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Projekty zawieszone i porzucone / Gothic: Historia Bariery 2 - Zagłada
« dnia: 2014-02-19, 01:39 »
Nie strachajcie, prace trwają...
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Kiedyś grałem ale nie pamiętam o czym byłaAcha, no tak czy siak ta modyfikacja to druga część Historii Bariery. Tylko że pod względem Gameplaya pierwsza część była kijowa, pod względem fabularnym moim zdaniem była ciekawa. W związku z tym chcę aby ta część była dobra pod względem gameplaya jak i fabulranym, dlatego nie wiem jak długo zajmą pracę na tym modem
Jak tam prace nad modem?A dobrze dziękuje
Ahaa dajcie już spokuj z tym dyskiem hah xD Dzięki za miłe słowa
Pragasek informuje o modzie 28 stycznia, "mądrzy inaczej" twierdzą 1 lutego, że dysk sie spalil
Pragasek, fajnie, ze wrociles na forum i cos robisz. Powodzonka.
Pragasek o czym dokładnie będzie ten mod, bo to co przeczytałem o tym ferpasie nie zabardzo mnie informuje o tej modyfikacji mógłbyś to trochę lepiej wyjaśnić?Grałeś może w Gothic Historia Bariery?
FUNC VOID DIA_Shake_Finally_Info()
{
AI_Output (self, other ,"DIA_Shake_Finally_03_01"); //Sukinsyn dostal za swoje! Dobra robota.
AI_Output (other, self ,"DIA_Shake_Finally_15_02"); //O co tutaj chodzi?!
AI_Output (self, other ,"DIA_Shake_Finally_03_03"); //Potym jak opusciles zamek, Carlson pobiegl za toba...
AI_Output (self, other ,"DIA_Shake_Finally_03_04"); //Carlson to swinia, nie odwarzyl by sie opuscic zamku gdyby nie mial powodu.
AI_Output (self, other ,"DIA_Shake_Finally_03_05"); //Pomyslalem, ze cos jest nie tak i pobieglem za nim.
AI_Output (self, other ,"DIA_Shake_Finally_03_06"); //I mialem racje, gdyby nie ja juz by cie tu nie bylo.
AI_Output (other, self ,"DIA_Shake_Finally_15_07"); //Dzieki stary... Nie wiem co sie dzieje, strasznie boli mnie glowa!
AI_Output (self, other ,"DIA_Shake_Finally_03_08"); //Za duzo wrazen jak na jeden dzien co? Nie zapomnij zabrac Carlsonowi jego monety!
AI_Output (other, self ,"DIA_Shake_Finally_15_09"); //Ja...
AI_PlayAni (other, "t_Fall_2_Fallen");
AI_StopProcessInfos (self);
B_LogEntry (TOPIC_Carlson_Mission,"Carlson mnie zaatakowal! Shake naszczescie przybyl i mi pomógl! Teraz wystarczy zabrac mu jego monete!");
Log_SetTopicStatus (TOPIC_Carlson_Mission, LOG_SUCCESS);
Npc_ExchangeRoutine (self, "RUN");
B_GivePlayerXP (200);
};
// ***************************************************
// B_NpcSurprise
// ***************************************************
var int NPC_Appear;
func int B_TeleportNpc()
{
if (Npc_GetDistToWP (other, "xxx") < 200)
{
if (Npc_Mission = TRUE)
{
AI_Teleport (NPC, "xxx");
Npc_ExchangeRoutine (NPC, "ATTACK");
Npc_Appear = TRUE;
};
};
};
//**********************************************
//-----------------> Teachtofightman <----------
//**********************************************
INSTANCE DIA_Skorpion_Teachtofightman (C_INFO)
{
npc = NONE_15006_Skorpion;
nr = 1;
condition = DIA_Skorpion_Teachtofightman_Condition;
information = DIA_Skorpion_Teachtofightman_Info;
permanent = TRUE;
description = "No to jak nauczysz mnie walczyc?";
};
FUNC INT DIA_Skorpion_Teachtofightman_Condition()
{
if (Npc_KnowsInfo (other, DIA_Skorpion_Shohowtofight))
{
return TRUE;
};
};
FUNC VOID DIA_Skorpion_Teachtofightman_Info()
{
AI_Output (other, self ,"DIA_Skorpion_Teachtofightman_15_01"); //No to jak nauczysz mnie walczyc?
AI_Output (self, other ,"DIA_Skorpion_Teachtofightman_03_02"); //Najpierw pogadaj z Blizna. Musze wiedziec czy mozna ci zaufac.
if (Npc_KnowsInfo (other, DIA_Blizna_Audition))
{
AI_Output (other, self ,"DIA_Skorpion_Teachtofightman_15_02"); //Juz to zrobilem!
AI_Output (self, other ,"DIA_Skorpion_Teachtofightman_03_03"); //Swietnie, zatem pomoge ci...
Skorpion_Teach = TRUE;
Info_ClearChoices (DIA_Skorpion_Teachtofightman);
}
else
{
AI_StopProcessInfos (self);
};
};
//************************************
//-----------------> Teach <----------
//************************************
INSTANCE DIA_Skorpion_Teach (C_INFO)
{
npc = NONE_15006_Skorpion;
nr = 1;
condition = DIA_Skorpion_Teach_Condition;
information = DIA_Skorpion_Teach_Info;
permanent = TRUE;
description = "Zacznijmy juz trening!";
};
FUNC INT DIA_Skorpion_Teach_Condition()
{
if (Skorpion_Teach == TRUE)
{
return TRUE;
};
};
FUNC VOID DIA_Skorpion_Teach_Info()
{
AI_Output (other, self ,"DIA_Skorpion_Teach_15_01"); //Zacznijmy juz trening!
AI_Output (self, other ,"DIA_Skorpion_Teach_03_02"); //Jasne!
Info_ClearChoices (DIA_Skorpion_Teach);
Info_AddChoice (DIA_Skorpion_Teach, "Cofnij" ,DIA_Skorpion_Teach_BACK);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h1 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 1)) ,DIA_Skorpion_Teach_2H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h5 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 5)) ,DIA_Skorpion_Teach_2H_5);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h1 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 1)) ,DIA_Skorpion_Teach_1H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h5 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 5)) ,DIA_Skorpion_Teach_1H_5);
};
FUNC VOID DIA_Skorpion_Teach_1H_1 ()
{
if B_TeachFightTalentPercent (self, other, NPC_TALENT_1H, 1, 75)
{
Info_ClearChoices (DIA_Skorpion_Teach);
Info_AddChoice (DIA_Skorpion_Teach, "Cofnij" ,DIA_Skorpion_Teach_BACK);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h1 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 1)) ,DIA_Skorpion_Teach_2H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h5 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 5)) ,DIA_Skorpion_Teach_2H_5);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h1 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 1)) ,DIA_Skorpion_Teach_1H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h5 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 5)) ,DIA_Skorpion_Teach_1H_5);
};
};
FUNC VOID DIA_Skorpion_Teach_1H_5 ()
{
if B_TeachFightTalentPercent (self, other, NPC_TALENT_1H, 5, 75)
{
Info_ClearChoices (DIA_Skorpion_Teach);
Info_AddChoice (DIA_Skorpion_Teach, "Cofnij" ,DIA_Skorpion_Teach_BACK);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h1 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 1)) ,DIA_Skorpion_Teach_2H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h5 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 5)) ,DIA_Skorpion_Teach_2H_5);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h1 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 1)) ,DIA_Skorpion_Teach_1H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h5 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 5)) ,DIA_Skorpion_Teach_1H_5);
};
};
FUNC VOID DIA_Skorpion_Teach_2H_1 ()
{
if B_TeachFightTalentPercent (self, other, NPC_TALENT_2H, 1, 75)
{
Info_ClearChoices (DIA_Skorpion_Teach);
Info_AddChoice (DIA_Skorpion_Teach, "Cofnij" ,DIA_Skorpion_Teach_BACK);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h1 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 1)) ,DIA_Skorpion_Teach_2H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h5 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 5)) ,DIA_Skorpion_Teach_2H_5);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h1 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 1)) ,DIA_Skorpion_Teach_1H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h5 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 5)) ,DIA_Skorpion_Teach_1H_5);
};
};
FUNC VOID DIA_Skorpion_Teach_2H_5 ()
{
if B_TeachFightTalentPercent (self, other, NPC_TALENT_2H, 5, 75)
{
Info_ClearChoices (DIA_Skorpion_Teach);
Info_AddChoice (DIA_Skorpion_Teach, "Cofnij" ,DIA_Skorpion_Teach_BACK);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h1 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 1)) ,DIA_Skorpion_Teach_2H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn2h5 , B_GetLearnCostTalent(other, NPC_TALENT_2H, 5)) ,DIA_Skorpion_Teach_2H_5);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h1 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 1)) ,DIA_Skorpion_Teach_1H_1);
Info_AddChoice (DIA_Skorpion_Teach, B_BuildLearnString(PRINT_Learn1h5 , B_GetLearnCostTalent(other, NPC_TALENT_1H, 5)) ,DIA_Skorpion_Teach_1H_5);
};
};
FUNC VOID DIA_Skorpion_Teach_BACK()
{
Info_ClearChoices (DIA_Skorpion_Teach);
};
if (Npc_KnowsInfo (other, DIA_Blizna_Audition))
{
AI_Output (other, self ,"DIA_Skorpion_Teachtofightman_15_02"); //Juz to zrobilem!
AI_Output (self, other ,"DIA_Skorpion_Teachtofightman_03_03"); //Swietnie, zatem pomoge ci...
Skorpion_Teach = TRUE;
Info_ClearChoices (DIA_Skorpion_Teachtofightman);