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Crypt, meaning a tomb, but thank you very much, I will try to implement it tomorrow. In the best-case scenario, I want to create a campaign about Cyrus in his youth.
Added 46 minutes later
-- disable highlighting and set a peaceful icon on hover
SetObjectEnabled(npc, nil);
SetDisabledObjectMode(npc, DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType(npc, 0);
-- function-handler for poking - optional parameter
if(func ~= nil) then
Trigger(OBJECT_TOUCH_TRIGGER, npc, func);
end
-- NPC name - optional parameter
if(name ~= nil) then
SetMonsterNames(npc, MONSTER_NAME_SINGLE, name);
end
end
And can I, for the less intelligent, change what is in the parentheses? If so, what does nil, DISABLED_INTERACT mean, does npc need a name that I invent and enter into the name string and then here, or not, OBJECT_TOUCH_TRIGGER, npc, func, and what does this mean: name ~= nil) then
SetMonsterNames(npc, MONSTER_NAME_SINGLE, name);?:confused:
Added 46 minutes later
-- disable highlighting and set a peaceful icon on hover
SetObjectEnabled(npc, nil);
SetDisabledObjectMode(npc, DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType(npc, 0);
-- function-handler for poking - optional parameter
if(func ~= nil) then
Trigger(OBJECT_TOUCH_TRIGGER, npc, func);
end
-- NPC name - optional parameter
if(name ~= nil) then
SetMonsterNames(npc, MONSTER_NAME_SINGLE, name);
end
end
And can I, for the less intelligent, change what is in the parentheses? If so, what does nil, DISABLED_INTERACT mean, does npc need a name that I invent and enter into the name string and then here, or not, OBJECT_TOUCH_TRIGGER, npc, func, and what does this mean: name ~= nil) then
SetMonsterNames(npc, MONSTER_NAME_SINGLE, name);?:confused: