDGE] = 0;
// damage [DAM_INDEX_POINT] = 0;
// damage [DAM_INDEX_FIRE] = 0;
// damage [DAM_INDEX_FLY] = 0;
// damage [DAM_INDEX_MAGIC] = 0;
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jeszcze chcia³bym dodaæ, ¿e skrypt mam zrobiony poprawnie, lecz nie da siê przywo³aæ mojego stwora. Jest na to jaka¶ rada?
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Pokarz skrypt? Mo¿e dam ci na to radê.
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O ile pamietam musisz dodac w skrypcie potwora linijke:
effect=nazwa_efektu.pfx
Jesli nie dziala popatrz na skrypt smoka ozywienca. Witam na forum.
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Dziêkujê Vayurax. GGG: oto skrypt:
//************************* // Fire_Rat Prototype //************************* PROTOTYPE Mst_Default_Fire_Rat(C_Npc) { //----- Monster ---- name = "Ognisty szczur"; guild = GIL_Giant_Rat; aivar[AIV_MM_REAL_ID] = ID_Giant_Rat; level = 32; //----- Attribute ---- attribute [ATR_STRENGTH] = 150; attribute [ATR_DEXTERITY] = 105; attribute [ATR_HITPOINTS_MAX] = 1500; attribute [ATR_HITPOINTS] = 1500; attribute [ATR_MANA_MAX] = 600; attribute [ATR_MANA] = 600; //----- Protections ---- protection [PROT_BLUNT] = 15; protection [PROT_EDGE] = 15; protection [PROT_POINT] = 0; protection [PROT_FIRE] = 1500; protection [PROT_FLY] = 15; protection [PROT_MAGIC] = 0; //----- Damage TYpes ---- damagetype = DAM_FIRE; // damage [DAM_INDEX_BLUNT] = 0; // damage [DAM_INDEX_EDGE] = 0; // damage [DAM_INDEX_POINT] = 0; // damage [DAM_INDEX_FIRE] = 0; // damage [DAM_INDEX_FLY] = 0; // damage [DAM_INDEX_MAGIC] = 0; //----- Kampf-Taktik ---- fight_tactic = FAI_GIANT_RAT; //----- Senses & Ranges ---- senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL; senses_range = PERC_DIST_MONSTER_ACTIVE_MAX; aivar[AIV_MM_ThreatenBeforeAttack] = TRUE; aivar[AIV_MM_FollowTime] = FOLLOWTIME_SHORT; aivar[AIV_MM_FollowInWater] = TRUE; aivar[AIV_MM_Packhunter] = TRUE; //----- Daily Routine ---- start_aistate = ZS_MM_AllScheduler; aivar[AIV_MM_RoamStart] = OnlyRoutine; }; //************ // Visuals //************ func void B_SetVisuals_Giant_Rat() { Mdl_SetVisual (self, "Giant_Rat.mds"); // Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR Mdl_SetVisualBody (self, "Giant_Rat_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1); }; //*************** // Fire_Rat //*************** INSTANCE Fire_Rat (Mst_Default_Fire_Rat) { B_SetVisuals_Giant_Rat(); effect = "spellfx_firearmor"; Npc_SetToFistMode(self); CreateInvItems (self, ItFoMuttonRaw, 1); }; //************************************** // junge Fire_Rat (für Spielstart) //************************************** INSTANCE YFire_Rat (Mst_Default_Fire_Rat) { //----- Monster ---- name = "M³ody ognisty szczur"; level = 16; //----- Attribute ---- attribute [ATR_STRENGTH] = 75; attribute [ATR_DEXTERITY] = 53; attribute [ATR_HITPOINTS_MAX] = 750; attribute [ATR_HITPOINTS] = 750; attribute [ATR_MANA_MAX] = 300; attribute [ATR_MANA] = 300; //----- Protections ---- protection [PROT_BLUNT] = 5; protection [PROT_EDGE] = 5; protection [PROT_POINT] = 5; protection [PROT_FIRE] = 750; protection [PROT_FLY] = 5; protection [PROT_MAGIC] = 0; //----- Kampf-Taktik ---- fight_tactic = FAI_MONSTER_COWARD; //----- Visuals ---- B_SetVisuals_Giant_Rat(); Mdl_SetModelScale(self, 0.9, 0.9, 0.9); Npc_SetToFistMode(self); CreateInvItems (self, ItFoMuttonRaw, 1); };
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U mnie b³êdem wyskakuje INSTANCE Fire_Rat (Mst_Default_Fire_Rat) // Ta oto linijka.
{
Ostatnio edytowany przez GGG (2010-02-07 18:07:32)
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Sprawdza³em skrypty spacerem i wyskoczy³o mi pe³no b³êdów chocia¿ jako bazê mojego stwora u¿y³em skryptu potwora który istnia³ w grze. Nie rozumiem tego. Dodam ze to moja pierwsa praca w skryptach, wiêc nie mam pojêcia o co moze chodziæ. G³ównie wyskakuje brak ¶rednika(;), ale zastanawiam siê dlaczego wyskakuje taki b³±d skoro skrypt by³ przekopiowany?
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Mo¿e nie skopiowa³e¶ dok³anie Dodaj ¶rednik.
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Ja mia³em podobny problem robi³em pierwszego NPC gdy zrobi³em wyskoczy³y b³êdy o ¶redniku (;) i musia³em usun±æ postaæ niepotrzebnie bo w NPC nie by³o ¿adnego b³êdu tylko u miecza zabrak³o ¶rednika (;) to zobacz ¿e brakuje w innej rzeczy.
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Kamilas86, nie kopiowa³em zawarto¶ci pliku, a ca³y plik. Czyli wchodzê w folder z gothic'iem itd. dochodze do NPC/Monster, potem wybra³em plik Mst_Giant_Rat, nie otwiera³em, ale wybra³em opcjê kopiuj (PPM kopiuj), i wklei³em w tym samym folderze, po czym zmieni³em nazwê pliku, wszystkie wyrazy "Giant" zmieni³em na "Fire", prócz tych które by³y niezbêdne do prawid³owego stworzenia potwora(visuale, textures, gildia itp.) podmieni³em nazwy wystêpujêce w samej grze (Olbrzymi szczur, na Ognisty szczur itd.) pozmienia³em staty, ale znaki pozostawia³em takie jakie by³y, nie dodawa³em ¶redników i innych znaków(oprócz tej linijki z efektem, ale tam ustawi³em ¶redik na koñcu i ca³a resztê zrobi³em poprawnie)
Ostatnio edytowany przez CerberV (2010-02-08 15:53:56)
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A no je¶li tak to tak (?). Mo¿e akurat szczur nie mo¿e byæ ognisty? : >
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kamilas86 napisał:
Mo¿e akurat szczur nie mo¿e byæ ognisty? : >
Bzdura ;P
A spróbuj zast±piæ tym zawarto¶æ pliku Mst_Giant_Rat.d :
//************************* // Giant_Rat Prototype //************************* PROTOTYPE Mst_Default_Giant_Rat(C_Npc) { //----- Monster ---- name = "Olbrzymi szczur"; guild = GIL_Giant_Rat; aivar[AIV_MM_REAL_ID] = ID_Giant_Rat; level = 3; //----- Attribute ---- attribute [ATR_STRENGTH] = 15; attribute [ATR_DEXTERITY] = 15; attribute [ATR_HITPOINTS_MAX] = 30; attribute [ATR_HITPOINTS] = 30; attribute [ATR_MANA_MAX] = 0; attribute [ATR_MANA] = 0; //----- Protections ---- protection [PROT_BLUNT] = 15; protection [PROT_EDGE] = 15; protection [PROT_POINT] = 0; protection [PROT_FIRE] = 15; protection [PROT_FLY] = 15; protection [PROT_MAGIC] = 0; //----- Damage TYpes ---- damagetype = DAM_EDGE; // damage [DAM_INDEX_BLUNT] = 0; // damage [DAM_INDEX_EDGE] = 0; // damage [DAM_INDEX_POINT] = 0; // damage [DAM_INDEX_FIRE] = 0; // damage [DAM_INDEX_FLY] = 0; // damage [DAM_INDEX_MAGIC] = 0; //----- Kampf-Taktik ---- fight_tactic = FAI_GIANT_RAT; //----- Senses & Ranges ---- senses = SENSE_HEAR | SENSE_SEE | SENSE_SMELL; senses_range = PERC_DIST_MONSTER_ACTIVE_MAX; aivar[AIV_MM_ThreatenBeforeAttack] = TRUE; aivar[AIV_MM_FollowTime] = FOLLOWTIME_SHORT; aivar[AIV_MM_FollowInWater] = TRUE; aivar[AIV_MM_Packhunter] = TRUE; //----- Daily Routine ---- start_aistate = ZS_MM_AllScheduler; aivar[AIV_MM_RoamStart] = OnlyRoutine; }; //************ // Visuals //************ func void B_SetVisuals_Giant_Rat() { Mdl_SetVisual (self, "Giant_Rat.mds"); // Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex ARMOR Mdl_SetVisualBody (self, "Giant_Rat_Body", DEFAULT, DEFAULT, "", DEFAULT, DEFAULT, -1); }; //*************** // Giant_Rat //*************** INSTANCE Giant_Rat (Mst_Default_Giant_Rat) { B_SetVisuals_Giant_Rat(); Npc_SetToFistMode(self); CreateInvItems (self, ItFoMuttonRaw, 1); }; //*************** // Fire_Rat //*************** INSTANCE Fire_Rat (Mst_Default_Giant_Rat) { B_SetVisuals_Giant_Rat(); Npc_SetToFistMode(self); CreateInvItems (self, ItFoMuttonRaw, 1); effect = "SPELLFX_FIREARMOR"; damagetype = DAM_EDGE; // damage [DAM_INDEX_BLUNT] = 0; // damage [DAM_INDEX_EDGE] = 0; // damage [DAM_INDEX_POINT] = 0; // damage [DAM_INDEX_FIRE] = 50; // damage [DAM_INDEX_FLY] = 0; // damage [DAM_INDEX_MAGIC] = 0; }; //************************************** // junge Giant_Rat (für Spielstart) //************************************** INSTANCE YGiant_Rat (Mst_Default_Giant_Rat) { //----- Monster ---- name = "M³ody olbrzymi szczur"; level = 3; //----- Attribute ---- attribute [ATR_STRENGTH] = 5; attribute [ATR_DEXTERITY] = 5; attribute [ATR_HITPOINTS_MAX] = 10; attribute [ATR_HITPOINTS] = 10; attribute [ATR_MANA_MAX] = 0; attribute [ATR_MANA] = 0; //----- Protections ---- protection [PROT_BLUNT] = 5; protection [PROT_EDGE] = 5; protection [PROT_POINT] = 5; protection [PROT_FIRE] = 5; protection [PROT_FLY] = 5; protection [PROT_MAGIC] = 0; //----- Kampf-Taktik ---- fight_tactic = FAI_MONSTER_COWARD; //----- Visuals ---- B_SetVisuals_Giant_Rat(); Mdl_SetModelScale(self, 0.9, 0.9, 0.9); Npc_SetToFistMode(self); CreateInvItems (self, ItFoMuttonRaw, 1); };
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Vayurax napisał:
kamilas86 napisał:
Mo¿e akurat szczur nie mo¿e byæ ognisty? : >
Bzdura ;P
Ja tylko podajê teoriê, i nie moddujê ju¿ od 8-9 miesiêcy ._. Masz co¶? : D
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Gdy robi³em potwora to zauwa¿y³em ¿e masz taki sam kod jak u drugiego samego szczura te¿ mia³ nazwê MST_Giant_Rat je¿eli masz inn± nazwê to dobrze ale je¿eli masz taki sam kod czyli obok Prototype i inne to oczywi¶cie ¿e nie wejdzie. (Chyba ¿e masz inaczej )
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