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Skrypty / Odnawianie pż a'la gothic 3
« dnia: 2013-11-26, 07:01 »
Dobra dzięki, temat do zamknięcia.
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.
i pokaż jak wywołujesz ta funkcje.
Func Void HP_PROC (var int procenty){
if (Npc_IsPlayer(self)){
var int HP_PROC; HP_PROC = ((hero.attribute[ATR_HITPOINTS_MAX]*procenty)/100);
if (HP_PROC > 1){
hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS] + HP_PROC;
}else{
hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS] + 1;
};
if (hero.attribute[ATR_HITPOINTS] > hero.attribute[ATR_HITPOINTS_MAX]){
hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
};
}else{
Npc_ChangeAttribute (self, ATR_HITPOINTS, procenty);
};
};
INSTANCE DIA_Gaan_HELLO1 (C_INFO)
{
npc = BAU_961_Gaan;
nr = 1;
condition = DIA_Gaan_HELLO1_Condition;
information = DIA_Gaan_HELLO1_Info;
permanent = FALSE;
Important = TRUE;
};
FUNC INT DIA_Gaan_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Gaan_HELLO1_Info()
{
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_01"); //Nareszcie się obudziłeś.
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_02"); //Co?
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_03"); //Kim jesteś?
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_04"); //Gdzie ja jestem?
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_05"); //Nazywam się Gaan.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_06"); //Jestem myśliwym z obozu niedaleko stąd.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_07"); //Ale nie mam pojęcia jak ty się tutaj znalazłeś.
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_08"); //Pamiętam że po ataku orków na Khorinis ukrywałem się w lesie, kiedy nagle znaleźli mnie.
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_09"); //Uciekałem, i obudziłem się tu.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_10"); //Co do orków, chodź musimy się stąd szybko zabrać.
self.aivar[AIV_PARTYMEMBER] = TRUE;
Npc_ExchangeRoutine (self, "prowadzenie");
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_11"); //Dobra, jesteśmy.
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_12"); //Czekaj, co to za obóz?
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_13"); //Gdy Khorinis zostało zdobyte przez orków, paladyni razem z magami wody uciekli.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_14"); //Po drodze Hagen spotkał dowódce najemników Lee.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_15"); //Postanowili że nie ma sensu walczyć w obliczu większego zagrożenia i połączyli swoje siły.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_16"); //Jeśli chcesz jakąś robote idź do Jarvisa.
MIS_zadanie_01 = LOG_RUNNING;
Log_CreateTopic (TOPIC_zadanie_01, LOG_MISSION);
Log_SetTopicStatus (TOPIC_zadanie_01, LOG_RUNNING);
B_LogEntry (TOPIC_zadanie_01,"Mam udać się do Jarvisa po jakieś zadanie.");
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_17"); //Powienien być zaraz przy wejściu na obóz na wodzie.
AI_Output (self, other ,"DIA_Gaan_HELLO1_03_18"); //Skręć w prawo a napewno zaraz go zobaczysz.
B_LogEntry (TOPIC_zadanie_01,"Jarvis jest niedaleko wejścia do obozu na wodzie.");
AI_Output (other, self ,"DIA_Gaan_HELLO1_15_19"); //Dobra, wielkie dzięki za pomoc.
Npc_ExchangeRoutine (self, "start");
AI_StopProcessInfos (self);
};
[i] 00:00 ++++++++++++++ Start by ++++++++++++++
[i] 00:04 Info: 3 B: VP: Initialize zBinkPlayer .... <zBinkPlayer.cpp,#45>
[i] 00:04 Info: 3 B: GMAN: Initialize GameManager .... <oGameManager.cpp,#476>
[i] 00:04 Info: 2 B: zOPT: Initialize configurations .... <zOption.cpp,#758>
[i] 00:04 Info: 3 B: zOPT: Found file paths.d .... <zOption.cpp,#785>
[i] 00:04 Info: 5 B: zOPT: Initialising Parser .... <zOption.cpp,#789>
[i] 00:04 Info: 5 B: zOPT: Parsing paths.d ... .... <zOption.cpp,#792>
[i] 00:04 Info: 5 B: zOPT: Analysing paths.d ... .... <zOption.cpp,#795>
[i] 00:04 Info: 1 B: VFILE: Initializing filesystem (VDFS) .... <zDisk_Vdfs.cpp,#538>
[i] 00:04 Info: 2 B: zDSK: InitFileSystem .... <zDisk.cpp,#1629>
[i] 00:04 Info: 2 B: VFILE: VDFS successfully initialized: 3 drives, 0 found. .... <zDisk_Vdfs.cpp,#597>
[i] 00:04 Info: 3 D: RESMAN: Classes registered: zCSoundFX zCTexture .... <zResource.cpp,#366>
[i] 00:04 ---------------
[i] 00:04 Info: 0 D: *** ZenGin v1.00 - developed 1997-2001 Mad Scientists .... <zEngine.cpp,#137>
[i] 00:04 Info: 0 D: *** Mad Scientists: Hildebrandt, Wohlers, Speckels .... <zEngine.cpp,#138>
[i] 00:04 Info: 0 D: *** compiled: Oct 22 2003, release-build .... <zEngine.cpp,#145>
[i] 00:04 Info: 0 D: *** zEngine-Init ... .... <zEngine.cpp,#146>
[i] 00:04 Info: 2 X: RND_D3D: Initializing Direct3D ... .... <zRndD3D_Render.cpp,#147>
[i] 00:04 Info: 5 X: [RND3D-Constructor]: D3DXInitialize done .... <zRndD3D_Render.cpp,#150>
[i] 00:04 Info: 5 X: Vid_SetDevice: No changes ... .... <zRndD3D_Vid.cpp,#362>
[i] 00:04 Info: 5 X: Vid_SetScreenMode: Setting New Mode... .... <zRndD3D_Vid.cpp,#591>
[i] 00:04 Info: 4 X: RND_D3D: SetMode .. .... <zRndD3D_Vid.cpp,#507>
[i] 00:04 Info: 5 X: zCDXTCCache_D3D :: ClearCache: Surfaces to clear - 0 .... <zRndD3D_DxtcCache.cpp,#177>
[w] 00:04 Warn: 0 X: XD3D_InitPerDX: Can't initialize with 32 bit depth buffer, trying 24 bit ... .... <zRndD3D_Init.cpp,#384>
[w] 00:04 Warn: 0 X: XD3D_InitPerDX: Can't initialize with 24 bit depth buffer, trying default ... .... <zRndD3D_Init.cpp,#389>
[i] 00:05 Info: 5 X: XD3D_InitPort: caps - gamma correction enabled .... <zRndD3D_Init.cpp,#852>
[i] 00:05 Info: 5 X: XD3D_InitPort: caps - total videomem:1062977280 .... <zRndD3D_Init.cpp,#879>
[i] 00:05 Info: 5 X: XD3D_InitPort: caps - free videomem:1058398208 .... <zRndD3D_Init.cpp,#880>
[i] 00:05 Info: 3 D: TEX: texMaxSize: 8192, texScaleSize: 4, texScaleBPP: -1 .... <zTexture.cpp,#584>
[i] 00:05 Info: 4 X: RND_D3D: SetMode .. .... <zRndD3D_Vid.cpp,#507>
[i] 00:05 Info: 5 X: Vid_SetMode: No changes ... .... <zRndD3D_Vid.cpp,#515>
[i] 00:05 Info: 5 U: FNT: Loading Font: font_default.tga .... <zFonts.cpp,#196>
[i] 00:05 Info: 4 B: FONT: Loading Font-Data: \_WORK\DATA\TEXTURES\_COMPILED\FONT_DEFAULT.FNT .... <zFonts.cpp,#361>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: GROUNDSHADOW.MSH .... <zMesh.cpp,#3445>
[w] 00:05 Warn: 0 D: expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1354>
[w] 00:05 Warn: 0 D: expected entry not found: fadeScale .... <zArchiverGeneric.cpp,#1354>
[w] 00:05 Warn: 0 D: expected entry not found: rangeMax .... <zArchiverGeneric.cpp,#1354>
[w] 00:05 Warn: 0 D: expected entry not found: fadeScale .... <zArchiverGeneric.cpp,#1354>
[w] 00:05 Warn: 0 D: expected entry not found: fadeScale .... <zArchiverGeneric.cpp,#1354>
[i] 00:05 Info: 3 D: PFX: Loading file System\ParticleFX.src or .dat .... <zParticle.cpp,#257>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: DEMON_DIE.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ROTATEFX.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: MFX_FEAR4.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ICELANCE.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: SKULL.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: TELEPORT_AURA.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: THUNDERSTORM_DOME.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ITPFX_BELIARWEAPON_1H_BLADE.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ITPFX_BELIARWEAPON_1H_EYES.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ITPFX_BELIARWEAPON_2H_BLADE.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: ITPFX_BELIARWEAPON_2H_EYES.MSH .... <zMesh.cpp,#3445>
[w] 00:05 Warn: 0 D: z3d(zCMesh::Load): Could not load Mesh: STARGATE_EDGES.3DS .... <zMesh.cpp,#436>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: EVT_ADDON_MAYA_PARTICEL_GATEDUMMY.MSH .... <zMesh.cpp,#3445>
[w] 00:05 Warn: 0 D: z3d(zCMesh::Load): Could not load Mesh: STARGATE_EDGES.3DS .... <zMesh.cpp,#436>
[w] 00:05 Warn: 0 D: z3d(zCMesh::Load): Could not load Mesh: STARGATE_EDGES.3DS .... <zMesh.cpp,#436>
[i] 00:05 Info: 3 D: MSH: Loading Mesh: TREASURE.MSH .... <zMesh.cpp,#3445>
[i] 00:05 Info: 3 D: PFX: Num ParticleFX: 528 .... <zParticle.cpp,#300>
[i] 00:05 Info: 4 D: INPUT: Initializing DirectInput .. .... <zInput_Win32.cpp,#912>
[i] 00:05 Info: 4 D: INPUT: keyboard initialized .... <zInput_Win32.cpp,#923>
[i] 00:05 Info: 4 D: INPUT: mouse initialized. .... <zInput_Win32.cpp,#930>
[i] 00:05 Info: 4 D: INPUT: joystick initialized. .... <zInput_Win32.cpp,#937>
[i] 00:05 Info: 0 D: *** zEngine-Init ... Done ! .... <zEngine.cpp,#159>
[i] 00:05 ---------------
[i] 00:05 Info: 3 B: DSCAN: Scanning directory "\_WORK\DATA\TEXTURES\" .... <zScanDir.cpp,#195>
[i] 00:05 Info: 2 B: DSCAN: directory: Desktop .... <zScanDir.cpp,#119>
[i] 00:05 Info: 4 B: DSCAN: TextureConvert handles ADANOS_STONEPLATE_01.TGA .... <zScanDir.cpp,#148>
[i] 00:05 Info: 5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#283>
[i] 00:05 Info: 5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#301>
[w] 00:05 Warn: 0 X: [RND3D-Destructor]: Can't uninitialize D3DX Utility Library ! Error: D3DXERR_D3DXNOTSTARTEDYET .... <zRndD3D.h,#127>
[i] 00:05 Info: 5 X: [RND3D-Destructor]: D3DXUninitialize done .... <zRndD3D_Render.cpp,#309>
[w] 00:05 Warn: 0 St artup Options: .... <zWin32.cpp,#2976>
[w] 00:05 Warn: 0 -g ame:starter.ini -zwindow -znomusic -znosound -zlog:5,s -ztexconvert
.... <zWin32.cpp,#2977>
[i] 00:11 Info: 3 B: VP: zBinkPlayer deinitialized .... <zBinkPlayer.cpp,#62>
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