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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-02-26 12:18:58 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-09 01:24:34 +0100
commit1151e39d73793923ecd7a044e7116e6d2077c756 (patch)
tree01f249984e2e9537695d736d9dc2e09a68bcb938 /example/clientdata/npcs.xml
parent2cfd2275df4639d7a29330726f5420e2432c63b1 (diff)
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Show a way to make monsters speak at spawn time.
Even when events are inserted before game state update time, the monsters don't speak since they still don't have an id (-1). As I thought that reworking the mapcomposite engine for that particular point was ineffective, here is another working way to make monsters speak at spawn time by using the schedule_in function with 0.3 second (or 3 ticks). Resolves: Mana-Mantis #205. Reviewed-by: Thorbjorn.
Diffstat (limited to 'example/clientdata/npcs.xml')
-rw-r--r--example/clientdata/npcs.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/example/clientdata/npcs.xml b/example/clientdata/npcs.xml
index f94ce494..8fe40030 100644
--- a/example/clientdata/npcs.xml
+++ b/example/clientdata/npcs.xml
@@ -14,6 +14,7 @@
<npc id="5"><sprite variant="4">npcs/static-npcs.xml</sprite></npc><!-- Smith -->
<!-- ... -->
<npc id="8"><sprite variant="7">npcs/static-npcs.xml</sprite></npc><!-- Banker -->
+ <npc id="9"><sprite variant="8">npcs/static-npcs.xml</sprite></npc><!-- Tamer -->
<!-- ... -->
<npc id="11"><sprite variant="10">npcs/static-npcs.xml</sprite></npc><!-- Welcoming girl -->
</npcs>