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Forum / Postulaty
Simon Said - 2026-02-09, 21:40Nie mogę






on_equip = Equip_DMB_ARMOR_M;
on_unequip = UnEquip_DMB_ARMOR_M; FUNC VOID Equip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_InitGuildAttitudes();
};
FUNC VOID UnEquip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_InitGuildAttitudes();
};// Dämonenbeschwörer
INSTANCE DMB_ARMOR_M(C_Item)
{
name = "Szata Mrocznych Sztuk";
mainflag = ITEM_KAT_ARMOR;
flags = 0;
protection [PROT_EDGE] = 90;
protection [PROT_BLUNT] = 90;
protection [PROT_POINT] = 20;
protection [PROT_FIRE] = 60;
protection [PROT_MAGIC] = 30;
wear = WEAR_TORSO;
value = protection [PROT_EDGE] * ARMOR_VALUE_MULTIPLIER;
ownerGuild = GIL_DMB;
visual = "dmbm.3ds";
visual_change = "Hum_DMBM_ARMOR.asc";
visual_skin = 0;
material = MAT_LEATHER;
on_equip = Equip_DMB_ARMOR_M;
on_unequip = UnEquip_DMB_ARMOR_M;
description = name;
TEXT[0] = "Lepiej nie nosić tego publicznie.";
TEXT[1] = NAME_Prot_Edge; COUNT[1] = protection [PROT_EDGE];
TEXT[2] = NAME_Prot_Point; COUNT[2] = protection [PROT_POINT];
TEXT[3] = NAME_Prot_Fire; COUNT[3] = protection [PROT_FIRE];
TEXT[4] = NAME_Prot_Magic; COUNT[4] = protection [PROT_MAGIC];
TEXT[5] = NAME_Value; COUNT[5] = value;
};
FUNC VOID Equip_DMB_ARMOR_M() ///deleted
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_PeopleHatesYouNecromancer = TRUE;
B_InitGuildAttitudes();
};
FUNC VOID UnEquip_DMB_ARMOR_M()
{
self.guild = GIL_DMB;
Npc_SetTrueGuild(self,GIL_DMB);
B_PeopleHatesYouNecromancer = FALSE;
B_InitGuildAttitudes();
};var int B_PeopleHatesYouNecromancer;CONST INT GIL_ATTITUDES_NecromancerArmor [TAB_ANZAHL] = // AL und NL verärgert (Magier zueinander freundlich) ST neutral zu AL und NL (Magier verärgert zu ST)
{
// None EBr Grd Stt KdF Vlk KdW Sld Org Bau SfB Gur Nov Tpl Däm Bab
/*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Ebr*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Ebr*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Ebr*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Ebr*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Grd*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Grd*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Grd*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Grd*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Stt*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Stt*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Stt*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Stt*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdf*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_FRIENDLY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Kdf*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Kdf*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Vlk*/ ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Vlk*/ ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Vlk*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdw*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_NEUTRAL, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sld*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sld*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Org*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Org*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Bau*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Bau*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Bau*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Bau*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sfb*/ ATT_NEUTRAL, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, ATT_ANGRY, /*Sfb*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sfb*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sfb*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Gur*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Gur*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Gur*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Gur*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Nov*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Nov*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Nov*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Nov*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Tpl*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_ANGRY, ATT_NEUTRAL, /*Tpl*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_FRIENDLY, ATT_HOSTILE,
/*Bab*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_HOSTILE, ATT_FRIENDLY
};
CONST INT GIL_ATTITUDES_FMTAKEN_NecromancerArmor [TAB_ANZAHL] = // AL und NL feindlich
{
// None EBr Grd Stt KdF Vlk KdW Sld Org Bau SfB Gur Nov Tpl Däm Bab
/*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Non*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Ebr*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_HOSTILE, ATT_FRIENDLY, /*Ebr*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Ebr*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Ebr*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Grd*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_HOSTILE, ATT_FRIENDLY, /*Grd*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Grd*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Grd*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Stt*/ ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_HOSTILE, ATT_NEUTRAL, /*Stt*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Stt*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Stt*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdf*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Kdf*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdf*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Vlk*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Vlk*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Vlk*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Kdw*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Kdw*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Kdw*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Sld*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sld*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Org*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Org*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Org*/ ATT_HOSTILE, ATT_FRIENDLY,
/*Bau*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Bau*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Bau*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Bau*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Sfb*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_HOSTILE, /*Sfb*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Sfb*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Sfb*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Gur*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Gur*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Gur*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Gur*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Nov*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Nov*/ ATT_ANGRY, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Nov*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Nov*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Tpl*/ ATT_FRIENDLY, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, ATT_NEUTRAL, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_FRIENDLY, ATT_FRIENDLY, ATT_FRIENDLY, /*Tpl*/ ATT_HOSTILE, ATT_NEUTRAL,
/*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, ATT_FRIENDLY, /*Dmb*/ ATT_HOSTILE, ATT_HOSTILE, ATT_HOSTILE, /*Dmb*/ ATT_FRIENDLY, ATT_HOSTILE,
/*Bab*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_NEUTRAL, ATT_NEUTRAL, ATT_NEUTRAL, /*Mst*/ ATT_HOSTILE, ATT_FRIENDLY
};//////////////////////////////////////////////////////////////////////////
// B_InitGuildAttitudes
// ====================
// Setzt bzw. resettet die Attitüde unter den Menschengilden
// und berücksichtigt dabei den Storyverlauf
//////////////////////////////////////////////////////////////////////////
func void B_InitGuildAttitudes ()
{
PrintDebugNpc (PD_ZS_FRAME, "B_InitGuildAttitudes");
if (Kapitel <= 3)
{
Wld_ExchangeGuildAttitudes ("GIL_ATTITUDES");
}
else
{
Wld_ExchangeGuildAttitudes ("GIL_ATTITUDES_FMTAKEN");
};
};
//////////////////////////////////////////////////////////////////////////
// B_InitGuildAttitudes
// ====================
// Setzt bzw. resettet die Attitüde unter den Menschengilden
// und berücksichtigt dabei den Storyverlauf
//////////////////////////////////////////////////////////////////////////
func void B_InitGuildAttitudes ()
{
PrintDebugNpc (PD_ZS_FRAME, "B_InitGuildAttitudes");
if (Kapitel <= 3)
{
if B_PeopleHatesYouNecromancer == FALSE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES"); };
if B_PeopleHatesYouNecromancer == TRUE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_NecromancerArmor"); };
}
else
{
if B_PeopleHatesYouNecromancer == FALSE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_FMTAKEN"); };
if B_PeopleHatesYouNecromancer == TRUE { Wld_ExchangeGuildAttitudes("GIL_ATTITUDES_FMTAKEN_NecromancerArmor"); }; ///// You wear Necromancer's Armor
};
};
ReturnToSTT = TRUE;
ReturnToGRD = FALSE;
ReturnToKDF = FALSE;
ReturnToORG = FALSE;
ReturnToSLD = FALSE;
ReturnToKDW = FALSE;
ReturnToNOV = FALSE;
ReturnToTPL = FALSE;
ReturnToNone = FALSE;
(analogicznie do przyjęcia do innych gildii)if (ReturnToSTT) == TRUE
{
self.guild = GIL_STT;
Npc_SetTrueGuild(self,GIL_STT);
B_PeopleHatesYouNecromancer = FALSE;
B_InitGuildAttitudes();
}
i oczywiście "ReturnToSTT" i resztę "returnów" trzeba by było dodać do pliku "Story_Globals.d".