// *Script was make in Easy Dialog Maker (EDM)
// *Script was make in Easy Dialog Maker (EDM)
func void INNOS_PRAY_S1 ()
{
var C_NPC her; her = Hlp_GetNpc(PC_Hero);
var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);
//***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: geändert, damit kontrollierte NSCs nicht schlafen können!
if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp_GetInstanceID(rock)) )
{
MOBUSE = M_PRAY;//dodatkowy monolog
self.aivar[AIV_INVINCIBLE]=TRUE;
Ai_ProcessInfos (her);
};
};
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_PC_HERO_EXIT_INNOS(C_INFO)
{
npc = PC_HERO;
nr = 999;
condition = DIA_PC_HERO_EXIT_INNOS_Condition;
information = DIA_PC_HERO_EXIT_INNOS_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_PC_HERO_EXIT_INNOS_Condition()
{
if (MOBUSE == M_PRAY)
{
return TRUE;
};
};
FUNC VOID DIA_PC_HERO_EXIT_INNOS_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HIT_POINTS
//========================================
//edit by Nocturn
INSTANCE DIA_PC_HERO_HIT_POINTS (C_INFO)
{
npc = PC_HERO;
nr = 1;
condition = DIA_PC_HERO_HIT_POINTS_Condition;
information = DIA_PC_HERO_HIT_POINTS_Info;
permanent = TRUE;
description = "Daj mi punkty życia!";
};
FUNC INT DIA_PC_HERO_HIT_POINTS_Condition()
{
if (MOBUSE == M_PRAY)
{
return TRUE;
};
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_Info()
{
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(Wróć)", DIA_PC_HERO_HIT_POINTS_BACK);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(40 punktów życia (2000 bryłek rudy, 20 PN))", DIA_PC_HERO_HIT_POINTS_40HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(20 punktów życia (1000 bryłek rudy, 10 PN))", DIA_PC_HERO_HIT_POINTS_20HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(10 punktów życia (500 bryłek rudy, 5 PN))", DIA_PC_HERO_HIT_POINTS_10HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(2 punkty życia (100 bryłek rudy, 1 PN))", DIA_PC_HERO_HIT_POINTS_2HP_ADD);
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_BACK()
{
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_2HP_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 100)
{
if (hero.lp >= 1)
{
hero.lp = hero.lp - 1;
hero.attribute[ATR_HITPOINTS_MAX] = hero.attribute[ATR_HITPOINTS_MAX] + 2;
Npc_RemoveInvItems (hero,ItMiNugget, 100);
} else {
PrintScreen ("Za mało doświadczenia!", -1,60,yell_font,2);
};
}
else
{
PrintScreen ("Brakuje ci rudy! ", -1,38,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(Wróć)", DIA_PC_HERO_HIT_POINTS_BACK);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(40 punktów życia (2000 bryłek rudy, 20 PN))", DIA_PC_HERO_HIT_POINTS_40HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(20 punktów życia (1000 bryłek rudy, 10 PN))", DIA_PC_HERO_HIT_POINTS_20HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(10 punktów życia (500 bryłek rudy, 5 PN))", DIA_PC_HERO_HIT_POINTS_10HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(2 punkty życia (100 bryłek rudy, 1 PN))", DIA_PC_HERO_HIT_POINTS_2HP_ADD);
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_10HP_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 500)
{
if (hero.lp >= 5)
{
hero.lp = hero.lp - 5;
hero.attribute[ATR_HITPOINTS_MAX] = hero.attribute[ATR_HITPOINTS_MAX] + 10;
Npc_RemoveInvItems (hero,ItMiNugget, 500);
} else {
PrintScreen ("Za mało doświadczenia!", -1,60,"font_new_10_red.tga",2);
};
}
else
{
PrintScreen ("Brakuje ci rudy! ", -1,38,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(Wróć)", DIA_PC_HERO_HIT_POINTS_BACK);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(40 punktów życia (2000 bryłek rudy, 20 PN))", DIA_PC_HERO_HIT_POINTS_40HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(20 punktów życia (1000 bryłek rudy, 10 PN))", DIA_PC_HERO_HIT_POINTS_20HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(10 punktów życia (500 bryłek rudy, 5 PN))", DIA_PC_HERO_HIT_POINTS_10HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(2 punkty życia (100 bryłek rudy, 1 PN))", DIA_PC_HERO_HIT_POINTS_2HP_ADD);
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_20HP_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 1000)
{
if (hero.lp >= 10)
{
hero.lp = hero.lp - 10;
hero.attribute[ATR_HITPOINTS_MAX] = hero.attribute[ATR_HITPOINTS_MAX] + 20;
Npc_RemoveInvItems (hero,ItMiNugget, 1000);
} else {
PrintScreen ("Za mało doświadczenia!", -1,60,yell_font,2);
};
}
else
{
PrintScreen ("Brakuje ci rudy! ", -1,38,"font_new_10_red.tga",2);
};
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(Wróć)", DIA_PC_HERO_HIT_POINTS_BACK);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(40 punktów życia (2000 bryłek rudy, 20 PN))", DIA_PC_HERO_HIT_POINTS_40HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(20 punktów życia (1000 bryłek rudy, 10 PN))", DIA_PC_HERO_HIT_POINTS_20HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(10 punktów życia (500 bryłek rudy, 5 PN))", DIA_PC_HERO_HIT_POINTS_10HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(2 punkty życia (100 bryłek rudy, 1 PN))", DIA_PC_HERO_HIT_POINTS_2HP_ADD);
};
FUNC VOID DIA_PC_HERO_HIT_POINTS_40HP_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 2000)
{
if (hero.lp >= 20)
{
hero.lp = hero.lp - 20;
hero.attribute[ATR_HITPOINTS_MAX] = hero.attribute[ATR_HITPOINTS_MAX] + 40;
Npc_RemoveInvItems (hero,ItMiNugget, 2000);
} else {
PrintScreen ("Za mało doświadczenia!", -1,60,yell_font,2);
};
}
else
{
PrintScreen ("Brakuje ci rudy! ", -1,38,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_HIT_POINTS);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(Wróć)", DIA_PC_HERO_HIT_POINTS_BACK);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(40 punktów życia (2000 bryłek rudy, 20 PN))", DIA_PC_HERO_HIT_POINTS_40HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(20 punktów życia (1000 bryłek rudy, 10 PN))", DIA_PC_HERO_HIT_POINTS_20HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(10 punktów życia (500 bryłek rudy, 5 PN))", DIA_PC_HERO_HIT_POINTS_10HP_ADD);
Info_AddChoice (DIA_PC_HERO_HIT_POINTS, "(2 punkty życia (100 bryłek rudy, 1 PN))", DIA_PC_HERO_HIT_POINTS_2HP_ADD);
};
//========================================
//-----------------> ADD_MANA
//========================================
//edit by Nocturn
INSTANCE DIA_PC_HERO_ADD_MANA (C_INFO)
{
npc = PC_HERO;
nr = 1;
condition = DIA_PC_HERO_ADD_MANA_Condition;
information = DIA_PC_HERO_ADD_MANA_Info;
permanent = true;
description = "Daj mi manę!";
};
FUNC INT DIA_PC_HERO_ADD_MANA_Condition()
{
if (MOBUSE == M_PRAY)
{
return TRUE;
};
};
FUNC VOID DIA_PC_HERO_ADD_MANA_Info()
{
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "(Wróć)", DIA_PC_HERO_ADD_MANA_BACK);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "20 punktów many (2000 bryłek rudy, 20 PN)", DIA_PC_HERO_ADD_MANA_20MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "10 punktów many (1000 bryłek rudy, 10 PN)", DIA_PC_HERO_ADD_MANA_10MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "5 punkt many (500 bryłek rudy, 5 PN)", DIA_PC_HERO_ADD_MANA_5MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "1 punkt many (100 bryłek rudy, 1 PN)", DIA_PC_HERO_ADD_MANA_1MANA_ADD);
};
FUNC VOID DIA_PC_HERO_ADD_MANA_BACK()
{
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
};
FUNC VOID DIA_PC_HERO_ADD_MANA_1MANA_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 100)
{
B_BuyAttributePoints (other, ATR_MANA_MAX, 1);
Npc_RemoveInvItems (hero,ItMiNugget, 100);
}
else
{
PrintScreen ("Brakuje ci rudy! ", 1,-1,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "(Wróć)", DIA_PC_HERO_ADD_MANA_BACK);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "20 punktów many (2000 bryłek rudy, 20 PN)", DIA_PC_HERO_ADD_MANA_20MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "10 punktów many (1000 bryłek rudy, 10 PN)", DIA_PC_HERO_ADD_MANA_10MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "5 punkt many (500 bryłek rudy, 5 PN)", DIA_PC_HERO_ADD_MANA_5MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "1 punkt many (100 bryłek rudy, 1 PN)", DIA_PC_HERO_ADD_MANA_1MANA_ADD);
};
FUNC VOID DIA_PC_HERO_ADD_MANA_5MANA_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 500)
{
B_BuyAttributePoints (other, ATR_MANA_MAX, 5);
Npc_RemoveInvItems (hero,ItMiNugget, 500);
}
else
{
PrintScreen ("Brakuje ci rudy! ", 1,-1,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "(Wróć)", DIA_PC_HERO_ADD_MANA_BACK);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "20 punktów many (2000 bryłek rudy, 20 PN)", DIA_PC_HERO_ADD_MANA_20MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "10 punktów many (1000 bryłek rudy, 10 PN)", DIA_PC_HERO_ADD_MANA_10MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "5 punkt many (500 bryłek rudy, 5 PN)", DIA_PC_HERO_ADD_MANA_5MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "1 punkt many (100 bryłek rudy, 1 PN)", DIA_PC_HERO_ADD_MANA_1MANA_ADD);
};
FUNC VOID DIA_PC_HERO_ADD_MANA_10MANA_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 1000)
{
B_BuyAttributePoints (other, ATR_MANA_MAX, 10*LPCOST_ATTRIBUTE_MANA);
Npc_RemoveInvItems (hero,ItMiNugget, 1000);
}
else
{
PrintScreen ("Brakuje ci rudy! ", 1,-1,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "(Wróć)", DIA_PC_HERO_ADD_MANA_BACK);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "20 punktów many (2000 bryłek rudy, 20 PN)", DIA_PC_HERO_ADD_MANA_20MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "10 punktów many (1000 bryłek rudy, 10 PN)", DIA_PC_HERO_ADD_MANA_10MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "5 punkt many (500 bryłek rudy, 5 PN)", DIA_PC_HERO_ADD_MANA_5MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "1 punkt many (100 bryłek rudy, 1 PN)", DIA_PC_HERO_ADD_MANA_1MANA_ADD);
};
FUNC VOID DIA_PC_HERO_ADD_MANA_20MANA_ADD()
{
if (Npc_HasItems (hero,ItMiNugget) >= 2000)
{
B_BuyAttributePoints (other, ATR_MANA_MAX, 20*LPCOST_ATTRIBUTE_MANA);
Npc_RemoveInvItems (hero,ItMiNugget, 2000);
}
else
{
PrintScreen ("Brakuje ci rudy! ", 1,-1,yell_font,2);
};
Info_ClearChoices (DIA_PC_HERO_ADD_MANA);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "(Wróć)", DIA_PC_HERO_ADD_MANA_BACK);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "20 punktów many (2000 bryłek rudy, 20 PN)", DIA_PC_HERO_ADD_MANA_20MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "10 punktów many (1000 bryłek rudy, 10 PN)", DIA_PC_HERO_ADD_MANA_10MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "5 punkt many (500 bryłek rudy, 5 PN)", DIA_PC_HERO_ADD_MANA_5MANA_ADD);
Info_AddChoice (DIA_PC_HERO_ADD_MANA, "1 punkt many (100 bryłek rudy, 1 PN)", DIA_PC_HERO_ADD_MANA_1MANA_ADD);
};
//========================================
//-----------------> MAGIC_SWORD_1
//========================================
//edit by Nocturn
INSTANCE DIA_PC_HERO_MAGIC_SWORD_1 (C_INFO)
{
npc = PC_HERO;
nr = 2;
condition = DIA_PC_HERO_MAGIC_SWORD_1_Condition;
information = DIA_PC_HERO_MAGIC_SWORD_1_Info;
permanent = FALSE;
description = "Ulepsz: Miecz magicznego deszczu (250 złotych monet)";
};
FUNC INT DIA_PC_HERO_MAGIC_SWORD_1_Condition()
{
if //(Npc_HasItems (hero, Miecz1H17) >=1)
(Npc_HasItems (hero, ItMi_Stuff_OldCoin_01) >=250)
{
return TRUE;
};
};
FUNC VOID DIA_PC_HERO_MAGIC_SWORD_1_Info()
{
//B_GiveInvItems (hero,PC_THIEF, Miecz1H17, 1);
//CreateInvItems (hero, Miecz1H18, 1);
//B_GiveInvItems (hero, PC_THIEF, ItMi_Stuff_OldCoin_01, 250);
//PrintScreen ("Miecz magicznego deszczu został ulepszony! ", -1,70,"font_new_10_green.tga",2);
};