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Skrypty / Polskie skrypty
« dnia: 2009-01-19, 18:05 »
Czy ktoś wie skąd je ściągnąć?Wie że są w downloadzie nie działa link z uploadera a z rapida ściągnąć się nie da!!!
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instance BAU_4305_Grich (Npc_Default)
{
// ------ NSC ------
name = "Grich";
guild = GIL_OUT;
id = 4305;
voice = 5;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
attribute[ATR_STRENGTH] = 200;
attribute[ATR_DEXTERITY] = 200;
attribute[ATR_MANA_MAX] = 10000;
attribute[ATR_MANA] = 10000;
attribute[ATR_HITPOINTS_MAX] = 500;
attribute[ATR_HITPOINTS] = 400; //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_COWARD; // MASTER / STRONG / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_Elbastardo);
// ------ Inventory ------
B_CreateAmbientInv (self);
CreateInvItems (self, itpo_health_03, 1000000)
CreateInvItems (self, itmi_gold, 1000000)
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Bald", Face_N_NormalBart_Dusty, BodyTex_N, ITAR_RANGER_ADDON);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 20); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_4305;
};
FUNC VOID Rtn_Start_4305 ()
{
TA_Pick_FP (08,10,12,10,"NW_FARM1_FIELD_07");
TA_Pick_FP (12,10,15,10,"NW_FARM1_FIELD_02");
TA_Pick_FP (15,10,18,10,"NW_FARM1_FIELD_07");
TA_Cook_Stove (18,10,20,10,"NW_FARM1_INHOUSE_02");
TA_Pray_Innos_FP (20,10,08,10,"NW_CITY_MERCHANT_TEMPLE_IN");
};
FUNC VOID Rtn_BugsThere_4305 ()
{
TA_Pick_FP (08,10,12,10,"NW_FARM1_FIELD_07");
TA_Pick_FP (12,10,15,10,"NW_FARM1_FIELD_02");
TA_Pick_FP (15,10,18,10,"NW_FARM1_FIELD_07");
TA_Cook_Stove (18,10,20,10,"NW_FARM1_INHOUSE_02");
TA_Pray_Innos_FP (20,10,08,10,"NW_CITY_MERCHANT_TEMPLE_IN");
};
npc = Bau_4305_Grich;
// ************************************************************
// EXIT
// ************************************************************
INSTANCE DIA_Grich_EXIT(C_INFO)
{
npc = Bau_4305_Grich;
nr = 999;
condition = DIA_Grich_EXIT_Condition;
information = DIA_Grich_EXIT_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC INT DIA_Grich_EXIT_Condition()
{
return 1;
};
FUNC VOID DIA_Grich_EXIT_Info()
{
AI_StopProcessInfos (self);
};
// ************************************************************
// Hallo
// ************************************************************
INSTANCE DIA_Grich_Hello (C_INFO)
{
npc = Bau_4305_Grich;
nr = 1;
condition = DIA_Grich_EXIT_Condition;
information = DIA_Grich_EXIT_Info;
permanent = 0;
description = "Cześć kim jesteś u diabła przecierz w Gothicu 2 Noc Kruka normalnie cię nie ma.";
};
FUNC INT DIA_Grich_Hello_Condition()
{
return 1;
};
FUNC VOID DIA_Grich_Hello_Info()
{
AI_Output (other, self,"DIA_Grich_Hello_15_00"); //Cześć k...
AI_Output (self, other,"DIA_Grich_Hello_13_01"); //Witam kim jesteś?
AI_Output (other, self,"DIA_Grich_Hello_15_02"); //Jestem bohaterem Gothiców I-III i jestem bezimenny dla przyjacół bezi.
AI_Output (self, other,"DIA_Grich_Hello_13_03"); //Nice to meet you[miło cię poznać]!
AI_Output (self, other,"DIA_Grich_Hello_15_04"); //????? Angola jeszcze nie ma!
AI_Output (self, other,"DIA_Grich_Hello_13_05"); //No cóż... masz rację [nie]stety!
};
// ************************************************************
// What
// ************************************************************
INSTANCE DIA_Grich_Hello (C_INFO)
{
npc = Bau_4305_Grich;
nr = 2;
condition = DIA_Grich_EXIT_Condition;
information = DIA_Grich_EXIT_Info;
permanent = 1;
description = "Co tu robisz?";
};
FUNC INT DIA_Grich_Hello_Condition()
{
return 1;
};
FUNC VOID DIA_Grich_Hello_Info()
{
AI_Output (other, self,"DIA_Grich_Hello_15_00"); //Co tu robisz??
AI_Output (self, other,"DIA_Grich_Hello_13_01"); //BUNT!!!!!
AI_Output (other, self,"DIA_Grich_Hello_15_02"); //SAM???
AI_Output (self, other,"DIA_Grich_Hello_13_03"); //Nieee... Mam już dwóch rewolucjonistów!
AI_Output (other, self,"DIA_Grich_Hello_15_04"); //Taaaa... Fajnie gdzie ich znajdę?
AI_Output (self, other,"DIA_Grich_Hello_13_03"); //Na wzgórzu z Młynem!
};
Wld_InsertNpc (BAU_4305_Grich "NW_FARM1_OUT_01');o to chodziło??[jestem początkujący w modowaniu]
Wld_InsertNpc (Bloodfly,"SPAWN_OW_BLOODFLY_WOOD05_01");
Wld_InsertNpc (Bloodfly,"SPAWN_OW_BLOODFLY_WOOD05_01");
Wld_InsertNpc (Lurker,"SPAWN_OW_NEARBGOBBO_LURKER_A1");
Wld_InsertNpc (Lurker,"SPAWN_OW_MINICOAST_LURKER_A1");
Wld_InsertNpc (Lurker,"OW_LAKE_NC_LURKER_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_WARAN06_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_WARAN06_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_WARAN06_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_WARAN05_SPAWN02");
Wld_InsertNpc (Waran,"OW_PATH_OW_PATH_WARAN05_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_OW_PATH_WARAN05_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_OW_PATH_WARAN05_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_OW_PATH_WARAN05_SPAWN01");
Wld_InsertNpc (Waran,"OW_PATH_WARAN05_SPAWN02");Cóż teraz to dziwne ,ponieważ to nie jest mój NPC a poza tym on jest strażnikiem i dałem go do strażników!!!