Dodanie gildii poprzez edycję pustej, dodanie nowej gildii 4141 7

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Autor Toworish

Zaczęty 12.11.2015 roku

Wyświetleń 4141

Odpowiedzi 7

Toworish

Toworish

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Siema, postanowiłem zrobić poradnik Jak podmienić puste gildie w g2nk oraz jak dodać całkowicie nową, wiem jest tutek Avallacha http://themodders.org/index.php?topic=17631.msg1047619#msg1047619 ale zauważyłem że nawet po wykorzystaniu pomysłu Zucklov'a (który jest w ostatnim poście tamtego tematu) gdy dodamy nową gildię gra po wyłączeniu jej wywala Acces'a jedynym wyjściem jest edycja zostawionych dla modderów i teraz pokaże wam jak to zrobić:

SPOSÓB PIERWSZY:
po pierwsze użyjemy wolnej już ludzkiej gildii

więc w pliku:
Scripts\content\_intern\Constants.d
Zmieniamy:const int GIL_EMPTY_D = 15na:
const int GIL_NazwaNaszejNowejGildii = 15np GIL_NJU
w Pliku :
Scripts\content\Story\text.d
szukamy:
"D" ,zmieniamy na:
"NazwaNaszejNowejGildiiWCałości" ,np:
"Złodziej" ,Czas na plik:
Scripts\content\AI\Monster\B_Monster\B_SetMonsterAttitude.d
pod:
Wld_SetGuildAttitude (fromGuild , attitude, GIL_KDW );wklejamy:
Wld_SetGuildAttitude (fromGuild , attitude, GIL_NazwaNaszejNowejGildii );np:
Wld_SetGuildAttitude (fromGuild , attitude, GIL_NJU );a pod:
Wld_SetGuildAttitude (GIL_KDW , attitude, toGuild );Wklejamy:
Wld_SetGuildAttitude (GIL_NJU , attitude, toGuild );Teraz plik:
Scripts\content\AI\Human\Guilds.d
to:
/* D   */ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /* D   */ ATT_NEUTRAL, ATT_NEUTRAL, /* D   */ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /* D   */ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /* D   */ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL Zamieniamy na to:
/* NJU*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /* NJU*/ ATT_FRIENDLY, ATT_FRIENDLY, /* NJU*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /* NJU*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /* NJU*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLYsą to nastawienia gildii wobec gildii wiecie to proste

No i dobra opcja pierwsza załatwiona dodałeś 1 nową gildię wykorzystując pustą zostawioną przez twórców gry:)

SPOSÓB DRUGI
Opcja druga użycie wolnych gildii potworów jako gildie ludzkie a mamy możliwość użycia 6 gildii które nazywają się:
GIL_EMPTY_A
GIL_EMPTY_B
GIL_EMPTY_C
GIL_EMPTY_X
GIL_EMPTY_Y
GIL_EMPTY_Z

Do dzieła:
Constants.d
usuwamy to:
GIL_EMPTY_Ai przed tym:
const int GIL_PUBLIC = 15 ; wklejamy to:
const int GIL_TWOJA NAZWA = 16;po czym zmieniamy wszystkie linijki w dół zmieniając każdą cyferkę o 1 w górę do lini z której usuwałeś GIL_EMPTY_A ogólnie GIL_MAX ma wynieść: 66
Plik:
Text.d
w przypadku gildii którą edytujemy w tym tutku to:
Znajdź:
"A" , //AddonZmień na:
"Twoja nazwa gildii" , //AddonTeraz plik:
B_SetMonsterAttitude.d
robisz to samo co robiłeś w przykładzie pierwszym w tym pliku

No i ostatni plik Scripts\content\Story\B_Story\B_InitGuildAttitudes.d
Plik ten chyba powstał z myślą o dodawaniu nowych gildii przez modderów jak widzicie funkcja w tym pliku jest pusta, ale my ją wypełnimy takim oto skryptem:
//ZACHOWANIE NOWEJ GILDII WOBEC GILDII ISTNIEJĄCYCH
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_NONE);
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_PAL );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_MIL );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_VLK );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_KDF );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_NOV );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_DJG );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_SLD );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_BAU );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_BDT );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_STRF);
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_OUT );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_PIR );
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_HOSTILE, GIL_KDW );
//Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_NEUTRAL, GIL_NazwaTwojejGildii );

//ZACHOWANIE ISTNIEJĄCYCH GILDII WOBEC NOWEJ GILDII
Wld_SetGuildAttitude (GIL_NONE, ATT_HOSTILE, GIL_NazwaTwojejGildii);
Wld_SetGuildAttitude (GIL_PAL, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_MIL, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_VLK, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_KDF, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_NOV, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_DJG, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_SLD, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_BAU, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_BDT, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_STRF, ATT_HOSTILE, GIL_NazwaTwojejGildii);
Wld_SetGuildAttitude (GIL_OUT, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_PIR, ATT_HOSTILE, GIL_NazwaTwojejGildii );
Wld_SetGuildAttitude (GIL_KDW, ATT_HOSTILE, GIL_NazwaTwojejGildii );

//WOBEC SIEBIE
Wld_SetGuildAttitude (GIL_NazwaTwojejGildii, ATT_NEUTRAL, GIL_NazwaTwojejGildii );
Oczywiście zachowania tej gildii można zmienić np:
CONST INT ATT_FRIENDLY to przyjacielska
CONST INT ATT_NEUTRAL To neutralna
CONST INT ATT_ANGRY   zła
CONST INT ATT_HOSTILE wroga      
SPOSÓB TRZECI

To na tyle z opcją drugą, oczywiście pozostałe pięć gildii potworków edytujemy tym samym sposobem co EMPTY_A


Czas na ostatni sposób tworzenia gildii nie ruszając tamtych wgl, teraz po prostu pokaże wam jak dodać całkiem nową gildię, przygotowałem sobie skrypt 10 dodanych gildii i podziele się nim z wami:

Constans.d
pod tym:
VAR INT TURN_SPEED [GIL_MAX]Oraz pod klamrą która jest jeszcze niżej wklejcie to:
//TOWORISH
const int GILD_NONE = 0 ; // (keine)
const int GILD_HUMAN = 1 ; // Special Guild -> To set Constants for ALL Human Guilds --> wird verwendet in Species.d
const int GILD_ONE = 1 ;
const int GILD_TWO = 2 ;
const int GILD_TREE = 3 ;
const int GILD_FOUR = 4 ;
const int GILD_FIVE = 5 ;
const int GILD_SIX = 6 ;
const int GILD_SEVEN = 7 ;
const int GILD_EIGHT = 8 ;
const int GILD_NINE = 9 ;
const int GILD_TEN = 10 ;
//-----------------------------------------------
const int GILD_PUBLIC = 10 ; // für öffentliche Portalräume
//-----------------------------------------------
//-----------------------------------------------

const int GILD_SEPERATOR_HUM = 11 ;
const int GILD_EMPTY_A = 12 ;
const int GILD_MAX = 13 ;



CLASS C_GILDVALUES
{
VAR INT WATER_DEPTH_KNEE [GILD_MAX] ;
VAR INT WATER_DEPTH_CHEST [GILD_MAX] ;
VAR INT JUMPUP_HEIGHT [GILD_MAX] ; // DEFAULT = 200;
// VAR INT JUMPUP_FORCE [GILD_MAX] ;
VAR INT SWIM_TIME [GILD_MAX] ;
VAR INT DIVE_TIME [GILD_MAX] ;
VAR INT STEP_HEIGHT [GILD_MAX] ;
VAR INT JUMPLOW_HEIGHT [GILD_MAX] ;
VAR INT JUMPMID_HEIGHT [GILD_MAX] ;
VAR INT SLIDE_ANGLE [GILD_MAX] ;
VAR INT SLIDE_ANGLE2 [GILD_MAX] ;
VAR INT DISABLE_AUTOROLL [GILD_MAX] ; // DEFAULT = 0 ;  0 = Autoroll  enabled / 1 = Autoroll  disabled
VAR INT SURFACE_ALIGN [GILD_MAX] ; // DEFAULT = 0 ;  0 = Alignment disabled / 1 = Alignment enabled
VAR INT CLIMB_HEADING_ANGLE [GILD_MAX] ;
VAR INT CLIMB_HORIZ_ANGLE [GILD_MAX] ;
VAR INT CLIMB_GROUND_ANGLE [GILD_MAX] ;
VAR INT FIGHT_RANGE_BASE [GILD_MAX] ;
VAR INT FIGHT_RANGE_FIST [GILD_MAX] ;
var int FIGHT_RANGE_G [GILD_MAX] ;
VAR INT FIGHT_RANGE_1HS [GILD_MAX] ;
VAR INT FIGHT_RANGE_1HA [GILD_MAX] ;
VAR INT FIGHT_RANGE_2HS [GILD_MAX] ;
VAR INT FIGHT_RANGE_2HA [GILD_MAX] ;
VAR INT FALLDOWN_HEIGHT [GILD_MAX] ; // Wie tief Fallen ohne Schaden ?
VAR INT FALLDOWN_DAMAGE [GILD_MAX] ; // Schaden für jeden weiteren angefangenen Meter.
VAR INT BLOOD_DISABLED [GILD_MAX] ; // DEFAULT = 0 ; Blut ganz ausschalten (z.B. bei Sekletten) ?
VAR INT BLOOD_MAX_DISTANCE [GILD_MAX] ; // DEFAULT = 1000 ; Wie weit spritzt das Blut (in cm) ?
VAR INT BLOOD_AMOUNT [GILD_MAX] ; // DEFAULT = 10 ; Wie viel Blut ?
VAR INT BLOOD_FLOW [GILD_MAX] ; // DEFAULT = 0 ; Soll es sich langsam ausbreiten ?
VAR STRING  BLOOD_EMITTER [GILD_MAX] ; // DEFAULT = "PFX_BLOOD" ; Welcher Partikel-Emitter ?
VAR STRING  BLOOD_TEXTURE [GILD_MAX] ; // DEFAULT = "ZBLOODSPLAT2.TGA"; Welche Textur ?
VAR INT TURN_SPEED [GILD_MAX] ; // DEFAULT = 150 ;
};

Text.d
Pod tym:
"Smokowiec" ,
"X" ,
"Y" ,
"Z"
};
wklejcie to:
CONST STRING TXT_GUILDS_TWO [GILD_MAX] = {


"Brak przyn." ,
"JEDEN" ,
"DWA" ,
"TRZY" ,
"CZTERY" ,
"PIĘĆ" ,
"SZEŚĆ" ,
"SIEDEM" ,
"OSIEM" ,
"DZIEWIĘĆ" ,
"DZIESIĘĆ" ,
"" ,
"GILDIA_ZAPASOWA"
};
Oczywiście nie Nazywałem tych funkcji po swojemu, tylko lekko zmieniłem nazwę standardowych, aby łatwiej było się odnaleźć przejdźmy do pliku:
B_InitGuildAttitudes.d
w funkcję którą tam ujrzycie wrzucacie to:
//NASTAWIENIE GILDII ONE WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_NONE);
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_PAL );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_MIL );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_VLK );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_KDF );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_NOV );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_DJG );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_SLD );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_BAU );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_BDT );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_STRF);
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_OUT );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_PIR );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GIL_KDW );



//NASTAWIENIE GILDII TWO WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_NONE);
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_PAL );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_MIL );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_VLK );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_KDF );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_NOV );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_DJG );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_SLD );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_BAU );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_BDT );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_STRF);
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_OUT );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_PIR );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GIL_KDW );





//NASTAWIENIE GILDII TREE WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII FOUR WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII FIVE WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII SIX WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII SEVEN WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII EIGHT WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII NINE WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GIL_KDW );

//NASTAWIENIE GILDII TEN WOBEC STANDARDOWYCH GILDII
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_NONE);
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_PAL );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_MIL );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_VLK );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_KDF );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_NOV );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_DJG );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_SLD );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_BAU );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_BDT );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_STRF);
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_OUT );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_PIR );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GIL_KDW );


//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII ONE
Wld_SetGuildAttitude (GIL_NONE, ATT_HOSTILE, GILD_ONE);
Wld_SetGuildAttitude (GIL_PAL, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_MIL, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_VLK, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_KDF, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_NOV, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_DJG, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_SLD, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_BAU, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_BDT, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_STRF, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_OUT, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_PIR, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GIL_KDW, ATT_HOSTILE, GILD_ONE );


//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII TWO
Wld_SetGuildAttitude (GIL_NONE, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_PAL, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_MIL, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_VLK, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_KDF, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_NOV, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_DJG, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_SLD, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_BAU, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_BDT, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_STRF, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_OUT, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_PIR, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GIL_KDW, ATT_FRIENDLY, GILD_TWO );



//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII TREE
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_TREE);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_TREE );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII FOUR
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_FOUR);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_FOUR );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII FIVE
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_FIVE);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_FIVE );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII SIX
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_SIX );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII SEVEN 
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_SEVEN);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_SEVEN );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII EIGHT 
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_EIGHT);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_EIGHT );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII NINE
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_NINE);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_NINE );

//NASTAWIENIE STANDARDOWYCH GILDII WOBEC GILDII TEN
Wld_SetGuildAttitude (GIL_NONE, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_PAL, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_MIL, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_VLK, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_KDF, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_NOV, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_DJG, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_SLD, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_BAU, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_BDT, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_STRF, ATT_NEUTRAL, GILD_TEN);
Wld_SetGuildAttitude (GIL_OUT, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_PIR, ATT_NEUTRAL, GILD_TEN );
Wld_SetGuildAttitude (GIL_KDW, ATT_NEUTRAL, GILD_TEN );

//NASTAWIENIE NOWYCH GILDII DO SAMYCH SIEBIE

/*
Wld_SetGuildAttitude (GILD_TWO ATT_NEUTRAL, GILD_TWO );
Wld_SetGuildAttitude (GILD_FREE ATT_NEUTRAL, GILD_FREE );
Wld_SetGuildAttitude (GILD_FOUR ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_FIVE ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_SIX ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_SEVEN ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_EIGHT ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_NINE ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_TEN ATT_NEUTRAL, GILD_TEN );*/


//NASTAWIENIE NOWYCH GILDII JEDNA WOBEC DRUGIEJ
Wld_SetGuildAttitude (GILD_ONE, ATT_NEUTRAL, GILD_ONE );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_TWO );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_TREE );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_FOUR );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_FIVE );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_SIX );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_NINE );
Wld_SetGuildAttitude (GILD_ONE, ATT_HOSTILE, GILD_TEN );

Wld_SetGuildAttitude (GILD_TWO, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_TWO, ATT_NEUTRAL, GILD_TWO );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_TREE );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_FOUR );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_FIVE );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_SIX );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_NINE );
Wld_SetGuildAttitude (GILD_TWO, ATT_FRIENDLY, GILD_TEN );

Wld_SetGuildAttitude (GILD_TREE, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_TREE, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_TREE, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_FOUR, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_FOUR, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_FOUR, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_FIVE, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_FIVE, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_FIVE, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_SIX, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_SIX, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_SIX, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_SEVEN, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_SEVEN, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_EIGHT, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_EIGHT, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_NINE, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_NINE, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_NINE, ATT_NEUTRAL, GILD_TEN );

Wld_SetGuildAttitude (GILD_TEN, ATT_HOSTILE, GILD_ONE );
Wld_SetGuildAttitude (GILD_TEN, ATT_FRIENDLY, GILD_TWO );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_TREE );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_FOUR );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_FIVE );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_SIX );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_SEVEN );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_EIGHT );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_NINE );
Wld_SetGuildAttitude (GILD_TEN, ATT_NEUTRAL, GILD_TEN );

};
Plik:
AI\Monster\B_Monster\B_InitMonsterAttitudes.d
pod tym:
B_SetMonsterAttitude (GIL_SEPERATOR_HUM, ATT_HOSTILE, GIL_SummonedZombie );Wklejacie to:
//Toworish
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_NEUTRAL, GIL_MEATBUG );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_FRIENDLY, GIL_SHEEP );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_GOBBO ); // Green Goblin / Black Goblin
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_GOBBO_SKELETON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SUMMONED_GOBBO_SKELETON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SCAVENGER );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_GIANT_RAT );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_GIANT_BUG );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_BLOODFLY );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_WARAN ); // Waren / Feuerwaran
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_WOLF ); // Wolf / Warg
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SUMMONED_WOLF );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_MINECRAWLER ); // Minecrawler / Minecrawler Warrior
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_LURKER );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SKELETON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SUMMONED_SKELETON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SKELETON_MAGE );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_ZOMBIE );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SNAPPER ); // Snapper / Dragon Snapper
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SHADOWBEAST );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SHADOWBEAST_SKELETON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_HARPY );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_STONEGOLEM );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_FIREGOLEM );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_ICEGOLEM );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SUMMONED_GOLEM );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_DEMON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SUMMONED_DEMON );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_TROLL ); // Troll / Schwarzer Troll
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SWAMPSHARK );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_DRAGON ); // Feuerdrache / Eisdrache / Felsdrache / Sumpfdrache / Untoter Drache
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_MOLERAT );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_ORC ); // Ork-Krieger / Ork-Shamane / Ork-Elite
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_NEUTRAL, GIL_FRIENDLY_ORC );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_UNDEADORC ); // Ork-Sklave / Ur-Shak
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_DRACONIAN );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_ALLIGATOR );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SWAMPGOLEM );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_STONEGUARDIAN );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_GARGOYLE );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SummonedGuardian );
B_SetMonsterAttitude (GILD_SEPERATOR_HUM, ATT_HOSTILE, GIL_SummonedZombie );
I niżej pod każdą linijką która ma w nazwie "GIL_SEPERATOR_HUM" kopiujecie tą linijkę i pod nią wklejacie Zmieniając "GIL" NA "GILD"

Plik:
B_SetMonsterAttitude.d
Pod:
if (toGuild == GIL_SEPERATOR_HUM)dodajecie
|| (toGuild == GILD_SEPERATOR_HUM)
A pod:
Wld_SetGuildAttitude (fromGuild , attitude, GIL_KDW );
Wklejacie:
Wld_SetGuildAttitude (fromGuild , attitude, GILD_ONE );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_TWO );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_TREE );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_FOUR );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_FIVE );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_SIX );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_SEVEN );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_EIGHT );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_NINE );
Wld_SetGuildAttitude (fromGuild , attitude, GILD_TEN );

Pod:
else if (fromGuild == GIL_SEPERATOR_HUM)
Wklejacie:

|| (fromGuild == GILD_SEPERATOR_HUM)
I tyle, nie zalecam stosowania sposobu 2 i 3 na raz, lub zalecam, ale w którymś ze sposobów zamiast używać B_SetGuildAttitude.d stwórz nowy plik, z jakąś tam nazwą i dopisz go w gothic.src najlepiej zaraz pod linijką B_SetGuildAttitude.d oraz dopisz nazwę funkcji ze swojego nowego pliku w pliku Startup.d zaraz pod linijką B_SetGuildAttitude

Dobra, pewnie jak czytałeś to zauważyłeś że w 3 sposobie miast GIL jest GILD, no cóż po dodaniu takiej gildii wpisując w npc gildie nie piszesz np"GIL_BDT" tylko (aktualnie) Np "GILD_ONE"

Oczywiście nazwy gildi z trzeciego sposobu możecie edytować, macie je po prostu ponumerowane, możecie dodać ich więcej tym sposobem, Aa dodałbym że NIE zgapiłem skryptów z Zucklov'a, doszedłem do tego przeglądając skrypty, wczoraj dostrzegłem że pisał taki post w temacie Avallacha, no nic mam nadzieję że jest na tyle jasno że laiki ogarną

Edit, jeśli używacie 3 sposobu i chcecie zmienić gildie hero w marvinie to eab\ guild = nie zadziała musicie wcisnąć f2 wpisać Set guild GILD_ONE w ten sposób
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

GummyRoll

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Miałem jakiś błąd podczas kompilacji w Constants.d z tą linijką "CLASS C_GILDVALUES". Zrobiłem sobie nowy plik, nazwałem go Gildie.d i wrzuciłem to do _intern po czym zapisałem jego nazwę w gothic.src pod _INTERN\CONSTANTS.D jako _INTERN\GILDIE.D. Wszystko teraz pięknie działa(choć znając moje szczęście, zepsułem coś), dzięki wielkie!
 

Toworish

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pewnie przeoczyłeś jakiś średnik albo coś podobnego.

100% działało to w ten sposób bo najpierw to zrobiłem, potem napisałem poradnik :)
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

Lester777

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Hmm, możesz mi wyjaśnić, co się stało się, że po napisaniu tego wszystkiego obywatele zaczęli atakować straż miejską a paladyni się dołączyli po stronie straży? Na dodatek potwory nie atakują ludzi. Te nowe gildie zamieniły te podstawowe czy jak?

Edit:Używałem 3 sposobu
 

Bogdan Zwei

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To dlatego, że nowe gildie mają te same wartości, co oryginalne. Jeśli twoja zmienna (GIL_ONE) wynosi 1, to będzie to ta sama gildia, co oryginalna z numerem 1 (jeśli dobrze pamiętam to paladyn).
 
:ok: zachęca do dalszej pomocy. Nie zapominaj o tym!

Prywatne wiadomości typu "Ej, pomocy" kasuję od razu. Od tego jest forum, a nie PW.

To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth.

In order to realize our true self we must be willing to live without being dependent upon the opinion of others.

Toworish

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heh pisałem to 1,5 roku temu, ale nie zauważyłem takiego buga. hmm, musiałbym to sprawdzić, jeśli nie ogarniesz, to na dniach postaram się poprawić ten poradnik. Być może że Bogdan ma rację.

aczkolwiek dziwne bo tworzymy nową tablicę, więc wartości chyba nie powinny się mieszać.
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

Bogdan Zwei

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Będą się mieszać, Toworish.
npc.guild = GIL_PAL; //1
npc2.guild = GIL_ONE; //1

npc2.guild = npc.guild
npc.guild = npc2.guild
 
:ok: zachęca do dalszej pomocy. Nie zapominaj o tym!

Prywatne wiadomości typu "Ej, pomocy" kasuję od razu. Od tego jest forum, a nie PW.

To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth.

In order to realize our true self we must be willing to live without being dependent upon the opinion of others.

Toworish

Toworish

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Ok Bogdan jednak ma racje, więc chwilowo proszę nie używać sposobu nr3
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.


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