From 1151e39d73793923ecd7a044e7116e6d2077c756 Mon Sep 17 00:00:00 2001 From: Yohann Ferreira Date: Sat, 26 Feb 2011 12:18:58 +0100 Subject: 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. --- example/clientdata/npcs.xml | 1 + 1 file changed, 1 insertion(+) (limited to 'example/clientdata/npcs.xml') 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 @@ npcs/static-npcs.xml npcs/static-npcs.xml + npcs/static-npcs.xml npcs/static-npcs.xml -- cgit v1.2.3-60-g2f50