Please add some interface to the NPC skin. I see that the argument need only be a name to reference the skin folder.
the definition should be
String name getConverationParterSkinName()
Boolean success setConverationParterSkinName(string name)
Also these would be nice
Int ID getEntity():getHotbar(int slot)
ID should be 0 on failure.
Boolean success getentity():takeItem(int item, int amount)
Boolean success getWorld():spawnCreature(int faction,string script,string name)
Boolean success getWorld():spawnShip(int faction, string blueprint, int count)
String target getConverationParterTargeted()
Boolean success setConverationParterTarget(string entity_name)
Boolean success getConverationParterTargetBlock(int x, int y, int z)
int x, int y, int z setConverationParterStanding() (the block the npc standing on
Boolean success ConverationParterFire(int type)
Fire personal weapon at target, type to select which personal weapon to fire.
Thanks.
~Morlanius
the definition should be
String name getConverationParterSkinName()
Boolean success setConverationParterSkinName(string name)
Also these would be nice
Int ID getEntity():getHotbar(int slot)
ID should be 0 on failure.
Boolean success getentity():takeItem(int item, int amount)
Boolean success getWorld():spawnCreature(int faction,string script,string name)
Boolean success getWorld():spawnShip(int faction, string blueprint, int count)
String target getConverationParterTargeted()
Boolean success setConverationParterTarget(string entity_name)
Boolean success getConverationParterTargetBlock(int x, int y, int z)
int x, int y, int z setConverationParterStanding() (the block the npc standing on
Boolean success ConverationParterFire(int type)
Fire personal weapon at target, type to select which personal weapon to fire.
Thanks.
~Morlanius
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