The test passed in normal mode and the system worked.
During the assembly, the entire server was compiled.
Please inform me if you do not compile my system.
Two files have been changed: damage.inc and death.src
At the moment, in the quest the system disconnects the command "harvest"
Translated to Google translation
spawnernpc version 2.3 by nightowl0786
Sex - sex change Nps format "0", "1" (0-male, 1-female)
Race - change of race format "1" .. "n" (1-person, "n" - race number from uoclient.cfg)
Time - setting the NPC time, if the "0" NPCs are creeping up instantly.
Delete - removes the NPS.
Distance - sets the distance of processing commands from the NPC.
The line of sight is the format "0", "1" (1-NPC should not be shielded from the player by the wall, etc.
Inventory - the name of the group from equip.cfg, what will be put on the NPC when creating
Lut group - the name of the group from lootgroup. cfg, what to appear in the corpse of the NPS
Add command - adds a command with the event number, which when the command is sent is sent to the NPS
Radius - Sets the distance to which the NPC will be able to escape from the respa, or creep back into the rep.
Combat radius - sets the combat distance to which the NPC can escape from the point of creation during the battle.
Add task - creates task
Random color - colors npc in a random color from the list, the color is set by comma. Example: 0,200,500,300 - sets 4 kinds of color.
Kill NPS - kills nps
. Wage time - the salary (in hours)
trading system options
Add product - adds a product (product name from itemdesc.cfg) also a mod class and a wildcard are inserted through the symbol ":". Example pickfork: 5: 5: 5 - the item will receive a name: Supremety accurate pickfork of vanquishing (letal poisoned)
Trading time - sets the time (in minutes) through the dock the goods in the system guild will be exposed.
Tax collection - setting a tax on the sale and purchase of goods in percent (from 0 to 100 is withdrawn from the average price of the goods)
Add money - adds money (money name from moneys.cfg)
Add guild - adds a guild (the number of the existing guild or "0" for system guild)
Salary time - through the lope will be charged a salary (in hours)
Salary - Skapa nps will take from the guild of money format: name_day = amount (the name of money is taken from the list of money from the menu if the format is entered correctly, then the color changes from red to green).
The menu of products:
Sell - the average selling price of the product (no guild will be able to sell the product more expensive than the "average selling price" * 2)
Buy is the average purchase price of the product (no guild will be able to buy cheaper than the "average purchase price" / 2)
Quantity - the amount created by the system guild of the goods To
buy - the quantity of goods that the system guild will buy up. The
menu of the list of guild products.
Open sales - opens the sales container.
Open purchases - opens the purchase counter
Remove money - take money at a time maximum 60,000
Add money - add money (money is taken either from the character bag or from the web money)
Menu of the guild product
Sell - the sale price of the product or "0" to not sell the product
Buy - the purchase price of the product or " 0 "so as not to buy the product to
buy - the amount of product that the merchant will buy
Using the job system
Time - sets the time (in minutes) after which it will be possible to take the job, "0" - the task will be to take only 1 time
language - switch language
included - "1" - the task is enabled (switch is accompanied by a change of color of the task name from red to green)
Take - sets the conditions for taking a job (separated by commas) format:
command parameters :
All parameters are set after the symbol "|"
class = mage | ct = 5 - the character will have to be a class mage and his level should be below 5
reward - sets the reward for the task (comma):
type_name = name_name | options
types of things:
"exp" - sets reward in the form of experience for class in format: exp = display_name | parameters example: exp = exp | ct = 1000 will give 1000 experience as reward.
All parameters are set after the symbol "|"
In parentheses, abbreviated names can be used as a place full
. The list of parameters "count (ct)" - the amount of the item
"class (cs)" - an integer (from 0 to 5) - sets the class to an example (class = 5): axe of vanquishing to the weapon dmg_mod == 50)
"mod (md)" - an integer (from 0 to 5) - sets the modifier to an object (mod = 5): supremely accurete ax (will get + 25 to the weld)
"poison (pn)" - an integer (from 0 to 5) - sets the poisoning on the thing. example (poison = 5): letal poisoned (the strongest poison)
In the sum of the parameters (class = 5; mod = 5) by the following name supremely accurete axe of vanquishing (letal poisoned)
Set a reward of 1000 gold coins
item = goldcoin | ct = 1000
Dismiss the weapon <> weapon = axe | class = 5; mod = 5 <> Task - make the completion of the job format:
command_name = name | parameters
List of commands: "give" - give NPC thing form:
give = name_things | parameters
"quest" - execute the task format:
quest = job_name | parameters
"kill" - kill the format:
kill = template_name | parameters
"Options" optional part of the task are listed after the symbol "|" The parameter must end with a ";" If it is not the last one
In parentheses, abbreviated names that can be used in the place of complete
id (id) - sets the number of npc that you need
mod (md) - sets what modifier the thing should be
class (cs) - sets what class should be the item
count (ct ) - sets the number (things, tasks, nps)
realm (rm) - sets the map that you need
serial (sl) - sets the gray object that you need
region (rn) - sets the region that you need
spawnerserial (ss) - sets the number of the spa player that you need to
event - overrides events such as death example: event = kill: test2 causes a random kill or test2 event with a positive outcome of the condition
. Task examples:
Example with the quest command:
The character needs to execute some other quest to complete this quest.
quest = test1 where test1 quest name - You will need to complete a quest named test1 to complete this quest.
Now this is the same quest but with the parameters.
quest = test1 | spawnerserial = 125; region = test; realm = brittania; id = 1 where
spawnerserial (ss) is the serial number of the spa.
region (rn) is the region where npc is to be located.
realm (rm) is the map where the spa is to be found
id (id) - this is the number of the NPC (shown in the upper corner of the menu) which should have the task.
The character will have to perform the task that is at the NPC with the number (1), and the NPC is controlled by the spawner with the number (125) located in the region "test" on the map "britannia".
Death - occurs when the kill command gives a positive result.
Give - occurs when the give command gives a positive result.
Quest - occurs when the team quest gives a positive result
pickup - occurs when the quest is taken
Compiled - occurs when the quest is completed.
Notcompiled - occurs when the quest is not completed.
Pickup - occurs when the character takes the quest
npcidle - occurs when nps out of waiting
guards - occurs when the command
called guards gives a positive result of the blockedmobile - occurs when the mob is poking on another mob (in version 2.3 disabled)
blockedstatic - occurs when the mob pokes on the static pripyatstvy (in version 2.3 is off)
AttackTime - occurs when the attack time has elapsed
enterarea - occurs when someone enters into scope NPC
damaged - occurs when npsu inflict damage (from 2 seconds to 20 seconds delay)
leftarea - occurs when someone yshel of the NPC field visibility
magicdamaged - occurs when nps is dealt magic damage (delay from 2 seconds to 20 seconds)
engaged - occurs when there was an attack on npc (delay from 2 seconds to 20 seconds)
Commands : commands speech = monolog_name | parameters | parameters
sendevent = event_name | parameters | parameters
Commands refusequest = name_quest | id = id_npc; spawnerserial = serial_spawner
Coandies SendCommandAi = command_name | parameters //////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////
attack - SendcommandAi = Attack | serial = caused
stop - sendcommandai = stop | names = move : attack
cast - sendcommandAi = cast | serial = caused; spell = 49
Examples: speech = welcome - npc will say welcome
The mbanker located in the region of test on the map of britannia with the number "1" will say one of the monologues (in red) monolog1 or monolog1 or monolog1; monolog2 speech = monolog1: monolog2 | id = 1 | id = 2 Npc with a sniffer 1 and 2 will say randomly mobilog1 or monolog2
SendEvent = test1 - will trigger the event test1
Sendevent = test1: test2 | id = 1 | id = 2 - will cause randomly the event test1 or test2 nonsam snomers 1 and 2
SendCommandAi = move | serial = caused - will send a command to move nsp by setting the object that caused the event (caused - the event that caused the event)
SendcommandAi = move | serial = caused; dist = 1; speed = 250; flag = 0; out_event = test1; out_quest = out_quest1; delay = 10; SendcommandAi = move | x = 1521; y = 605; dist = 1; speed = 250; flag = 0; out_event = test1; out_quest = out_quest1; delay = 10; sendcommandai = move | group = britannia; xyzstep = 3; xyzidx = 1; parameter = dist; dist = 1; exit = 1; out_event = test- will send a command to the npc so that it starts to move along the route with the name (britannia) starting at 1 point (xyzidx) of the route and loading 3 points (xyzstep) into ai.src, the parameter word says that when the dist reaches the command, the word out_event says that you need to send the spawnernpc or systemspawn event with the name test at the end of the command, if the exit parameter is set to 2, then the event does not send
In move, the flag's parameter specifies whether the npp will run away from it or vice versa run up from 0 to 3 if 0 then nps will go to the goal if 1 then nps will run to the target if 2 then nips will go away from the target if 3 then npc will run away from the target
Parameter dist = sets the distance that nps will keep from the target
Parameter out_event determines which event will be sent when the command
ends Parameter out_quest defines in the quake quest the event is called when the command is
terminated Parameter parameter condition defines under what circumstances the command ends eg parameter = dist when the distance is reached then the command
Terminates delay - forcibly ends the command after the elapsed time in seconds
NPS commands: bank, train, buy, quest, tradeoption
buy - 0x00002025
bank - 0x00002019
train - 0x0000201f
quest - 0x0000201c
guards - 0x00002026
tradeoption - 0x00002024
Fields: Command - Sets text command processor. Example: "command quest: 0x0000201c" - will nuke the command, when the player says the word "quest", will send a npc event with the number "0x0000201c"
Inventare - The group from equip.cfg (the one that is donning on the NPC)
Colorgroup - is installed via the "," color of the nips in which it will be randomly colored
Module - the module name from modules.cfg (if not set to be deaf and blind)
Product - product name from itemdesc.cfg (install the product npc).
Set two reagents for sale, blackpearl and bloodmoss
Attribute - Set skills and stats for the "train" command.
Set the team's dal to the two skills "Tactics" and "Wrestling"
LootGroup - Utanovit loot group from LootGroup.cfg
Levelclasspoint - How much experience will it take to kill this NPC? Config
Title the armorer
Script: spawnernpc: systemai \ ai
the Alignment good
ObjTypeRace0 0x190: 0x191
ObjTypeRace1 0x25d: 0x25e
ObjTypeRace2 0x29a: 0x29b
GroupNameRace0 5: 6
GroupNameRace1 5: 6
GroupNameRace3 5: 6
Command quest: 0x0000201c
Command buy: 0x00002025
command train: 0x0000201f