O temacie
Autor Jurigag
Zaczęty 31.08.2010 roku
Wyświetleń 3925
Odpowiedzi 6
Jurigag
instance Info_Start_01 (C_INFO){ npc = NON_10009_Start; nr = 1; condition = Info_Start_01_Condition; information = Info_Start_01_Info; permanent = 0; important = 1;}; func int Info_Start_01_Condition(){ return 1;};func void Info_Start_01_Info(){ AI_Output(self,hero,"Info_Start_01_11_00"); //Witamy w modyfikacji Gothic Survival. AI_Output(self,hero,"Info_Start_01_11_01"); //Na początek wybierz swoją klasę postaci Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_Char_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_Char_02); Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_Char_03); Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_Char_04); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_Char_05); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_Char_06); Info_AddChoice(Info_Start_01,"Łucznik",Info_Char_07); Info_AddChoice(Info_Start_01,"Kusznik",Info_Char_08); Info_AddChoice(Info_Start_01,"Mag",Info_Char_09); Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_Char_10);};func void Info_Char_01(){ class_chosen=1; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+70; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+10; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; CreateInvItem (hero, ItMw_2H_Axe_Heavy_04); EquipItem (hero, ItMw_2H_Axe_Heavy_04);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,GRD_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_2H,2); AI_Output(self,hero,"Info_Char_01_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_02(){ class_chosen=2; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+70; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+10; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; CreateInvItem (hero, Scars_Schwert); EquipItem(hero,Scars_Schwert);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,SLD_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_1H,2); AI_Output(self,hero,"Info_Char_02_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_03(){ class_chosen=3; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+48; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+32; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+285; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+285; CreateInvItem (hero, ItMw_2H_Sword_01); EquipItem(hero,ItMw_2H_Sword_01); CreateInvItem (hero, ItRw_Crossbow_02); EquipItem(hero,ItRw_Crossbow_02); CreateInvItems (self,ItAmBolt,2000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,GRD_ARMOR_M);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_2H,1);Npc_SetTalentSkill (hero, NPC_TALENT_CROSSBOW,1); AI_Output(self,hero,"Info_Char_03_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_04(){ class_chosen=4; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+48; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+32; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+285; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+285; CreateInvItem (hero, ItMw_1H_Sword_Bastard_04); EquipItem(hero,ItMw_1H_Sword_Bastard_04); CreateInvItem (hero, ItRw_Crossbow_02); EquipItem(hero,ItRw_Crossbow_02); CreateInvItems (self,ItAmBolt,2000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,SLD_ARMOR_M);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_1H,1);Npc_SetTalentSkill (hero, NPC_TALENT_CROSSBOW,1); AI_Output(self,hero,"Info_Char_04_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_05(){ class_chosen=5; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+30; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+50; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+285; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+285; CreateInvItem (hero, ITMW_2H_SWORD_OLD_01); EquipItem(hero,ITMW_2H_SWORD_OLD_01); CreateInvItem (hero, ItRw_Bow_Long_08); EquipItem(hero,ItRw_Bow_Long_08); CreateInvItems (self,ItAmArrow,2000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,GRD_ARMOR_M);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_BOW,1);Npc_SetTalentSkill (hero, NPC_TALENT_2H,1); AI_Output(self,hero,"Info_Char_05_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_06(){ class_chosen=6; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+30; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+50; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+285; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+285; CreateInvItem (hero, ItMw_1H_Sword_Broad_01); EquipItem(hero,ItMw_1H_Sword_Broad_01); CreateInvItem (hero, ItRw_Bow_Long_08); EquipItem(hero,ItRw_Bow_Long_08); CreateInvItems (self,ItAmArrow,2000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,SLD_ARMOR_M);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_BOW,1);Npc_SetTalentSkill (hero, NPC_TALENT_1H,1); AI_Output(self,hero,"Info_Char_06_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_07(){ class_chosen=7; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+10; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+70; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; CreateInvItem (hero, ItMw_1H_Sword_Long_04); EquipItem(hero,ItMw_1H_Sword_Long_04); CreateInvItem (hero, ItRw_Bow_War_05); EquipItem(hero,ItRw_Bow_War_05); CreateInvItems (self,ItAmArrow,3000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,SLD_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_BOW,2); AI_Output(self,hero,"Info_Char_07_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_08(){ class_chosen=8; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+10; attribute.hero[ATR_DEXTERITY]=attribute.hero[ATR_DEXTERITY]+70; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; CreateInvItem (hero, ItMw_1H_Sword_Long_04); EquipItem(hero,ItMw_1H_Sword_Long_04); CreateInvItem (hero, ItRw_Crossbow_04); EquipItem(hero,ItRw_Crossbow_04); CreateInvItems (self,ItAmBolt,3000);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItem (hero,GRD_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_CROSSBOW,2); AI_Output(self,hero,"Info_Char_08_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_09(){ class_chosen=9; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; attribute.hero[ATR_MANA]=attribute.hero[ATR_MANA]+190; attribute.hero[ATR_MANA_MAX]=attribute.hero[ATR_MANA_MAX]+190; CreateInvItems (hero,ItArRuneBreathOfDeath,1);CreateInvItems (hero,ItArRuneThunderball,1);CreateInvItems (hero,ItArRunefirerain,1);CreateInvItems (hero,ItArRuneFirestorm,1);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItems (hero,ItFo_Potion_Mana_01,50);CreateInvItems (hero,ItFo_Potion_Mana_02,30);CreateInvItems (hero,ItFo_Potion_Mana_03,10);CreateInvItem (KDW_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_MAGE,6); AI_Output(self,hero,"Info_Char_09_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Char_10(){ class_chosen=10; attribute.hero[ATR_STRENGTH]=attribute.hero[ATR_STRENGTH]+30; attribute.hero[ATR_HITPOINTS_MAX]=attribute.hero[ATR_HITPOINTS_MAX]+360; attribute.hero[ATR_HITPOINTS]=attribute.hero[ATR_HITPOINTS]+360; attribute.hero[ATR_MANA]=attribute.hero[ATR_MANA]+140; attribute.hero[ATR_MANA_MAX]=attribute.hero[ATR_MANA_MAX]+140; CreateInvItem (hero, ItMw_1H_Sword_Broad_01); EquipItem(hero,ItMw_1H_Sword_Broad_01);CreateInvItems (hero,ItArRuneThunderball,1);CreateInvItems (hero,ItArRunefirerain,1);CreateInvItems (hero,ItFo_Potion_Health_01,50);CreateInvItems (hero,ItFo_Potion_Health_02,30);CreateInvItems (hero,ItFo_Potion_Health_03,10);CreateInvItems (hero,ItFo_Potion_Mana_01,50);CreateInvItems (hero,ItFo_Potion_Mana_02,30);CreateInvItems (hero,ItFo_Potion_Mana_03,10);CreateInvItem (KDF_ARMOR_H);AI_EquipBestArmor (hero);Npc_SetTalentSkill (hero, NPC_TALENT_MAGE,4);Npc_SetTalentSkill (self, NPC_TALENT_1H,1); AI_Output(self,hero,"Info_Char_08_11_00"); //Teraz wybierz poziom trudności Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Łatwy",Info_Diffculty_01); Info_AddChoice(Info_Start_01,"Normalny",Info_Diffculty_02); Info_AddChoice(Info_Start_01,"Średni",Info_Diffculty_03); Info_AddChoice(Info_Start_01,"Trudny",Info_Diffculty_04);};func void Info_Diffculty_01(){ diffculty_chosen=1; AI_Output(self,hero,"Info_Diffculty_01_11_00"); //Teraz wybierz 5 pomocników. Możewsz wybrać tylko jeden raz daną postać. Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02); Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03); Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06); Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07); Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08); Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09); Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};func void Info_Diffculty_02(){ diffculty_chosen=2; AI_Output(self,hero,"Info_Diffculty_02_11_00"); //Teraz wybierz 5 pomocników. Możewsz wybrać tylko jeden raz daną postać. Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02); Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03); Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06); Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07); Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08); Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09); Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};func void Info_Diffculty_03(){ diffculty_chosen=3; AI_Output(self,hero,"Info_Diffculty_03_11_00"); //Teraz wybierz 5 pomocników. Możewsz wybrać tylko jeden raz daną postać. Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02); Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03); Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06); Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07); Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08); Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09); Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};func void Info_Diffculty_04(){ diffculty_chosen=4; AI_Output(self,hero,"Info_Diffculty_04_11_00"); //Teraz wybierz 5 pomocników. Możewsz wybrać tylko jeden raz daną postać. Info_ClearChoices(Info_Start_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01); Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02); Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03); Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05); Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06); Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07); Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08); Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09); Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};func void Info_AddChar_01(){if (chars << 5){chars=chars+1;char_01=1;Wld_InsertNpc(NON_10001_Szermierz,"1");Info_ClearChoices(Info_Start_01);if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_01_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_02(){if (chars << 5){chars=chars+1;char_02=1;Wld_InsertNpc(NON_10002_Szermierz,"2");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_02_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_03(){if (chars << 5){chars=chars+1;char_03=1;Wld_InsertNpc(NON_10003_Wojownik,"3");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_03_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_04(){if (chars << 5){chars=chars+1;char_04=1;Wld_InsertNpc(NON_10004_Wojownik,"4");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_04_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_05(){if (chars << 5){chars=chars+1;char_05=1;Wld_InsertNpc(NON_10005_Mysliwy,"5");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_05_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_06(){if (chars << 5){chars=chars+1;char_06=1;Wld_InsertNpc(NON_10006_Mysliwy,"6");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_06_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_07(){if (chars << 5){chars=chars+1;char_07=1;Wld_InsertNpc(NON_9999_Lucznik,"7");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_07_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_08(){if (chars << 5){chars=chars+1;char_08=1;Wld_InsertNpc(NON_10000_Kusznik,"8");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_08_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_09(){if (chars << 5){chars=chars+1;char_09=1;Wld_InsertNpc(NON_10007_Mag,"9");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_09_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};func void Info_AddChar_10(){if (chars << 5){chars=chars+1;char_10=1;Wld_InsertNpc(NON_10008_Mag,"10");Info_ClearChoices(Info_Start_01);if (char_01 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem dwuręcznym",Info_AddChar_01);};if (char_02 == 0){Info_AddChoice(Info_Start_01,"Szermierz z mieczem jednoręcznym",Info_AddChar_02);};if (char_03 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem dwuręcznym",Info_AddChar_03);};if (char_04 == 0){ Info_AddChoice(Info_Start_01,"Wojownik z mieczem jednoręcznym",Info_AddChar_04);};if (char_05 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem dwuręcznym",Info_AddChar_05);};if (char_06 == 0){ Info_AddChoice(Info_Start_01,"Myśliwy z mieczem jednoręcznym",Info_AddChar_06);};if (char_07 == 0){ Info_AddChoice(Info_Start_01,"Łucznik",Info_AddChar_07);};if (char_08 == 0){ Info_AddChoice(Info_Start_01,"Kusznik",Info_AddChar_08);};if (char_09 == 0){ Info_AddChoice(Info_Start_01,"Mag",Info_AddChar_09);};if (char_10 == 0){ Info_AddChoice(Info_Start_01,"Mag Bojowy",Info_AddChar_10);};}else{AI_Output(self,hero,"Info_AddChar_10_11_00"); //Wybrałeś już 5 pomocników! Przygotuj się do walki !AI_StopProcessInfos (self);};};
KolegaZWojska Rzeka
ArcymagCienia
Adanos Administrator
Axede