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Materiały / [G1]: Gotowiec: Skrypt dodający minimalne obrażenia do Gothica 1 (do usunięcia)
« dnia: 2026-02-12, 12:49 »
(do usunięcia - skrypt generował bugi)
Ta sekcja pozwala Ci zobaczyć wszystkie wiadomości wysłane przez tego użytkownika. Zwróć uwagę, że możesz widzieć tylko wiadomości wysłane w działach do których masz aktualnie dostęp.
on_equip = Equip_DMB_ARMOR_M;
on_unequip = UnEquip_DMB_ARMOR_M; FUNC VOID Equip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_InitGuildAttitudes();
};
FUNC VOID UnEquip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_InitGuildAttitudes();
};// Dämonenbeschwörer
INSTANCE DMB_ARMOR_M(C_Item)
{
name = "Szata Mrocznych Sztuk";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection [PROT_EDGE] = 90;
protection [PROT_BLUNT] = 90;
protection [PROT_POINT] = 20;
protection [PROT_FIRE] = 60;
protection [PROT_MAGIC] = 30;
wear = WEAR_TORSO;
value = protection [PROT_EDGE] * ARMOR_VALUE_MULTIPLIER;
ownerGuild = GIL_DMB;
visual = "dmbm.3ds";
visual_change = "Hum_DMBM_ARMOR.asc";
visual_skin = 0;
material = MAT_LEATHER;
on_equip = Equip_DMB_ARMOR_M;
on_unequip = UnEquip_DMB_ARMOR_M;
description = name;
TEXT[0] = "Lepiej nie nosić tego publicznie.";
TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Equip_DMB_ARMOR_M() ///deleted
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_PeopleHatesYouNecromancer = TRUE;
B_InitGuildAttitudes();
};
FUNC VOID UnEquip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_PeopleHatesYouNecromancer = FALSE;
B_InitGuildAttitudes();
};var int B_PeopleHatesYouNecromancer;CONST INT GIL_ATTITUDES_NecromancerArmor [TAB_ANZAHL] = // AL und NL verärgert (Magier zueinander freundlich) ST neutral zu AL und NL (Magier verärgert zu ST)
{
// None EBr Grd Stt KdF Vlk KdW Sld Org Bau SfB Gur Nov Tpl Däm Bab
/*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Ebr*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Ebr*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Ebr*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Ebr*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Grd*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Grd*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Grd*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Grd*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Stt*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Stt*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Stt*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Stt*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdf*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_FRIENDLY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Kdf*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Kdf*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Vlk*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Vlk*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Vlk*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdw*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_NEUTRAL, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sld*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sld*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Org*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Org*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Bau*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Bau*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Bau*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Bau*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sfb*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Sfb*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sfb*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sfb*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Gur*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Gur*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Gur*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Gur*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Nov*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Nov*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Nov*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Nov*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Tpl*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Tpl*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_FRIENDLY, ATT_HOSTILE,
/*Bab*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_HOSTILE, ATT_FRIENDLY
};
CONST INT GIL_ATTITUDES_FMTAKEN_NecromancerArmor [TAB_ANZAHL] = // AL und NL feindlich
{
// None EBr Grd Stt KdF Vlk KdW Sld Org Bau SfB Gur Nov Tpl Däm Bab
/*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Ebr*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_HOSTILE, ATT_FRIENDLY, /*Ebr*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Ebr*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Ebr*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Grd*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_HOSTILE, ATT_FRIENDLY, /*Grd*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Grd*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Grd*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Stt*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_HOSTILE, ATT_NEUTRAL, /*Stt*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Stt*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Stt*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdf*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Kdf*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Vlk*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Vlk*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdw*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdw*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Sld*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Org*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Bau*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Bau*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Bau*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Bau*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sfb*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Sfb*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sfb*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sfb*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Gur*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Gur*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Gur*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Gur*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Nov*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Nov*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Nov*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Nov*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Tpl*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_FRIENDLY, ATT_HOSTILE,
/*Bab*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_HOSTILE, ATT_FRIENDLY
};//////////////////////////////////////////////////////////////////////////
// B_InitGuildAttitudes
// ====================
// Setzt bzw. resettet die Attitüde unter den Menschengilden
// und berücksichtigt dabei den Storyverlauf
//////////////////////////////////////////////////////////////////////////
func void B_InitGuildAttitudes ()
{
PrintDebugNpc (PD_ZS_FRAME, "B_InitGuildAttitudes");
if (Kapitel <= 3)
{
Wld_ExchangeGuildAttitudes ("GIL_ATTITUDES");
}
else
{
Wld_ExchangeGuildAttitudes ("GIL_ATTITUDES_FMTAKEN");
};
};
//////////////////////////////////////////////////////////////////////////
// B_InitGuildAttitudes
// ====================
// Setzt bzw. resettet die Attitüde unter den Menschengilden
// und berücksichtigt dabei den Storyverlauf
//////////////////////////////////////////////////////////////////////////
func void B_InitGuildAttitudes ()
{
PrintDebugNpc (PD_ZS_FRAME, "B_InitGuildAttitudes");
if (Kapitel <= 3)
{
if B_PeopleHatesYouNecromancer == FALSE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES"); };
if B_PeopleHatesYouNecromancer == TRUE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_NecromancerArmor"); };
}
else
{
if B_PeopleHatesYouNecromancer == FALSE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_FMTAKEN"); };
if B_PeopleHatesYouNecromancer == TRUE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_FMTAKEN_NecromancerArmor"); }; ///// You wear Necromancer's Armor
};
};
ReturnToSTT = TRUE;
ReturnToGRD = FALSE;
ReturnToKDF = FALSE;
ReturnToORG = FALSE;
ReturnToSLD = FALSE;
ReturnToKDW = FALSE;
ReturnToNOV = FALSE;
ReturnToTPL = FALSE;
ReturnToNone = FALSE;
(analogicznie do przyjęcia do innych gildii)if (ReturnToSTT) == TRUE
{
self.guild = GIL_STT;
Npc_SetTrueGuild(self,GIL_STT);
B_PeopleHatesYouNecromancer = FALSE;
B_InitGuildAttitudes();
}
i oczywiście "ReturnToSTT" i resztę "returnów" trzeba by było dodać do pliku "Story_Globals.d".
_INTERN\INTERN.SRC
_INTERN\MAGIC_INTERN.D
constants.d
classes.d_INTERN\constants.d
_INTERN\classes.d
Ikarus\Ikarus\Ikarus_G1.src
LeGo\LeGo\Header_G1.src
_INTERN\MAGIC_INTERN.D////////constants.d
////////classes.dFUNC VOID INIT_GLOBAL()
{
// Init Ikarus
MEM_InitAll ();
// Init LeGo
LeGo_Init(LeGo_All)
};
func VOID INIT_SUB_PSICAMP ()
{
/**************************************************************
** STARTUP_LIGHTS IN PSICAMP **
**************************************************************/
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_01",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_01",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_01",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_02",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_02",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_02",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_03",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_03",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_03",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_04",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_04",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_04",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_05",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_05",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_05",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_06",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_06",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_06",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_07",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_07",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_07",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_08",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_08",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_08",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_09",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_09",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_09",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_10",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_10",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_10",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_11",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_11",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_11",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_12",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_12",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_12",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_13",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_13",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_13",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_14",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_14",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_14",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_15",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_15",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_15",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_16",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_16",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_16",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_17",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_17",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_17",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_18",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_18",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_18",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_19",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_19",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_19",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_20",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_20",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_20",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_21",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_21",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_21",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_22",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_22",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_22",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_23",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_23",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_23",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_24",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_24",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_24",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_25",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_25",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_25",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_26",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_26",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_26",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_27",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_27",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_27",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_28",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_28",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_28",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_29",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_29",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_29",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_30",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_30",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_30",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_31",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_31",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_31",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_32",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_32",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_32",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_33",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_33",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_33",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_34",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_34",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_34",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_35",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_35",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_35",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_36",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_36",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_36",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_37",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_37",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_37",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_38",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_38",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_38",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_39",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_39",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_39",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_40",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_40",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_40",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_41",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_41",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_41",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_42",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_42",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_42",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_43",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_43",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_43",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_44",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_44",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_44",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_45",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_45",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_45",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_46",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_46",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_46",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_47",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_47",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_47",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_48",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_48",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_48",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_49",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_49",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_49",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_50",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_50",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_50",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_51",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_51",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_51",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_52",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_52",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_52",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_53",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_53",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_53",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_54",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_54",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_54",0);
Wld_SetObjectRoutine (00,00,"PC_CRYSTALLIGHT_55",1);
Wld_SetObjectRoutine (20,00,"PC_CRYSTALLIGHT_55",1);
Wld_SetObjectRoutine (05,00,"PC_CRYSTALLIGHT_55",0);
/**************************************************************
** PORTALRAUMZUWEISUNG IM PSICAMP **
**************************************************************/
Wld_AssignRoomToGuild("PSIH01",GIL_NOV); //OK nlhu01 - nlhu32
Wld_AssignRoomToGuild("PSIH02",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH03",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH04",GIL_NOV);
Wld_AssignRoomToGuild("PSIH05",GIL_NOV);
Wld_AssignRoomToGuild("PSIH06",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH07",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH08",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH09",GIL_NOV); //defekt
Wld_AssignRoomToGuild("PSIH10",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH11",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH12",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH13",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH14",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH15",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH16",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH17",GIL_NOV);//defekt
Wld_AssignRoomToGuild("PSIH18",GIL_NOV);
Wld_AssignRoomToGuild("PSIH19",GIL_NOV);
Wld_AssignRoomToGuild("PSIH20",GIL_NOV);
Wld_AssignRoomToGuild("PSIH21",GIL_NOV);
Wld_AssignRoomToGuild("PSIH22",GIL_NOV);
//Wld_AssignRoomToGuild("PSIH23",GIL_NOV); //Harloks Hütte, Hut 31
Wld_AssignRoomToGuild("PSIH24",GIL_NOV);
//Wld_AssignRoomToGuild("PSIH25",GIL_NOV); Alchemielabor soll frei zugänglich sein!
Wld_AssignRoomToGuild("PSIH26",GIL_NOV);
Wld_AssignRoomToGuild("PSIH27",GIL_NOV);
Wld_AssignRoomToGuild("PSIH28",GIL_NOV);
Wld_AssignRoomToGuild("PSIH29",GIL_NOV);
Wld_AssignRoomToGuild("PSIH30",GIL_NOV);
Wld_AssignRoomToGuild("PSIH31",GIL_NOV);
Wld_AssignRoomToGuild("PSIH32",GIL_NOV);
Wld_AssignRoomToGuild("PSIH33",GIL_NOV);
Wld_AssignRoomToGuild("PSIH34",GIL_NOV);
Wld_AssignRoomToGuild("PSIH35",GIL_NOV);
Wld_AssignRoomToGuild("PSIH36",GIL_NOV);
};
func void startup_NazwaTwojegoZena()
{
Wld_InsertNpc (NONE_911_TypowyNPC,"ENTRANCE");
Wld_InsertNpc (wolf,"PATH_2000");
};
func void init_NazwaTwojegoZena()
{
Init_Global();
Wld_SetObjectRoutine(0,0,"OC_FIREPLACE_NazwaTwojegoZena1",1);
Wld_SetObjectRoutine(23,59,"OC_FIREPLACE_NazwaTwojegoZena1",1);
Wld_SetObjectRoutine(0,0,"OC_FIREPLACE_NazwaTwojegoZena2",1);
Wld_SetObjectRoutine(23,59,"OC_FIREPLACE_NazwaTwojegoZena2",1);
B_InitMonsterAttitudes();
B_InitGuildAttitudes();
};
Whistler_BuyMySword_Day = Wld_GetDay(); JozekJeKielbaseIpowieNamCzyBylaDobra = Wld_GetDay();var int JozekJeKielbaseIpowieNamCzyBylaDobra;if (JozekJeKielbaseIpowieNamCzyBylaDobra <= (Wld_GetDay() - 2))To jest warunek, że coś się stanie PO UPŁYWIE dwóch (?) dni(JozekJeKielbaseIpowieNamCzyBylaDobra > (Wld_GetDay() - 2))To jest warunek, że coś się stanie ZANIM UPŁYNĄ dwa (?) dni
// Todesstoß - Entfernung zwischen Bip01 Angreifer und Bip01 Opfer ca. 200 cm
ani ("t_1hSFinish" 1 "" 0.1 0.1 M. "Hum_1hSFinish_M03.asc" F 1 139 FPS:10)
{
*eventSFX (35 "FIG_SwordFinal" EMPTY_SLOT )
}
aniAlias ("t_2hSFinish" 1 "" 0.1 0.1 M. "t_1hSFinish" F)
// Dead Anis für t_1hSFinish
ani ("t_Wounded_2_Dead" 1 "s_Dead" 0.1 0.1 M. "Hum_Wound2Dead_M01.asc" F 1 139 FPS:10 CVS:0.1)
{
// *eventSFX (36 "FIG_DummyDie" EMPTY_SLOT )
}
ani ("t_WoundedB_2_DeadB" 1 "s_DeadB" 0.1 0.1 M. "Hum_WoundB2DeadB_M01.asc" F 1 139 FPS:10 CVS:0.1)
{
// *eventSFX (36 "FIG_DummyDie" EMPTY_SLOT ) // Todesstoß - Entfernung zwischen Bip01 Angreifer und Bip01 Opfer ca. 200 cm
ani ("t_1hSFinish" 1 "" 0.1 0.1 M. "Hum_1hSFinish_M03.asc" F 1 139 FPS:10)
{
*eventSFX (35 "FIG_SwordFinal" EMPTY_SLOT )
}
aniAlias ("t_2hSFinish" 1 "" 0.1 0.1 M. "t_1hSFinish" F)
// Dead Anis für t_1hSFinish
ani ("t_Wounded_2_Dead" 1 "s_Dead" 0.1 0.1 M. "Hum_Wound2Dead_A01.asc" F 1 89 CVS:0.1)
ani ("t_WoundedB_2_DeadB" 1 "s_DeadB" 0.1 0.1 M. "Hum_WoundB2DeadB_A01.asc" F 1 89 CVS:0.1)/// XXXXXXXXXXXXXXXXXXXXXXXXXXX
/// XX I N V O C A T I O N XX
/// XXXXXXXXXXXXXXXXXXXXXXXXXXX
INSTANCE spellFX_INCOVATION_RED (CFx_Base_Proto)
{
visname_S = "INVOCATION_RED";
emtrjmode_s = "FIXED";
emTrjOriginNode = "BIP01";
lightpresetname = "REDAMBIENCE";
sfxid = "SFX_Circle";
sfxisambient = 1;
};
INSTANCE spellFX_INCOVATION_GREEN (CFx_Base_Proto)
{
visname_S = "INVOCATION_GREEN";
emtrjmode_s = "FIXED";
emTrjOriginNode = "BIP01";
lightpresetname = "POISON";
sfxid = "SFX_Circle";
sfxisambient = 1;
};
INSTANCE spellFX_INCOVATION_BLUE (CFx_Base_Proto)
{
visname_S = "INVOCATION_BLUE";
emtrjmode_s = "FIXED";
emTrjOriginNode = "BIP01";
lightpresetname = "REDAMBIENCE";
sfxid = "SFX_Circle";
sfxisambient = 1;
};
INSTANCE spellFX_INCOVATION_VIOLET (CFx_Base_Proto)
{
visname_S = "INVOCATION_VIOLET";
emtrjmode_s = "FIXED";
emTrjOriginNode = "BIP01";
lightpresetname = "CATACLYSM";
sfxid = "SFX_Circle";
sfxisambient = 1;
};
INSTANCE spellFX_INCOVATION_WHITE (CFx_Base_Proto)
{
visname_S = "INVOCATION_WHITE";
emtrjmode_s = "FIXED";
emTrjOriginNode = "BIP01";
lightpresetname = "WHITEBLEND";
sfxid = "SFX_Circle";
sfxisambient = 1;
};PROTOTYPE INVOCATION (C_PARTICLEFX)
{
ppsvalue = 30;
ppsscalekeys_s = "1 1 2 2 2 3 3 4 4 5";
ppsissmooth = 1;
ppsfps = 3;
shptype_s = "CIRCLE";
shpfor_s = "WORLD";
shpoffsetvec_s = "0 0 0";
shpdistribtype_s = "RAND";
shpdim_s = "120";
shpscalekeys_s = "1 2 3 4 5 6 7 8 9 10";
shpscaleissmooth = 1;
shpscalefps = 3;
dirmode_s = "RAND";
dirfor_s = "object";
diranglehead = 90;
dirangleheadvar = 45;
dirangleelev = 90;
dirangleelevvar = 45;
velavg = 0.100000001;
lsppartavg = 1500;
lsppartvar = 300;
flygravity_s = "0 0.00008 0";
visname_s = "MFX_MAGICCLOUD.TGA";
visorientation_s = "VELO";
vistexisquadpoly = 1;
vistexanifps = 25;
vistexaniislooping = 2;
vistexcolorstart_s = "255 0 0";
vistexcolorend_s = "255 0 0";
vissizestart_s = "20 20";
vissizeendscale = 20;
visalphafunc_s = "ADD";
visalphastart = 255;
trltexture_s = "LIGHTNING_BIG_A0.TGA";
};
INSTANCE INVOCATION_RED (INVOCATION)
{
vistexcolorstart_s = "255 0 0";
vistexcolorend_s = "255 0 0";
};
INSTANCE INVOCATION_WHITE (INVOCATION)
{
vistexcolorstart_s = "255 255 255";
vistexcolorend_s = "255 255 255";
};
INSTANCE INVOCATION_BLUE (INVOCATION)
{
vistexcolorstart_s = "0 0 255";
vistexcolorend_s = "0 0 255";
};
INSTANCE INVOCATION_GREEN (INVOCATION)
{
vistexcolorstart_s = "0 200 200";
vistexcolorend_s = "0 200 200";
};
INSTANCE INVOCATION_VIOLET (INVOCATION)
{
vistexcolorstart_s = "200 0 255";
vistexcolorend_s = "255 0 200";
};// ************************************
// ZS_Circle für Auge Innos Beschwörung
// ************************************
func void ZS_Circle ()
{
B_SetPerception(self);
// ------ PercTime überschreiben ------
Npc_SetPercTime (self, 0.3);
AI_StandUp (self);
AI_SetWalkmode (self,NPC_WALK); // Walkmode für den Zustand
AI_GotoWP (self, self.wp); // Gehe zum Tagesablaufstart
AI_AlignToWP (self);
};
func int ZS_Circle_Loop ()
{
var int randy;
if (self.guild == GIL_DEMON)
{
randy = Hlp_Random (1000);
if (Npc_GetStateTime(self) > randy)
{
Wld_PlayEffect("FX_EarthQuake", self, self, 0, 0, 0, FALSE );
Npc_SetStateTime (self, 0);
Wld_PlayEffect("spellFX_INCOVATION_RED", self, self, 0, 0, 0, FALSE );
AI_PlayAni (self,"T_PRACTICEMAGIC5");
};
};
return LOOP_CONTINUE;
};
func void ZS_Circle_End ()
{
};func void b_setambientnpcstats(var C_Npc slf,var int ambnpcstats)
{
Npc_SetTalentSkill(self,NPC_TALENT_MAGE,6);
if(ambnpcstats == 1) ///////zestaw statystyk nr 1
{
slf.level = 5;
slf.attribute[ATR_STRENGTH] = 30;
slf.attribute[ATR_DEXTERITY] = 10;
slf.attribute[ATR_MANA_MAX] = 0;
slf.attribute[ATR_MANA] = 0;
slf.attribute[ATR_HITPOINTS_MAX] = 200;
slf.attribute[ATR_HITPOINTS] = 200;
Npc_SetTalentSkill(self,NPC_TALENT_1H,1);
};
if(ambnpcstats == 2) ///////zestaw statystyk nr 2
{
slf.level = 5;
slf.attribute[ATR_STRENGTH] = 30;
slf.attribute[ATR_DEXTERITY] = 10;
slf.attribute[ATR_MANA_MAX] = 0;
slf.attribute[ATR_MANA] = 0;
slf.attribute[ATR_HITPOINTS_MAX] = 200;
slf.attribute[ATR_HITPOINTS] = 200;
Npc_SetTalentSkill(self,NPC_TALENT_1H,1);
};
if(ambnpcstats == 3) ///////zestaw statystyk nr 3
{
slf.level = 8;
slf.attribute[ATR_STRENGTH] = 60;
slf.attribute[ATR_DEXTERITY] = 25;
slf.attribute[ATR_MANA_MAX] = 50;
slf.attribute[ATR_MANA] = 50;
slf.attribute[ATR_HITPOINTS_MAX] = 340;
slf.attribute[ATR_HITPOINTS] = 340;
Npc_SetTalentSkill(self,NPC_TALENT_1H,1);
Npc_SetTalentSkill(self,NPC_TALENT_2H,1);
};
if(ambnpcstats == 4) ///////zestaw statystyk nr 4
{
slf.level = 8;
slf.attribute[ATR_STRENGTH] = 60;
slf.attribute[ATR_DEXTERITY] = 34;
slf.attribute[ATR_MANA_MAX] = 20;
slf.attribute[ATR_MANA] = 20;
slf.attribute[ATR_HITPOINTS_MAX] = 380;
slf.attribute[ATR_HITPOINTS] = 380;
Npc_SetTalentSkill(self,NPC_TALENT_1H,1);
Npc_SetTalentSkill(self,NPC_TALENT_2H,1);
};
if(ambnpcstats == 5) ///////zestaw statystyk nr 5 (możesz sobie dorobić 6,7,8 i ile chcesz takich zestawów)
{
slf.level = 8;
slf.attribute[ATR_STRENGTH] = 50;
slf.attribute[ATR_DEXTERITY] = 34;
slf.attribute[ATR_MANA_MAX] = 15;
slf.attribute[ATR_MANA] = 15;
slf.attribute[ATR_HITPOINTS_MAX] = 350;
slf.attribute[ATR_HITPOINTS] = 350;
Npc_SetTalentSkill(self,NPC_TALENT_1H,1);
Npc_SetTalentSkill(self,NPC_TALENT_2H,1);
};
slf.exp = 500 * ((slf.level + 1) / 2) * (slf.level + 1);
slf.exp_next = 500 * ((slf.level + 2) / 2) * (slf.level + 1);
};instance VLK_560_Buddler (Npc_Default)
{
//-------- primary data --------
name = Name_Buddler;
npctype = npctype_ambient;
guild = GIL_VLK;
voice = 2;
id = 560;
//-------- abilities --------
B_SetAmbientNPCStats(self, 1); /////// zestaw statystyk nr 1
//-------- visuals --------
// animations
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_ApplyOverlayMds (self,"Humans_Tired.mds");
// body mesh, head mesh, hairmesh, face-tex, hair-tex, skin
Mdl_SetVisualBody (self,"hum_body_Naked0",3,1,"Hum_Head_Psionic", 67, 2, -1);
B_Scale (self);
Mdl_SetModelFatness (self, 0);
fight_tactic = FAI_HUMAN_COWARD;
//-------- Talents --------
//-------- inventory --------
EquipItem (self, ItMw_1h_Club_01);
CreateInvItem (self, ItFoApple);
//-------------Daily Routine-------------
daily_routine = Rtn_start_560;
};
FUNC VOID Rtn_start_560 ()
{
TA_Sleep (23,00,06,30,"OCR_HUT_16");
TA_StandAround (06,30,11,00,"OCR_OUTSIDE_HUT_16");
TA_WashSelf (11,00,11,20,"OCR_TO_HUT_17");
TA_SitCampfire (11,20,23,00,"OCR_OUTSIDE_HUT_16");
};
func void b_clearjunktradeinv(var C_NPC self)
{
////////orcish weapon
Npc_RemoveInvItems(self,itmw2horcaxe01,Npc_HasItems(self,itmw2horcaxe01));
Npc_RemoveInvItems(self,itmw2horcaxe02,Npc_HasItems(self,itmw2horcaxe02));
Npc_RemoveInvItems(self,itmw2horcaxe03,Npc_HasItems(self,itmw2horcaxe03));
Npc_RemoveInvItems(self,itmw2horcaxe04,Npc_HasItems(self,itmw2horcaxe04));
Npc_RemoveInvItems(self,itmw2horcmace01,Npc_HasItems(self,itmw2horcmace01));
Npc_RemoveInvItems(self,itmw2horcsword01,Npc_HasItems(self,itmw2horcsword01));
Npc_RemoveInvItems(self,itrworcstaff,Npc_HasItems(self,itrworcstaff));
Npc_RemoveInvItems(self,itmw2horcaxe01,Npc_HasItems(self,itmw2horcaxe01));
Npc_RemoveInvItems(self,itmw2horcaxe01,Npc_HasItems(self,itmw2horcaxe01));
////////Animaltrophy (without golems' hearts)
Npc_RemoveInvItems(self,itat_bloodfly_01,Npc_HasItems(self,itat_bloodfly_01));
Npc_RemoveInvItems(self,itat_bloodfly_02,Npc_HasItems(self,itat_bloodfly_02));
Npc_RemoveInvItems(self,itat_claws_01,Npc_HasItems(self,itat_claws_01));
Npc_RemoveInvItems(self,itat_crawler_01,Npc_HasItems(self,itat_crawler_01));
Npc_RemoveInvItems(self,itat_crawler_02,Npc_HasItems(self,itat_crawler_02));
Npc_RemoveInvItems(self,itat_lurker_01,Npc_HasItems(self,itat_lurker_01));
Npc_RemoveInvItems(self,itat_lurker_02,Npc_HasItems(self,itat_lurker_02));
Npc_RemoveInvItems(self,itat_shadow_01,Npc_HasItems(self,itat_shadow_01));
Npc_RemoveInvItems(self,itat_shadow_02,Npc_HasItems(self,itat_shadow_02));
Npc_RemoveInvItems(self,itat_swampshark_01,Npc_HasItems(self,itat_swampshark_01));
Npc_RemoveInvItems(self,itat_swampshark_02,Npc_HasItems(self,itat_swampshark_02));
Npc_RemoveInvItems(self,itat_teeth_01,Npc_HasItems(self,itat_teeth_01));
Npc_RemoveInvItems(self,itat_troll_01,Npc_HasItems(self,itat_troll_01));
Npc_RemoveInvItems(self,itat_troll_02,Npc_HasItems(self,itat_troll_02));
Npc_RemoveInvItems(self,itat_waran_01,Npc_HasItems(self,itat_waran_01));
Npc_RemoveInvItems(self,itat_wolf_01,Npc_HasItems(self,itat_wolf_01));
Npc_RemoveInvItems(self,itat_wolf_02,Npc_HasItems(self,itat_wolf_02));
////////Items
Npc_RemoveInvItems(self,itlstorchfirespit,Npc_HasItems(self,itlstorchfirespit));
Npc_RemoveInvItems(self,itmi_stuff_amphore_01,Npc_HasItems(self,itmi_stuff_amphore_01));
Npc_RemoveInvItems(self,itmi_stuff_barbknife_01,Npc_HasItems(self,itmi_stuff_barbknife_01));
Npc_RemoveInvItems(self,itmi_stuff_candel_01,Npc_HasItems(self,itmi_stuff_candel_01));
Npc_RemoveInvItems(self,itmi_stuff_cup_01,Npc_HasItems(self,itmi_stuff_cup_01));
Npc_RemoveInvItems(self,itmi_stuff_cup_02,Npc_HasItems(self,itmi_stuff_cup_02));
Npc_RemoveInvItems(self,itmi_stuff_mug_01,Npc_HasItems(self,itmi_stuff_mug_01));
Npc_RemoveInvItems(self,itmi_stuff_oldcoin_01,Npc_HasItems(self,itmi_stuff_oldcoin_01));
Npc_RemoveInvItems(self,itmi_stuff_oldcoin_02,Npc_HasItems(self,itmi_stuff_oldcoin_02));
Npc_RemoveInvItems(self,itmi_stuff_pan_01,Npc_HasItems(self,itmi_stuff_pan_01));
Npc_RemoveInvItems(self,itmi_stuff_pipe_01,Npc_HasItems(self,itmi_stuff_pipe_01));
Npc_RemoveInvItems(self,itmi_stuff_plate_01,Npc_HasItems(self,itmi_stuff_plate_01)); ////////////some traders have it
Npc_RemoveInvItems(self,itmi_stuff_silverware_01,Npc_HasItems(self,itmi_stuff_silverware_01));
Npc_RemoveInvItems(self,itmialarmhorn,Npc_HasItems(self,itmialarmhorn));
Npc_RemoveInvItems(self,itmibrush,Npc_HasItems(self,itmibrush));
Npc_RemoveInvItems(self,itmihammer,Npc_HasItems(self,itmihammer));
Npc_RemoveInvItems(self,itmilute,Npc_HasItems(self,itmilute));
Npc_RemoveInvItems(self,itmiscoop,Npc_HasItems(self,itmiscoop));
Npc_RemoveInvItems(self,itmistomper,Npc_HasItems(self,itmistomper));
Npc_RemoveInvItems(self,itmiwedel,Npc_HasItems(self,itmiwedel));
////////Food
Npc_RemoveInvItems(self,itat_meatbug_01,Npc_HasItems(self,itat_meatbug_01));
Npc_RemoveInvItems(self,itfo_mutton_01,Npc_HasItems(self,itfo_mutton_01));
Npc_RemoveInvItems(self,itfo_plants_mushroom_01,Npc_HasItems(self,itfo_plants_mushroom_01));
Npc_RemoveInvItems(self,itfo_plants_mushroom_02,Npc_HasItems(self,itfo_plants_mushroom_02));
Npc_RemoveInvItems(self,itfo_wineberrys_01,Npc_HasItems(self,itfo_wineberrys_01));
Npc_RemoveInvItems(self,itfocheese,Npc_HasItems(self,itfocheese));
Npc_RemoveInvItems(self,itfocrawlersoup,Npc_HasItems(self,itfocrawlersoup));
Npc_RemoveInvItems(self,itfoloaf,Npc_HasItems(self,itfoloaf));
Npc_RemoveInvItems(self,itfomeatbugragout,Npc_HasItems(self,itfomeatbugragout));
Npc_RemoveInvItems(self,itfomuttonraw,Npc_HasItems(self,itfomuttonraw));
Npc_RemoveInvItems(self,itfomutton,Npc_HasItems(self,itfomutton));
Npc_RemoveInvItems(self,itforice,Npc_HasItems(self,itforice));
Npc_RemoveInvItems(self,itfosoup,Npc_HasItems(self,itfosoup));
Npc_RemoveInvItems(self,itfowine,Npc_HasItems(self,itfowine));
////////common shitty human weapon
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMwPickaxe)); //////Kilof
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMw_1H_Hatchet_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,Itmw_1h_club_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,Itmw_1H_Mace_Light_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMw_1h_Sword_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,altesschwert));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMw_1H_Poker_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMw_1H_Poker_01));
Npc_RemoveInvItems(self,ItMwPickaxe,Npc_HasItems(self,ItMw_1H_Poker_01));
};
func void b_clearruneinv(var C_NPC slf)
{
var C_NPC her;
her = Hlp_GetNpc(pc_hero);
if(Hlp_GetInstanceID(self) != Hlp_GetInstanceID(her))
{
Npc_RemoveInvItems(slf,ItArRuneLight,Npc_HasItems(slf,ItArRuneLight));
Npc_RemoveInvItems(slf,ItArRuneFirebolt,Npc_HasItems(slf,ItArRuneFirebolt));
Npc_RemoveInvItems(slf,ItArRuneFireball,Npc_HasItems(slf,ItArRuneFireball));
Npc_RemoveInvItems(slf,ItArRuneFirestorm,Npc_HasItems(slf,ItArRuneFirestorm));
Npc_RemoveInvItems(slf,ItArRuneFireRain,Npc_HasItems(slf,ItArRuneFireRain));
Npc_RemoveInvItems(slf,ItArRuneHeal,Npc_HasItems(slf,ItArRuneHeal));
Npc_RemoveInvItems(slf,ItArRuneChainLightning,Npc_HasItems(slf,ItArRuneChainLightning));
Npc_RemoveInvItems(slf,ItArRuneThunderbolt,Npc_HasItems(slf,ItArRuneThunderbolt));
Npc_RemoveInvItems(slf,ItArRuneThunderball,Npc_HasItems(slf,ItArRuneThunderball));
Npc_RemoveInvItems(slf,ItArRuneIceCube,Npc_HasItems(slf,ItArRuneIceCube));
Npc_RemoveInvItems(slf,ItArRuneIceWave,Npc_HasItems(slf,ItArRuneIceWave));
Npc_RemoveInvItems(slf,ItArRuneDestroyUndead,Npc_HasItems(slf,ItArRuneDestroyUndead));
Npc_RemoveInvItems(slf,ItArRuneWindfist,Npc_HasItems(slf,ItArRuneWindfist));
Npc_RemoveInvItems(slf,ItArRuneStormfist,Npc_HasItems(slf,ItArRuneStormfist));
Npc_RemoveInvItems(slf,ItArRuneTelekinesis,Npc_HasItems(slf,ItArRuneTelekinesis));
Npc_RemoveInvItems(slf,ItArRuneCharm,Npc_HasItems(slf,ItArRuneCharm));
Npc_RemoveInvItems(slf,ItArRuneSleep,Npc_HasItems(slf,ItArRuneSleep));
Npc_RemoveInvItems(slf,ItArRunePyrokinesis,Npc_HasItems(slf,ItArRunePyrokinesis));
Npc_RemoveInvItems(slf,ItArRuneControl,Npc_HasItems(slf,ItArRuneControl));
Npc_RemoveInvItems(slf,ItArRuneBreathOfDeath,Npc_HasItems(slf,ItArRuneBreathOfDeath));
};
}; B_GiveDeathInv();
B_ClearRuneInv(self); //klaue alle runen!! self.aivar[AIV_PLUNDERED] = FALSE;
B_ClearRuneInv(self);//Hoshi, damit der Player keine Runen findet!//#############################################################################################
// REFRESHNPC - full health and a weapon
//
//#############################################################################################
func void B_RefreshNPC(var int npcInstance)
{
PrintDebugNpc (PD_ZS_DETAIL, "B_RefreshNPC");
var C_NPC npc;
npc = Hlp_GetNpc(npcInstance);
if(npc.attribute[ATR_HITPOINTS] > 0)
{
Npc_ChangeAttribute (npc, ATR_HITPOINTS, npc.attribute[ATR_HITPOINTS_MAX]);
};
if(Npc_HasEquippedWeapon(Npc) == FALSE) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if(Npc.guild == GIL_NONE)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_EBR) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_GRD) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_STT) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_KDF) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_VLK) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_KDW) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_SLD) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_ORG) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_BAU) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_SFB) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_GUR) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_NOV) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_TPL) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
if(Npc.guild == GIL_BAB) && (npc.attribute[ATR_HITPOINTS] > 0)
{
if (Npc_HasItems (npc,Itmw_1h_club_01) < 1)
{
CreateInvItems(Npc,Itmw_1h_club_01,1);
};
AI_EquipBestMeleeWeapon(Npc);
};
};
};
func void B_RefreshNpcQuentinBandits()
{
//------------Banditenlager-----------------------------------
B_RefreshNPC (ORG_858_Quentin);
B_RefreshNPC (ORG_863_Raeuber);
B_RefreshNPC (ORG_864_Raeuber);
B_RefreshNPC (ORG_865_Raeuber);
B_RefreshNPC (ORG_866_Raeuber);
B_RefreshNPC (ORG_867_Raeuber);
B_RefreshNPC (ORG_868_Raeuber);
B_RefreshNPC (ORG_869_Raeuber);
B_RefreshNPC (ORG_870_Raeuber);
B_RefreshNPC (ORG_871_Raeuber);
B_RefreshNPC (ORG_874_Raeuber);
};
//****************************
// PC_Sleep
//****************************
func void PC_Sleep (var int t)
{
AI_StopProcessInfos(self); // [SK] ->muss hier stehen um das update zu gewährleisten
self.aivar[AIV_INVINCIBLE]=FALSE;
if (Wld_IsTime(00,00,t,00))
{
Wld_SetTime (t,00);
}
else
{
t = t + 24;
Wld_SetTime (t,00);
};
PrintScreen ("Sen dobrze ci zrobił.", -1,-1,"font_old_20_white.tga",3);
hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
B_RefreshNpcNC();
B_RefreshNpcFMC();
B_RefreshNpcFM();
B_RefreshNpcOC();
B_RefreshNpcOM();
B_RefreshNpcPSICamp();
B_RefreshNpcQuentinBandits();
//-------- AssessEnterRoom-Wahrnehmung versenden --------
PrintGlobals (PD_ITEM_MOBSI);
Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
};
func void b_refreshatinsert()
{
var C_NPC her;
if(self.attribute[ATR_HITPOINTS] <= 0)
{
return;
};
her = Hlp_GetNpc(pc_hero);
if((self.guild < GIL_SEPERATOR_HUM) && (Hlp_GetInstanceID(self) != Hlp_GetInstanceID(her)))
{
self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS_MAX];
if(Npc_HasEquippedWeapon(self) == FALSE)
{
if(self.guild == GIL_NONE)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_EBR)
{
CreateInvItems(self,itmw_1h_sword_03,1);
};
if(self.guild == GIL_GRD)
{
CreateInvItems(self,itmw_1h_sword_03,1);
};
if(self.guild == GIL_STT)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_KDF)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_VLK)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_KDW)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_SLD)
{
CreateInvItems(self,itmw_1h_sword_03,1);
};
if(self.guild == GIL_ORG)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_BAU)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_SFB)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_GUR)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_NOV)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
if(self.guild == GIL_TPL)
{
CreateInvItems(self,itmw_1h_sword_03,1);
};
if(self.guild == GIL_BAB)
{
CreateInvItems(self,Itmw_1h_club_01,1);
};
};
};
};
INSTANCE SH(NPC_DEFAULT)
// PlayerInstanz
{
//-------- primary data --------
name = "StoryHelper";
Npctype = Npctype_Main;
guild = GIL_NONE;
level = 10;
voice = 15;
id = 0;
//-------- visuals --------
// animations
Mdl_SetVisual (self,"HUMANS.MDS");
// Body-Mesh Body-Tex Skin-Color Head-MMS Head-Tex Teeth-Tex Armor-Tex
Mdl_SetVisualBody (self,"hum_body_Naked0", 4, 1, "Hum_Head_Pony", 9, 0, -1);
//-------- ai ----------
start_aistate = ZS_SH_Hangaround;
};
func void ZS_SH_Hangaround ()
{
PrintDebugNpc (PD_ZS_FRAME, "ZS_SH_Hangaround");
Npc_PercEnable (self, PERC_ASSESSTALK, B_AssessTalk );
};
func void ZS_SH_Hangaround_Loop ()
{
PrintDebugNpc (PD_ZS_LOOP, "ZS_SH_Hangaround_Loop");
};
func void ZS_SH_Hangaround_End ()
{
PrintDebugNpc (PD_ZS_FRAME, "ZS_SH_Hangaround_End");
};
//***************************************************************************
// Rahmen-Infos
//***************************************************************************
instance StoryHelper_Exit (C_INFO)
{
npc = SH;
nr = 999;
condition = StoryHelper_Exit_Condition;
information = StoryHelper_Exit_Info;
important = 0;
permanent = 1;
description = "KONIEC";
};
FUNC int StoryHelper_Exit_Condition()
{
return 1;
};
FUNC VOID StoryHelper_Exit_Info()
{
AI_StopProcessInfos ( self );
};
//#####################################################################
//##
//##
//## KAPITEL 2
//##
//##
//#####################################################################
INSTANCE StoryHelper_INFO2 (C_INFO)
{
npc = SH;
condition = StoryHelper_INFO2_Condition;
information = StoryHelper_INFO2_Info;
important = 0;
permanent = 1;
description = "Rozdział 2";
};
FUNC INT StoryHelper_INFO2_Condition()
{
return TRUE;
};
func VOID StoryHelper_INFO2_Info()
{
Info_ClearChoices ( StoryHelper_INFO2 );
Info_AddChoice ( StoryHelper_INFO2, "POWRÓT" , StoryHelper_BACK2);
Info_AddChoice ( StoryHelper_INFO2, "5. Wszystko gotowe do wielkiego rytuału" , StoryHelper_PrepareRitual );
Info_AddChoice ( StoryHelper_INFO2, "4. Zdobywanie Almanachu" , StoryHelper_CorKalom_BringBook_RUNNING );
Info_AddChoice ( StoryHelper_INFO2, "3. Zdobywanie jaj pełzaczy" , StoryHelper_CorKalom_BringMCQBalls_RUNNING );
Info_AddChoice ( StoryHelper_INFO2, "2. Na wyprawie po kamień ogniskujący" , StoryHelper_YBerion_BringFocus_SUCCESS );
Info_AddChoice ( StoryHelper_INFO2, "1. Początek rozdziału drugiego" , StoryHelper_Chapter2Start );
};
//---------------------------------------------------------------------
// Kapitelanfang
//---------------------------------------------------------------------
func void StoryHelper_Chapter2Start()
{
//-------- was davor geschah --------
//-------- was neu geschieht --------
B_Kapitelwechsel (2);
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO2);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Bringe Fokus zu Cor Kalom
//---------------------------------------------------------------------
func void StoryHelper_YBerion_BringFocus_SUCCESS()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
//-------- was neu geschieht --------
CreateInvItem (hero, Focus_1);
YBerion_BringFocus = LOG_SUCCESS;
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO2 );
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Hole die MCQ-Eier
//---------------------------------------------------------------------
func void StoryHelper_CorKalom_BringMCQBalls_RUNNING()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
YBerion_BringFocus = LOG_SUCCESS;
//-------- was neu geschieht --------
GUR_1201_CorKalom_WEG_ACCEPT(); // Log-Entry anlegen!
CorKalom_BringMCQBalls = LOG_RUNNING;
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO2);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Hole den Almanach
//---------------------------------------------------------------------
func void StoryHelper_CorKalom_BringBook_RUNNING()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
YBerion_BringFocus = LOG_SUCCESS;
//-------- was neu geschieht --------
CorKalom_BringMCQBalls = LOG_SUCCESS;
CorKalom_BringBook = LOG_RUNNING;
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO2 );
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Vorbereitung auf die große Beschwörung
//---------------------------------------------------------------------
func void StoryHelper_PrepareRitual()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
YBerion_BringFocus = LOG_SUCCESS;
CorKalom_BringMCQBalls = LOG_SUCCESS;
//-------- was neu geschieht --------
CorKalom_BringBook = LOG_SUCCESS;
B_Story_PrepareRitual ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO2 );
AI_StopProcessInfos (self);
};
//-------- POWRÓT ---------
func void StoryHelper_BACK2()
{
Info_ClearChoices ( StoryHelper_INFO2 );
};
//#####################################################################
//##
//##
//## KAPITEL 3
//##
//##
//#####################################################################
INSTANCE StoryHelper_INFO3 (C_INFO)
{
npc = SH;
condition = StoryHelper_INFO3_Condition;
information = StoryHelper_INFO3_Info;
important = 0;
permanent = 1;
description = "Rozdział 3";
};
FUNC INT StoryHelper_INFO3_Condition()
{
return TRUE;
};
func void StoryHelper_INFO3_Info()
{
Info_ClearChoices ( StoryHelper_INFO3 );
Info_AddChoice ( StoryHelper_INFO3, DIALOG_BACK , StoryHelper_BACK3 );
Info_AddChoice ( StoryHelper_INFO3, "4. Zbieranie kamieni ogniskujących dla Saturasa" , StoryHelper_SaturasBringFoci_RUNNING);
Info_AddChoice ( StoryHelper_INFO3, "3. Śmierć YBeriona. CorAngar wysyła nas do Nowego Obozu" , StoryHelper_CorAngar_SendToNC);
Info_AddChoice ( StoryHelper_INFO3, "2. BaalLukor pokonany - powrót z Cmentarza Orków" , StoryHelper_BaalLukor_DEFEAT);
Info_AddChoice ( StoryHelper_INFO3, "1. Wyruszenie na Cmentarz Orków!" , StoryHelper_OrcGraveyard);
};
//---------------------------------------------------------------------
// Bereit für den Ork-Friedhof
//---------------------------------------------------------------------
func void StoryHelper_OrcGraveyard()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
//-------- was neu geschieht --------
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO3);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// BaalLukor - besiegt
//---------------------------------------------------------------------
func void StoryHelper_BaalLukor_DEFEAT()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard();
//-------- was neu geschieht --------
BaalLukor_BringParchment = 4;
//-------- Menü --------
Info_ClearChoices ( StoryHelper_INFO3 );
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// CorAngar - zum NC gehen
//---------------------------------------------------------------------
func void StoryHelper_CorAngar_SendToNC()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard();
//-------- was neu geschieht --------
B_Story_BackFromOrcGraveyard();
CreateInvItem (hero, focus_1);
CreateInvItem (hero, ItWrFokusbuch);
B_Story_SentToNC ();
//-------- Menü --------
Info_ClearChoices ( StoryHelper_INFO3 );
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Saturas - 4 Foki holen
//---------------------------------------------------------------------
func void StoryHelper_SaturasBringFoci_RUNNING()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
//-------- was neu geschieht --------
B_Story_BringFoci ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO3);
AI_StopProcessInfos (self);
};
//-------- POWRÓT ---------
func void StoryHelper_BACK3()
{
Info_ClearChoices (StoryHelper_INFO3);
};
//#####################################################################
//##
//##
//## KAPITEL 4
//##
//##
//#####################################################################
INSTANCE StoryHelper_INFO4 (C_INFO)
{
npc = SH;
condition = StoryHelper_INFO4_Condition;
information = StoryHelper_INFO4_Info;
important = 0;
permanent = 1;
description = "Rozdział 4";
};
FUNC INT StoryHelper_INFO4_Condition()
{
return TRUE;
};
func void StoryHelper_INFO4_Info()
{
Info_ClearChoices ( StoryHelper_INFO4 );
Info_AddChoice ( StoryHelper_INFO4, "POWRÓT" , StoryHelper_BACK4 );
Info_AddChoice ( StoryHelper_INFO4, "7. Poszukiwanie materiałów do Ulu-Mulu" , StoryHelper_SearchForUluMulu);
Info_AddChoice ( StoryHelper_INFO4, "6. Gotowość do odbicia Wolnej Kopalni" , StoryHelper_AttackFreeMine);
Info_AddChoice ( StoryHelper_INFO4, "5. Szukanie wyganego orkowego szamana" , StoryHelper_XardasFindOrcShaman);
Info_AddChoice ( StoryHelper_INFO4, "4. Pierwsze spotkanie z Xardasem" , StoryHelper_XardasIntro);
Info_AddChoice ( StoryHelper_INFO4, "3. Saturas zleca odnalezienie Xardasa" , StoryHelper_SaturasFindXardas);
Info_AddChoice ( StoryHelper_INFO4, "2. Zajęcie Wolnej Kopalni przez Gomeza" , StoryHelper_FreeMineAmbush);
Info_AddChoice ( StoryHelper_INFO4, "1. Z prośbą do magów ognia o pomoc Saturasowi" , StoryHelper_SaturasBringFoci_SUCCESS);
};
//---------------------------------------------------------------------
// Saturas - Feuermagier holen
//---------------------------------------------------------------------
func void StoryHelper_SaturasBringFoci_SUCCESS()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
//-------- was neu geschieht --------
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Diego - Freie Mine überfallen
//---------------------------------------------------------------------
func void StoryHelper_FreeMineAmbush()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
//-------- was neu geschieht --------
B_Story_FMTaken ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Saturas - Finde Xardas
//---------------------------------------------------------------------
func void StoryHelper_SaturasFindXardas()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
//-------- was neu geschieht --------
B_Story_CordsPost ();
B_Story_FindXardas ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Xardas - Erste Begegnung
//---------------------------------------------------------------------
func void StoryHelper_XardasIntro()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
//-------- was neu geschieht --------
B_Story_AccessToXardas ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Xardas - Finde den Ork Schamanen
//---------------------------------------------------------------------
func void StoryHelper_XardasFindOrcShaman()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
//-------- was neu geschieht --------
B_Story_FindOrcShaman ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Bereit für Angriff auf die Freie Mine
//---------------------------------------------------------------------
func void StoryHelper_AttackFreeMine()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
//-------- was neu geschieht --------
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Suche Teile für Ulu-Mulu
//---------------------------------------------------------------------
func void StoryHelper_SearchForUluMulu()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
//-------- was neu geschieht --------
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_LeftFM ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO4);
AI_StopProcessInfos (self);
};
//-------- POWRÓT ---------
func void StoryHelper_BACK4()
{
Info_ClearChoices (StoryHelper_INFO4);
};
//#####################################################################
//##
//##
//## KAPITEL 5
//##
//##
//#####################################################################
INSTANCE StoryHelper_INFO5 (C_INFO)
{
npc = SH;
condition = StoryHelper_INFO5_Condition;
information = StoryHelper_INFO5_Info;
important = 0;
permanent = 1;
description = "Rozdział 5";
};
FUNC INT StoryHelper_INFO5_Condition()
{
return TRUE;
};
func void StoryHelper_INFO5_Info()
{
Info_ClearChoices ( StoryHelper_INFO5 );
Info_AddChoice ( StoryHelper_INFO5, "POWRÓT" , StoryHelper_BACK5 );
Info_AddChoice ( StoryHelper_INFO5, "5. URIZIEL naładowany" , StoryHelper_UrizielLoaded);
Info_AddChoice ( StoryHelper_INFO5, "4. Gotowi do naładowania Uriziela" , StoryHelper_LoadUriziel);
Info_AddChoice ( StoryHelper_INFO5, "3. Zbadaj zatopioną wieżę Xardasa" , StoryHelper_ExploreSunkenTower);
Info_AddChoice ( StoryHelper_INFO5, "2. Uriziel odnaleziony" , StoryHelper_FoundUriziel);
Info_AddChoice ( StoryHelper_INFO5, "1. Gotowy do wejścia do Miasta Orków" , StoryHelper_ReadyForOrcCity);
};
//---------------------------------------------------------------------
// Bereit für die Ork-Stadt
//---------------------------------------------------------------------
func void StoryHelper_ReadyForOrcCity()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard ();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_LeftFM ();
//-------- was neu geschieht --------
B_Story_GotUluMulu ();
B_Kapitelwechsel (5);
CreateInvItem (hero, CRW_ARMOR_H);
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO5);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Uriziel gefunden
//---------------------------------------------------------------------
func void StoryHelper_FoundUriziel()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard ();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_LeftFM ();
B_Story_GotUluMulu ();
B_Kapitelwechsel (5);
CreateInvItem (hero, CRW_ARMOR_H);
//-------- was neu geschieht --------
EnteredTemple = TRUE;
B_Story_FoundUriziel ();
B_Story_EncounteredHighPriest ();
B_Story_ShowedUrizielToXardas ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO5);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Erforsche den versunkenen Turm
//---------------------------------------------------------------------
func void StoryHelper_ExploreSunkenTower()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard ();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_LeftFM ();
B_Story_GotUluMulu ();
B_Kapitelwechsel (5);
CreateInvItem (hero, CRW_ARMOR_H);
EnteredTemple = TRUE;
B_Story_FoundUriziel ();
B_Story_EncounteredHighPriest ();
B_Story_ShowedUrizielToXardas ();
//-------- was neu geschieht --------
B_Story_ExploreSunkenTower ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO5);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// Bereit für das Laden von URIZIEL
//---------------------------------------------------------------------
func void StoryHelper_LoadUriziel()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard ();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_LeftFM ();
B_Story_GotUluMulu ();
B_Kapitelwechsel (5);
CreateInvItem (hero, CRW_ARMOR_H);
EnteredTemple = TRUE;
B_Story_FoundUriziel ();
B_Story_EncounteredHighPriest ();
B_Story_ShowedUrizielToXardas ();
B_Story_ExploreSunkenTower ();
//-------- was neu geschieht --------
CreateInvItem (hero, ORE_ARMOR_M);
CreateInvItem (hero, ItArRuneTeleport1); // zu den Feuermagiern
B_Story_LoadSword ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO5);
AI_StopProcessInfos (self);
};
//---------------------------------------------------------------------
// URIZIEL ist aufgeladen
//---------------------------------------------------------------------
func void StoryHelper_UrizielLoaded()
{
//-------- was davor geschah --------
B_Kapitelwechsel (2);
B_Story_PrepareRitual ();
B_Kapitelwechsel (3);
B_Story_GotoOrcGraveyard ();
B_Story_BackFromOrcGraveyard ();
B_Story_SentToNC ();
B_Story_BringFoci ();
B_Story_BroughtFoci ();
B_KapitelWechsel (4);
B_Story_FMTaken ();
B_Story_CordsPost ();
B_Story_FindXardas ();
B_Story_AccessToXardas ();
B_Story_FindOrcShaman ();
B_Story_FoundUrShak ();
B_Story_FriendOfUrShak ();
B_Story_ReturnedFromUrShak ();
B_Story_CancelFindXardas ();
B_Story_GornJoins ();
Knows_GetMCPlates = TRUE;
B_Story_JackalFight ();
B_Story_FoundOrcSlave ();
B_Story_CuredOrc ();
B_Story_GotUluMulu ();
B_Kapitelwechsel (5);
CreateInvItem (hero, CRW_ARMOR_H);
EnteredTemple = TRUE;
B_Story_FoundUriziel ();
B_Story_EncounteredHighPriest ();
B_Story_ShowedUrizielToXardas ();
B_Story_ExploreSunkenTower ();
CreateInvItem (hero, ORE_ARMOR_M);
CreateInvItem (hero, ItArRuneTeleport1); // zu den Feuermagiern
B_Story_LoadSword ();
//-------- was neu geschieht --------
B_Kapitelwechsel (6);
B_Story_UrizielLoaded ();
//-------- Menü --------
Info_ClearChoices (StoryHelper_INFO5);
AI_StopProcessInfos (self);
};
//-------- POWRÓT ---------
func void StoryHelper_BACK5()
{
Info_ClearChoices (StoryHelper_INFO5);
};
[BARRIER]
AlwaysON=1
; ... Displays the visual effect of the Barrier continuously - on (1) or off (0), default is 0.
AlwaysOFF=0
; ... Disables the visual effect of the Barrier - on (1) or off (0), default is 0.
DisableSound=0
; ... Disable sound of barrier, - on (1) or off (0), default is 0.
DisableDamage=0
; ... disable damage from barrier, - on (1) or off (0), default is 0.