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Gry / Battlefield 3
« dnia: 2012-06-25, 17:52 »
Grywa ktoś?
http://battlelog.battlefield.com/bf3/pl/user/MuttleyMerciless/ - PC
http://battlelog.battlefield.com/bf3/pl/user/MuttleyMerciless/ - PC
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.
Zapowiadali gigantyczny świat, wielkością przypominający te z TES oraz multum questów. Niestety, skończyło się to na odizolowanej Górniczej Dolinie, otoczonej magiczną barierą.
const int Face_N_Blondas = 163;
Oczywiście dla każdej nowej twarzy numerek wyżej no i inna nazwa wpisu np. Face_N_Blondas2.instance MIL_999999_Blondas (Npc_Default)
{
// ------ NSC ------
name = "Blondas";
guild = GIL_MIL;
id = 999999;
voice = 1;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
B_SetAttributesToChapter (self, 6); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_COWARD; // MASTER / STRONG / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_1h_Bau_Axe);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Bald", Face_N_Blondas, BodyTex_N, ITAR_Mil_L);
Mdl_SetModelFatness (self, 2);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 20); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_999999;
};
FUNC VOID Rtn_Start_999999 ()
{
TA_Stand_Guarding (08,00,22,00,"NW_BIGFARM_HOUSE_16");
TA_Sit_Chair (22,00,08,00,"NW_BIGFARM_HOUSE_16");
};
insert mil_999999_blondas
Cieszymy się efektem.var int zwyklastal;
var int mieszanastal;
var int podgrzewanie;
//*******************************************************
// PiecWeapon Dialog abbrechen
//*******************************************************
INSTANCE PC_PiecWeapon_End (C_Info)
{
npc = PC_Hero;
nr = 999;
condition = PC_PiecWeapon_End_Condition;
information = PC_PiecWeapon_End_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT PC_PiecWeapon_End_Condition ()
{
return 1;
};
FUNC VOID PC_PiecWeapon_End_Info()
{
CreateInvItems (self, ItMiSwordRaw,1);
B_ENDPRODUCTIONDIALOG ();
mieszanastal = FALSE;
zwyklastal = FALSE;
};
//*******************************************************
INSTANCE PC_CommonPieczenie (C_INFO)
{
npc = PC_Hero;
condition = PC_CommonPieczenie_Condition;
information = PC_CommonPieczenie_Info;
permanent = TRUE;
description = "Rozgrzej stal";
};
FUNC INT PC_CommonPieczenie_Condition()
{
if (zwyklastal == FALSE)
&& (mieszanastal == FALSE)
{
return 1;
};
};
FUNC VOID PC_CommonPieczenie_Info ()
{
zwyklastal = TRUE;
};
//*******************************************************
INSTANCE PC_CommonPieczenieBACK (C_INFO)
{
npc = PC_Hero;
nr = 99;
condition = PC_CommonPieczenieBACK_Condition;
information = PC_CommonPieczenieBACK_Info;
permanent = TRUE;
description = DIALOG_BACK;
};
FUNC INT PC_CommonPieczenieBACK_Condition()
{
if (zwyklastal == TRUE)
&& (mieszanastal == FALSE)
{
return 1;
};
};
FUNC VOID PC_CommonPieczenieBACK_Info ()
{
zwyklastal = FALSE;
};
//*******************************************************
INSTANCE PC_Podgrzej_Stal (C_INFO)
{
npc = PC_Hero;
condition = PC_Podgrzej_Stal_Condition;
information = PC_Podgrzej_Stal_Info;
permanent = TRUE;
description = "Rozgrzej stal";
};
FUNC INT PC_Podgrzej_Stal_Condition()
{
if (podgrzewanie == TRUE)
&& (zwyklastal == TRUE)
{
return 1;
};
};
FUNC VOID PC_Podgrzej_Stal_Info ()
{
CreateInvItems (hero, ItMi_zwykla_stal_hot, 1);
Print ("Rozgrzałeś stal");
B_ENDPRODUCTIONDIALOG ();
zwyklastal = FALSE;
};
// ********************************
// EXIT
// ********************************
instance DIA_Ralix_EXIT (C_INFO)
{
npc = Non_3912_Ralix;
nr = 999;
condition = DIA_Ralix_EXIT_Condition;
information = DIA_Ralix_EXIT_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC int DIA_Ralix_EXIT_Condition()
{
return 1;
};
FUNC VOID DIA_Ralix_EXIT_Info()
{
AI_StopProcessInfos (self);
};
// ********************************
// First
// ********************************
instance DIA_Ralix_First (C_INFO)
{
npc = Non_3912_Ralix;
nr = 1;
condition = DIA_Ralix_First_Condition;
information = DIA_Ralix_First_Info;
permanent = 0;
important = 1;
};
FUNC int DIA_Ralix_First_Condition()
{
if ( Npc_KnowsInfo(hero,DIA_Nermal_Zadanie))
{
return 1;
};
};
FUNC VOID DIA_Ralix_First_Info()
{
AI_Output (other, self,"DIA_Ralix_First_15_00"); //O co chodzi?
AI_Output (self, other,"DIA_Ralix_First_04_00"); //Dobrze się spisałeś. To zadanie nie było proste.
AI_Output (self, other,"DIA_Ralix_First_04_01"); //Myślę, że mogę zacząć Cię szkolić.
};
//////////////////////////
// Teacher
//////////////////////////
INSTANCE Info_Ralix_Teach(C_INFO)
{
npc = Non_3912_Ralix;
nr = 100;
condition = Info_Ralix_Teach_Condition;
information = Info_Ralix_Teach_Info;
permanent = 1;
description = "Możesz mnie czegoś nauczyć?";
};
FUNC INT Info_Ralix_Teach_Condition()
{
if ( Npc_KnowsInfo(hero,DIA_Ralix_First) )
{
return 1;
};
};
FUNC VOID Info_Ralix_Teach_Info()
{
if (log_Ralixtrain == FALSE)
{
Log_CreateTopic (GE_TeacherOZ,LOG_NOTE);
B_LogEntry (GE_TeacherOZ, "Ralix może mi pomóc w zwiększeniu mojej zwinności i siły.");
log_Ralixtrain = TRUE;
};
AI_Output(hero,self,"Info_Ralix_Teach_15_00"); //Możesz mnie czegoś nauczyć?
AI_Output(self,hero,"Info_Ralix_Teach_11_01"); //Tak. Mogę ci pokazać, jak zwiększyć swoją siłę lub zręczność.
Info_ClearChoices (Info_Ralix_Teach);
Info_AddChoice (Info_Ralix_Teach,DIALOG_BACK ,Info_Ralix_Teach_BACK);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STR
ENGTH,0) ,Info_Ralix_Teach_STR_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STREN
GTH,0) ,Info_Ralix_Teach_STR_1);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DE
XTERITY,0),Info_Ralix_Teach_DEX_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXT
ERITY,0),Info_Ralix_Teach_DEX_1);
};
func void Info_Ralix_Teach_BACK()
{
Info_ClearChoices (Info_Ralix_Teach);
};
func void Info_Ralix_Teach_STR_1()
{
B_BuyAttributePoints (hero, ATR_STRENGTH, LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (Info_Ralix_Teach);
Info_AddChoice (Info_Ralix_Teach,DIALOG_BACK ,Info_Ralix_Teach_BACK);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_5 ,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,Info_Ralix_Teach_STR_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STREN
GTH,0) ,Info_Ralix_Teach_STR_1);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DE
XTERITY,0),Info_Ralix_Teach_DEX_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXT
ERITY,0),Info_Ralix_Teach_DEX_1);
};
func void Info_Ralix_Teach_STR_5()
{
B_BuyAttributePoints (hero, ATR_STRENGTH, 5*LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (Info_Ralix_Teach);
Info_AddChoice (Info_Ralix_Teach,DIALOG_BACK ,Info_Ralix_Teach_BACK);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STR
ENGTH,0) ,Info_Ralix_Teach_STR_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STREN
GTH,0) ,Info_Ralix_Teach_STR_1);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DE
XTERITY,0),Info_Ralix_Teach_DEX_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXT
ERITY,0),Info_Ralix_Teach_DEX_1);
};
func void Info_Ralix_Teach_DEX_1()
{
B_BuyAttributePoints (hero, ATR_DEXTERITY, LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (Info_Ralix_Teach);
Info_AddChoice (Info_Ralix_Teach,DIALOG_BACK ,Info_Ralix_Teach_BACK);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STR
ENGTH,0) ,Info_Ralix_Teach_STR_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STREN
GTH,0) ,Info_Ralix_Teach_STR_1);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DE
XTERITY,0),Info_Ralix_Teach_DEX_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXT
ERITY,0),Info_Ralix_Teach_DEX_1);
};
func void Info_Ralix_Teach_DEX_5()
{
B_BuyAttributePoints (hero, ATR_DEXTERITY, 5*LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (Info_Ralix_Teach);
Info_AddChoice (Info_Ralix_Teach,DIALOG_BACK ,Info_Ralix_Teach_BACK);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STR
ENGTH,0) ,Info_Ralix_Teach_STR_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STREN
GTH,0) ,Info_Ralix_Teach_STR_1);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DE
XTERITY,0),Info_Ralix_Teach_DEX_5);
Info_AddChoice (Info_Ralix_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXT
ERITY,0),Info_Ralix_Teach_DEX_1);
};