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Autor DuoGum

Zaczęty 12.08.2009 roku

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DuoGum

DuoGum

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DuoGum

Nowa gildia
2009-08-12, 12:12(Ostatnia zmiana: 2009-08-12, 22:26)
Zrobiłem jak w tutku na forum i wyskakuje mi coś takiego :
U : Par Expected ";" (line 361)

Nie wiem czy chodzi o to, iż nie ma tego znaku, ale dawałem go i z tyłu i z przodu.

Skrypt :
Cytuj
// *********************
//      Constants       
//    Phoenix V0.67      
// *********************

//                                                                  
//   NPC ATTRIBUTES                                                
//                                                                  
const int ATR_HITPOINTS            =  0;   // Lebenspunkte
const int ATR_HITPOINTS_MAX         =  1;   // Max. Lbenspunkte
const int ATR_MANA               =  2;   // Mana Mana
const int ATR_MANA_MAX            =  3;   // Mana Max

const int ATR_STRENGTH            =  4;   // Stärke
const int ATR_DEXTERITY            =  5;   // Geschick
const int ATR_REGENERATEHP         =  6;   // Regenerierung von HP alle x sekunden
const int ATR_REGENERATEMANA      =  7;   // Regenerierung von Mana alle x sekunden

const int ATR_INDEX_MAX            =  8;
                                                            
//                                                            
//   NPC FLAGS                                                   
//                                                            
CONST INT NPC_FLAG_FRIEND                        =  1 << 0            ;
CONST INT NPC_FLAG_IMMORTAL                        =  1 << 1            ;
                                                            
//                                                            
//   NPC TYPES                                                   
//                                                            
//CONST INT NPCTYPE_AMBIENT                        =  0               ;
//CONST INT NPCTYPE_MAIN                        =  1               ;
//CONST INT NPCTYPE_GUARD                        =  2               ;
                                                            
//                                                            
//   FIGHT MODES                                                   
//                                                            
CONST INT FMODE_NONE                           =  0               ;
CONST INT FMODE_FIST                           =  1               ;
CONST INT FMODE_MELEE                           =  2               ;
CONST INT FMODE_FAR                              =  5               ;
CONST INT FMODE_MAGIC                           =  7               ;
                                                            
//                                                            
//   WALK MODES                                                   
//                                                            
CONST INT NPC_RUN                              =  0               ;
CONST INT NPC_WALK                              =  1               ;
CONST INT NPC_SNEAK                              =  2               ;
CONST INT NPC_RUN_WEAPON                        =  0 + 128            ;
CONST INT NPC_WALK_WEAPON                        =  1 + 128            ;
CONST INT NPC_SNEAK_WEAPON                        =  2 + 128            ;
                                                            
//                                                            
//   ARMOR FLAGS                                                       
//                                                             
CONST INT WEAR_TORSO                           =  1               ;      //   Oberkoerper   ( Brustpanzer )
CONST INT WEAR_HEAD                              =  2               ;      //   Kopf      ( Helm )
                                                            
//                                                            
//   INVENTORY CATEGORIES                                          
//                                                            
CONST INT INV_WEAPON                           =  1               ;
CONST INT INV_ARMOR                              =  2               ;
CONST INT INV_RUNE                              =  3               ;
CONST INT INV_MAGIC                              =  4               ;
CONST INT INV_FOOD                              =  5               ;
CONST INT INV_POTION                           =  6               ;
CONST INT INV_DOC                              =  7               ;
CONST INT INV_MISC                              =  8               ;
CONST INT INV_CAT_MAX                           =  9               ;

//                                                            
//   INVENTORY CAPACITIES                                          
//                                                            
CONST INT INV_MAX_WEAPONS                        =    6               ;   
CONST INT INV_MAX_ARMORS                         =    2               ;
CONST INT INV_MAX_RUNES                           = 1000               ;      //   virtually infinite
CONST INT INV_MAX_FOOD                           =   15               ;         
CONST INT INV_MAX_DOCS                           = 1000               ;      //   virtually infinite
CONST INT INV_MAX_POTIONS                        = 1000               ;      //   virtually infinite
CONST INT INV_MAX_MAGIC                           = 1000               ;      //   virtually infinite
CONST INT INV_MAX_MISC                           = 1000               ;
                                                            
//                                                            
//   ITEM TEXTS                                                   
//                                                            
CONST INT ITM_TEXT_MAX                           =  6               ;

//                                                            
//   ITEM CATEGORIES                                                
//                                                            
CONST INT ITEM_KAT_NONE                           = 1 <<  0            ;      //   Sonstiges
CONST INT ITEM_KAT_NF                           = 1 <<  1            ;      //   Alle Nahkampfwaffen
CONST INT ITEM_KAT_FF                           = 1 <<  2            ;      //   Alle Fernkampfwaffen
CONST INT ITEM_KAT_MUN                           = 1 <<  3            ;      //   Jede Art von Munition (->MultiSlot)
CONST INT ITEM_KAT_ARMOR                        = 1 <<  4            ;      //   Rüstungen und Helme
CONST INT ITEM_KAT_FOOD                           = 1 <<  5            ;      //   Alle Nahrungsmittel (->MultiSlot)
CONST INT ITEM_KAT_DOCS                           = 1 <<  6            ;      //   Alle Dokumente
CONST INT ITEM_KAT_POTIONS                        = 1 <<  7            ;      //   Traenke
CONST INT ITEM_KAT_LIGHT                        = 1 <<  8            ;      //   Alle Lichtquellen
CONST INT ITEM_KAT_RUNE                           = 1 <<  9            ;      //   Runen und Scrolls
CONST INT ITEM_KAT_MAGIC                        = 1 << 31            ;      //   Ringe und Amulette
CONST INT ITEM_KAT_KEYS                           = ITEM_KAT_NONE         ;
                                                            
//                                                            
//   ITEM FLAGS                                                   
//                                                            
CONST INT ITEM_BURN                            = 1 << 10            ;      //   Brennbar            
CONST INT ITEM_MISSION                            = 1 << 12            ;      //   Missionsgegenstand
CONST INT ITEM_MULTI                           = 1 << 21            ;         
CONST INT ITEM_TORCH                           = 1 << 28            ;      //   Wie eine Fackel behandeln
CONST INT ITEM_THROW                           = 1 << 29            ;      //   Gegenstand kann geworfen werden
                                                                  
//                                                            
//   ITEM WEAPON FLAGS                                             
//                                                            
CONST INT ITEM_SWD                              = 1 << 14            ;      //   Waffe wird wie ein Schwert behandelt
CONST INT ITEM_AXE                              = 1 << 15            ;      //   Waffe wird wie eine Axt behandelt
CONST INT ITEM_2HD_SWD                           = 1 << 16            ;      //   Waffe wird wie ein Zweihänder behandelt
CONST INT ITEM_2HD_AXE                           = 1 << 17            ;      //   Waffe wird wie eine Streitaxt behandelt
CONST INT ITEM_BOW                              = 1 << 19            ;      //   Waffe wird wie ein Bogen behandelt
CONST INT ITEM_CROSSBOW                           = 1 << 20            ;      //   Waffe wird wie eine Armbrust behandelt
CONST INT ITEM_AMULET                           = 1 << 22            ;
CONST INT ITEM_RING                              = 1 << 11            ;

//                                                            
//   DAMAGE TYPES v2.0                                             
//                                                            
CONST INT DAM_INVALID                           = 0                  ;       //     0 - 0x00 - nur der Vollstandigkeit und Transparenz wegen hier definiert ( _NICHT_ verwenden )
CONST INT DAM_BARRIER                           = 1                  ;        //     1 - 0x01 - nur der Vollstandigkeit und Transparenz wegen hier definiert ( _NICHT_ verwenden )
CONST INT DAM_BLUNT                              = DAM_BARRIER   << 1   ;        //     2 - 0x02 - blunt ist das bit links von barrier     
CONST INT DAM_EDGE                              = DAM_BLUNT      << 1   ;      //     4 - 0x04 - edge    ist das bit links von blunt    
CONST INT DAM_FIRE                              = DAM_EDGE      << 1   ;        //     8 - 0x08 - fire    ist das bit links von edge       
CONST INT DAM_FLY                              = DAM_FIRE      << 1   ;      //    16 - 0x10 - fly    ist das bit links von fire       
CONST INT DAM_MAGIC                              = DAM_FLY      << 1   ;        //    32 - 0x20 - magic   ist das bit links von fly       
CONST INT DAM_POINT                              = DAM_MAGIC      << 1   ;        //    64 - 0x40 - point   ist das bit links von magic    
CONST INT DAM_FALL                              = DAM_POINT      << 1   ;        //   128 - 0x80 - nur der Vollstandigkeit und Transparenz wegen hier definiert ( _NICHT_ verwenden )
                                          
//                                                             
//   DAMAGE TYPE ARRAY INDICES   ( !!! DAM_XXX = 1 << DAM_INDEX_XXX !!! )      
//                                                             
CONST INT DAM_INDEX_BARRIER                        = 0                  ;        //             nur der Vollstandigkeit und Transparenz wegen hier definiert ( _NICHT_ verwenden )
CONST INT DAM_INDEX_BLUNT                        = DAM_INDEX_BARRIER + 1   ;        
CONST INT DAM_INDEX_EDGE                        = DAM_INDEX_BLUNT   + 1   ;        
CONST INT DAM_INDEX_FIRE                        = DAM_INDEX_EDGE   + 1   ;        
CONST INT DAM_INDEX_FLY                           = DAM_INDEX_FIRE   + 1   ;        
CONST INT DAM_INDEX_MAGIC                        = DAM_INDEX_FLY      + 1   ;        
CONST INT DAM_INDEX_POINT                        = DAM_INDEX_MAGIC   + 1   ;        
CONST INT DAM_INDEX_FALL                        = DAM_INDEX_POINT   + 1   ;        //             nur der Vollstandigkeit und Transparenz wegen hier definiert ( _NICHT_ verwenden )
CONST INT DAM_INDEX_MAX                           = DAM_INDEX_FALL   + 1 ;

//                                                            
//   OTHER DAMAGE CONSTANTS                                          
//                                                            
CONST INT NPC_ATTACK_FINISH_DISTANCE               = 180               ;
CONST INT NPC_BURN_TICKS_PER_DAMAGE_POINT            = 100               ;      
CONST INT DAM_CRITICAL_MULTIPLIER                  = 2                  ;

CONST INT BLOOD_SIZE_DIVISOR                     = 1000               ;
CONST INT BLOOD_DAMAGE_MAX                        = 200                   ;

CONST INT DAMAGE_FLY_CM_MAX                        = 2000              ;
CONST INT DAMAGE_FLY_CM_MIN                               = 300               ;
const INT DAMAGE_FLY_CM_PER_POINT                  = 5               ;

const int NPC_DAM_DIVE_TIME                        = 100               ;

//                                                            
//   PROTECTION TYPES v2.0                                          
//                                                            
CONST INT PROT_BARRIER                           = DAM_INDEX_BARRIER      ;
CONST INT PROT_BLUNT                           = DAM_INDEX_BLUNT      ;
CONST INT PROT_EDGE                              = DAM_INDEX_EDGE      ;
CONST INT PROT_FIRE                              = DAM_INDEX_FIRE      ;
CONST INT PROT_FLY                              = DAM_INDEX_FLY         ;
CONST INT PROT_MAGIC                           = DAM_INDEX_MAGIC      ;
CONST INT PROT_POINT                           = DAM_INDEX_POINT      ;
CONST INT PROT_FALL                              = DAM_INDEX_FALL      ;
CONST INT PROT_INDEX_MAX                        = DAM_INDEX_MAX         ;

//
// Talents
//

const int NPC_TALENT_UNKNOWN      = 0;
// Skilled Talents
const int NPC_TALENT_1H            = 1;
const int NPC_TALENT_2H            = 2;
const int NPC_TALENT_BOW         = 3;
const int NPC_TALENT_CROSSBOW      = 4;
const int NPC_TALENT_PICKLOCK      = 5;
const int NPC_TALENT_PICKPOCKET      = 6;
const int NPC_TALENT_MAGE         = 7;
// Special-Talents
const int NPC_TALENT_SNEAK         = 8;
const int NPC_TALENT_REGENERATE      = 9;
const int NPC_TALENT_FIREMASTER      = 10;
const int NPC_TALENT_ACROBAT      = 11;

const int NPC_TALENT_MAX         = 12;
   
/*
Tal_Configure(NPC_TALENT_1H,         1);
Tal_Configure(NPC_TALENT_2H,         1);
Tal_Configure(NPC_TALENT_BOW,         1);
Tal_Configure(NPC_TALENT_CROSSBOW,      true);
Tal_Configure(NPC_TALENT_PICKLOCK,      1);
Tal_Configure(NPC_TALENT_PICKPOCKET      1);
Tal_Configure(NPC_TALENT_MAGE,         0);
Tal_Configure(NPC_TALENT_SNEAK,         0);
Tal_Configure(NPC_TALENT_REGENERATE,   false);
Tal_Configure(NPC_TALENT_FIREMASTER,   0);
Tal_Configure(NPC_TALENT_ACROBAT,      0);
*/
                                                            
//                                                            
//   PERCEPTIONS   ( ACTIVE )                                          
//                                                            
CONST INT PERC_ASSESSPLAYER                        =   1               ;   
CONST INT PERC_ASSESSENEMY                        =   2               ;   
CONST INT PERC_ASSESSFIGHTER                     =   3               ;   
CONST INT PERC_ASSESSBODY                        =   4               ;   
CONST INT PERC_ASSESSITEM                        =   5               ;   
                                                            
//                                                            
//   SENSES                                                      
//                                                            
CONST INT SENSE_SEE                              = 1 << 0            ;
CONST INT SENSE_HEAR                           = 1 << 1            ;
CONST INT SENSE_SMELL                           = 1 << 2            ;
                                                            
//                                                            
//   PERCEPTIONS   ( PASSIVE )                                          
//                                                            
CONST INT PERC_ASSESSMURDER                        =   6               ;   
CONST INT PERC_ASSESSDEFEAT                        =   7               ;
CONST INT PERC_ASSESSDAMAGE                        =   8               ;
CONST INT PERC_ASSESSOTHERSDAMAGE                  =   9               ;
CONST INT PERC_ASSESSTHREAT                        =  10               ;
CONST INT PERC_ASSESSREMOVEWEAPON                  =  11               ;
CONST INT PERC_OBSERVEINTRUDER                     =  12               ;
CONST INT PERC_ASSESSFIGHTSOUND                     =  13               ;
CONST INT PERC_ASSESSQUIETSOUND                     =  14               ;
CONST INT PERC_ASSESSWARN                        =  15               ;
CONST INT PERC_CATCHTHIEF                        =  16               ;
CONST INT PERC_ASSESSTHEFT                        =  17               ;
CONST INT PERC_ASSESSCALL                        =  18               ;
CONST INT PERC_ASSESSTALK                        =  19               ;
CONST INT PERC_ASSESSGIVENITEM                     =  20               ;
CONST INT PERC_ASSESSFAKEGUILD                     =  21               ;
CONST INT PERC_MOVEMOB                           =  22               ;   
CONST INT PERC_MOVENPC                           =  23               ;   
CONST INT PERC_DRAWWEAPON                        =  24               ;
CONST INT PERC_OBSERVESUSPECT                     =  25               ;
CONST INT PERC_NPCCOMMAND                        =  26               ;
CONST INT PERC_ASSESSMAGIC                        =  27               ;
CONST INT PERC_ASSESSSTOPMAGIC                     =  28               ;
CONST INT PERC_ASSESSCASTER                        =  29               ;
CONST INT PERC_ASSESSSURPRISE                     =  30               ;
CONST INT PERC_ASSESSENTERROOM                     =  31               ;
CONST INT PERC_ASSESSUSEMOB                        =  32               ;
                                                            
//                                                            
//   NEWS SPREAD MODE                                             
//                                                            
CONST INT NEWS_DONT_SPREAD                        = 0                  ;
const INT NEWS_SPREAD_NPC_FRIENDLY_TOWARDS_VICTIM      = 1                  ;
CONST INT NEWS_SPREAD_NPC_FRIENDLY_TOWARDS_WITNESS      = 2                  ;
CONST INT NEWS_SPREAD_NPC_FRIENDLY_TOWARDS_OFFENDER      = 3                  ;      
CONST INT NEWS_SPREAD_NPC_SAME_GUILD_VICTIM            = 4                  ;
                                                            
//                                                            
//   NEWS CONSTANTS                                                
//                                                            
CONST INT IMPORTANT                              = 1                  ;
                                                            
//                                                            
//   INFO STATUS                                                   
//                                                            
CONST INT INF_TELL                              = 0                  ;         
CONST INT INF_UNKNOWN                           = 2                  ;         
                                                                     
//                                                            
//   MISSION STATUS                                                
//                                                            
//const INT MIS_FREE                              = 0                  ;      //   Mission wurde noch nicht vergeben
//const INT MIS_REFUSED                           = 2                  ;      //   Mission wurde abgelehnt
//const INT MIS_RUNNING                           = 3                  ;      //   Mission läuft gerade
//const INT MIS_SUCCESS                           = 4                  ;      //   Mission erfolgreich beendet
//const INT MIS_FAILED                           = 7                  ;      //   Mission wurde abgebrochen

CONST INT LOG_RUNNING                           = 1                  ;      //   Mission läuft gerade
CONST INT LOG_SUCCESS                           = 2                  ;      //   Mission erfolgreich beendet
CONST INT LOG_FAILED                           = 3                  ;      //   Mission wurde abgebrochen
CONST INT LOG_OBSOLETE                           = 4                  ;      //   Mission ist hinfaellig
                                                            
//                                                            
//   ATTITUDES                                                       
//                                                            
CONST INT ATT_FRIENDLY                           = 3                  ;
CONST INT ATT_NEUTRAL                           = 2                  ;
CONST INT ATT_ANGRY                              = 1                  ;
CONST INT ATT_HOSTILE                           = 0                  ;
                                                            
//                                                            
//   HUMAN GUILDS                                                
//                                                            
CONST INT GIL_NONE                              =  0               ;      //   gildenlose
CONST INT GIL_HUMAN                              =  1               ;      //   Special Guild -> Set Constants for all Human Guilds
CONST INT GIL_EBR                              =  1               ;      //   Erzbarone 6* +3Babes
CONST INT GIL_GRD                              =  2               ;      //   Söldner
CONST INT GIL_STT                              =  3               ;      //   Schatten 10
CONST INT GIL_KDF                              =  4               ;      //   Kreis des Feuers 6
CONST INT GIL_VLK                              =  5               ;      //   Volk/Buddler 10
CONST INT GIL_KDW                              =  6               ;      //   Kreis des Wassers 6
CONST INT GIL_SLD                              =  7               ;      //   Garde 8-9svm
CONST INT GIL_ORG                              =  8               ;      //   Organisatoren 9-10svm
CONST INT GIL_BAU                              =  9               ;      //   Bauern 6 svm
CONST INT GIL_SFB                              = 10               ;      //   Schürferbund 9-10 svm
CONST INT GIL_GUR                              = 11               ;      //   Gurus 5 svm
CONST INT GIL_NOV                              = 12               ;      //   Novizen 10- svm
CONST INT GIL_TPL                              = 13               ;      //   Templer 10 svm
CONST INT GIL_DMB                              = 14               ;      //   Dämonenbeschwörer 1
CONST INT GIL_BAB                              = 15               ;      //   Die Meister
CONST INT GIL_SEPERATOR_HUM                        = 16               ;
CONST INT MAX_GUILDS                           = 16               ;
                                                            
//                                                            
//   MONSTER GUILDS                                                
//                                                            
CONST INT GIL_WARAN                              = 17               ;      //   Waran
CONST INT GIL_SLF                              = 18               ;      //   Schläfer
CONST INT GIL_GOBBO                              = 19               ;      //   Gobbo (Höhlen und Oberwelt)
CONST INT GIL_TROLL                              = 20               ;      //   Troll
CONST INT GIL_SNAPPER                           = 21               ;      //   Snapper (neu)
CONST INT GIL_MINECRAWLER                        = 22               ;      //   Minecrawler & Queen
CONST INT GIL_MEATBUG                           = 23               ;      //   Meatbugs
CONST INT GIL_SCAVENGER                           = 24               ;      //   Attack Chicken
CONST INT GIL_DEMON                              = 25               ;      //   der Geflügel(te) Dämon
CONST INT GIL_WOLF                              = 26               ;      //   Oberwelt Wolf
CONST INT GIL_SHADOWBEAST                        = 27               ;      //   Unsere Miezekatz'
CONST INT GIL_BLOODFLY                           = 28               ;      //   Scorpionlibelle
CONST INT GIL_SWAMPSHARK                        = 29               ;      //   Sumpfhai
CONST INT GIL_ZOMBIE                           = 30               ;      //   "Menschen" Zombies
CONST INT GIL_UNDEADORC                           = 31               ;      //   Untote Orcs (Krieger & Hohepriester)
CONST INT GIL_SKELETON                           = 32               ;      //   "Menschen" Skelette
CONST INT GIL_ORCDOG                           = 33               ;      //   Orc-Wachhund (Zähne auf Beinen)
CONST INT GIL_MOLERAT                           = 34               ;      //   Der Nacktmole
CONST INT GIL_GOLEM                              = 35               ;      //   Lapidor
CONST INT GIL_LURKER                           = 36               ;         
CONST INT GIL_SEPERATOR_ORC                        = 37               ;         
CONST INT GIL_ORCSHAMAN                           = 38               ;         
CONST INT GIL_ORCWARRIOR                        = 39               ;         
CONST INT GIL_ORCSCOUT                           = 40               ;         
CONST INT GIL_ORCSLAVE                           = 41               ;         
CONST INT GIL_MAX                                                      = 42
         
//                                                                                
//    GUILDS DESCRIPTION                                                              
//                                                                                
CLASS C_GILVALUES                                                                      
{                                                                            
    VAR INT        WATER_DEPTH_KNEE                        [42];            
    VAR INT        WATER_DEPTH_CHEST                        [42];            
    VAR INT        JUMPUP_HEIGHT                            [42];        //    DEFAULT = 200;        
//    VAR INT        JUMPUP_FORCE                            [42];
    VAR INT        SWIM_TIME                                [42];            
    VAR INT        DIVE_TIME                                [42];            
    VAR INT        STEP_HEIGHT                                [42];            
    VAR INT        JUMPLOW_HEIGHT                            [42];            
    VAR INT        JUMPMID_HEIGHT                            [42];            
    VAR INT        SLIDE_ANGLE                                [42];            
    VAR INT        SLIDE_ANGLE2                            [42];            
    VAR INT        DISABLE_AUTOROLL                        [42];        //    DEFAULT = 0    ;  0 = Autoroll  enabled    / 1 = Autoroll  disabled
    VAR INT        SURFACE_ALIGN                            [42];        //    DEFAULT = 0    ;  0 = Alignment disabled    / 1 = Alignment enabled
    VAR INT        CLIMB_HEADING_ANGLE                        [42];            
    VAR INT        CLIMB_HORIZ_ANGLE                        [42];            
    VAR INT        CLIMB_GROUND_ANGLE                        [42];            
    VAR INT        FIGHT_RANGE_BASE                        [42];
    VAR INT        FIGHT_RANGE_FIST                        [42];            
    VAR INT        FIGHT_RANGE_1HS                            [42];            
    VAR INT        FIGHT_RANGE_1HA                            [42];            
    VAR INT        FIGHT_RANGE_2HS                            [42];            
    VAR INT        FIGHT_RANGE_2HA                            [42];            
    VAR INT        FALLDOWN_HEIGHT                            [42];        //                                    Wie tief Fallen ohne Schaden ?
    VAR INT        FALLDOWN_DAMAGE                            [42];        //                                    Schaden für jeden weiteren angefangenen Meter.
    VAR INT        BLOOD_DISABLED                            [42];        //    DEFAULT = 0    ;    Blut ganz ausschalten (z.B. bei Sekletten) ?
    VAR INT        BLOOD_MAX_DISTANCE                        [42];        //    DEFAULT = 1000;    Wie weit spritzt das Blut (in cm) ?
    VAR INT        BLOOD_AMOUNT                            [42];        //    DEFAULT = 10;    Wie viel Blut ?
    VAR INT        BLOOD_FLOW                                [42];        //    DEFAULT = 0    ;    Soll es sich langsam ausbreiten ?
    VAR STRING  BLOOD_EMITTER                            [42];        //    DEFAULT = "PFX_BLOOD";    Welcher Partikel-Emitter ?
    VAR STRING  BLOOD_TEXTURE                            [42];        //    DEFAULT = "ZBLOODSPLAT2.TGA";    Welche Textur ?
    VAR INT     TURN_SPEED                                [42];        //    DEFAULT = 150;    
};
                                                            
//                                                            
//   SOUND TYPES                                                       
//                                                            
CONST INT NPC_SOUND_DROPTAKE                     = 1                  ;
CONST INT NPC_SOUND_SPEAK                        = 3                  ;
CONST INT NPC_SOUND_STEPS                        = 4                  ;
CONST INT NPC_SOUND_THROWCOLL                     = 5                  ;
CONST INT NPC_SOUND_DRAWWEAPON                     = 6                  ;
CONST INT NPC_SOUND_SCREAM                        = 7                  ;
CONST INT NPC_SOUND_FIGHT                        = 8                  ;
                                                            
//                                                            
//   MATERIAL TYPES                                                    
//                                                            
CONST INT MAT_WOOD                              = 0                  ;
CONST INT MAT_STONE                              = 1                  ;
CONST INT MAT_METAL                              = 2                  ;
CONST INT MAT_LEATHER                           = 3                  ;
CONST INT MAT_CLAY                              = 4                  ;
CONST INT MAT_GLAS                              = 5                  ;      // ??
                                                            
//                                                            
//   LOG
//      
CONST INT LOG_MISSION                           = 0                  ;
CONST INT LOG_NOTE                              = 1                  ;

//                                                            
//   OTHER CONSTANTS                                                    
//                                                            
CONST INT TIME_INFINITE                           = -1000000 / 1000      ;
const int NPC_VOICE_VARIATION_MAX                  = 10               ;
                                                            


A to docelowy wg. mnie skrypt
//
// GUILDS DESCRIPTION  
//
CLASS C_GILVALUES  
{
VAR INT WATER_DEPTH_KNEE [42];
VAR INT WATER_DEPTH_CHEST [42];
VAR INT JUMPUP_HEIGHT [42]; // DEFAULT = 200;
// VAR INT JUMPUP_FORCE [42];
VAR INT SWIM_TIME [42];
VAR INT DIVE_TIME [42];
VAR INT STEP_HEIGHT [42];
VAR INT JUMPLOW_HEIGHT [42];
VAR INT JUMPMID_HEIGHT [42];
VAR INT SLIDE_ANGLE [42];
VAR INT SLIDE_ANGLE2 [42];
VAR INT DISABLE_AUTOROLL [42]; // DEFAULT = 0  ;  0 = Autoroll  enabled / 1 = Autoroll  disabled
VAR INT SURFACE_ALIGN [42]; // DEFAULT = 0  ;  0 = Alignment disabled / 1 = Alignment enabled
VAR INT CLIMB_HEADING_ANGLE [42];
VAR INT CLIMB_HORIZ_ANGLE [42];
VAR INT CLIMB_GROUND_ANGLE [42];
VAR INT FIGHT_RANGE_BASE [42];
VAR INT FIGHT_RANGE_FIST [42];
VAR INT FIGHT_RANGE_1HS [42];
VAR INT FIGHT_RANGE_1HA [42];
VAR INT FIGHT_RANGE_2HS [42];
VAR INT FIGHT_RANGE_2HA [42];
VAR INT FALLDOWN_HEIGHT [42]; // Wie tief Fallen ohne Schaden ?
VAR INT FALLDOWN_DAMAGE [42]; // Schaden für jeden weiteren angefangenen Meter.
VAR INT BLOOD_DISABLED [42]; // DEFAULT = 0  ; Blut ganz ausschalten (z.B. bei Sekletten) ?
VAR INT BLOOD_MAX_DISTANCE [42]; // DEFAULT = 1000; Wie weit spritzt das Blut (in cm) ?
VAR INT BLOOD_AMOUNT [42]; // DEFAULT = 10; Wie viel Blut ?
VAR INT BLOOD_FLOW [42]; // DEFAULT = 0  ; Soll es sich langsam ausbreiten ?
VAR STRING  BLOOD_EMITTER [42]; // DEFAULT = "PFX_BLOOD"; Welcher Partikel-Emitter ?
VAR STRING  BLOOD_TEXTURE [42]; // DEFAULT = "ZBLOODSPLAT2.TGA"; Welche Textur ?
VAR INT TURN_SPEED [42]; // DEFAULT = 150;
};
 

Adanos

Adanos

Administrator
Szara eminencja
posty5204
Propsy3870
ProfesjaProgramista
  • Administrator
  • Szara eminencja
CONST INT GIL_MAX = 42Średnika po tym brakuje.

DuoGum

DuoGum

Użytkownicy
posty224
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DuoGum

Nowa gildia
#2 2009-08-13, 00:04(Ostatnia zmiana: 2009-08-13, 10:52)
Działa, dzięki :P .
Do zamknięcia.

Ok, zamykam,
Adanos
 


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