Zwykłe przetłumaczenie nazw rozdziałów u Story Helpera z niemieckiego na polski zrobione na własny użytek. Niby nic a jednak trochę pomaga.
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);
};