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author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-02-26 12:18:58 +0100 |
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committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-03-09 01:24:34 +0100 |
commit | 1151e39d73793923ecd7a044e7116e6d2077c756 (patch) | |
tree | 01f249984e2e9537695d736d9dc2e09a68bcb938 /example/clientdata/npcs.xml | |
parent | 2cfd2275df4639d7a29330726f5420e2432c63b1 (diff) | |
download | manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.tar.gz manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.tar.bz2 manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.tar.xz manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.zip |
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.xml | 1 |
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> |