//-------------------------------------------------------------------------// STÄRKE UND DEX STEIGERN//-------------------------------------------------------------------------INSTANCE GUR_1202_CorAngar_Teach(C_INFO){ npc = GUR_1202_CorAngar; nr = 10; condition = GUR_1202_CorAngar_Teach_Condition; information = GUR_1202_CorAngar_Teach_Info; permanent = 1; description = "Pokażesz mi, jak poprawić moją siłę i zręczność?";}; FUNC INT GUR_1202_CorAngar_Teach_Condition(){ if (C_NpcBelongsToPsiCamp(hero)) { return TRUE; };};FUNC VOID GUR_1202_CorAngar_Teach_Info(){ AI_Output(other,self,"GUR_1202_CorAngar_Teach_15_00"); //Pokażesz mi, jak poprawić moją siłę i zręczność? AI_Output(self,other,"GUR_1202_CorAngar_Teach_08_01"); //Siła i zręczność to cechy wielkiego wojownika. Info_ClearChoices (GUR_1202_CorAngar_Teach); Info_AddChoice (GUR_1202_CorAngar_Teach,DIALOG_BACK ,GUR_1202_CorAngar_Teach_BACK); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_1); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_1);};func void GUR_1202_CorAngar_Teach_BACK(){ Info_ClearChoices (GUR_1202_CorAngar_Teach);};func void GUR_1202_CorAngar_Teach_STR_1(){ B_BuyAttributePoints(other, ATR_STRENGTH, LPCOST_ATTRIBUTE_STRENGTH); Info_ClearChoices (GUR_1202_CorAngar_Teach); Info_AddChoice (GUR_1202_CorAngar_Teach,DIALOG_BACK ,GUR_1202_CorAngar_Teach_BACK); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_1); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_1);};func void GUR_1202_CorAngar_Teach_STR_5(){ B_BuyAttributePoints(other, ATR_STRENGTH, 5*LPCOST_ATTRIBUTE_STRENGTH); Info_ClearChoices (GUR_1202_CorAngar_Teach); Info_AddChoice (GUR_1202_CorAngar_Teach,DIALOG_BACK ,GUR_1202_CorAngar_Teach_BACK); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_1); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_1);};func void GUR_1202_CorAngar_Teach_DEX_1(){ B_BuyAttributePoints(other, ATR_DEXTERITY, LPCOST_ATTRIBUTE_DEXTERITY); Info_ClearChoices (GUR_1202_CorAngar_Teach); Info_AddChoice (GUR_1202_CorAngar_Teach,DIALOG_BACK ,GUR_1202_CorAngar_Teach_BACK); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_1); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_1);};func void GUR_1202_CorAngar_Teach_DEX_5(){ B_BuyAttributePoints(other, ATR_DEXTERITY, 5*LPCOST_ATTRIBUTE_DEXTERITY); Info_ClearChoices (GUR_1202_CorAngar_Teach); Info_AddChoice (GUR_1202_CorAngar_Teach,DIALOG_BACK ,GUR_1202_CorAngar_Teach_BACK); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GUR_1202_CorAngar_Teach_STR_1); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_5); Info_AddChoice (GUR_1202_CorAngar_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GUR_1202_CorAngar_Teach_DEX_1);};A oto skrypty 2h Angara Nie wiem tylko tego za co to odpowiada: GUR_1202_CorAngar_ZWEIHAND2.permanent = 0; B_PracticeCombat ("PSI_PATH_6_7");
GUR_1202_CorAngar_ZWEIHAND1.permanent = 0; B_PracticeCombat ("PSI_PATH_6_7");//-------------------------------------------------------------------------// ZWEIHANDKAMPF LERNEN STUFE 1//-------------------------------------------------------------------------instance GUR_1202_CorAngar_ZWEIHAND1 (C_INFO){ npc = GUR_1202_CorAngar; condition = GUR_1202_CorAngar_ZWEIHAND1_Condition; information = GUR_1202_CorAngar_ZWEIHAND1_Info; important = 0; permanent = 1; description = B_BuildLearnString(NAME_Learn2h_1, LPCOST_TALENT_2H_1,0); };FUNC int GUR_1202_CorAngar_ZWEIHAND1_Condition(){ if (Npc_GetTalentSkill (hero,NPC_TALENT_2H) < 1) && (Npc_GetTalentSkill (hero,NPC_TALENT_1H) == 2) && (Npc_GetTrueGuild (hero) == GIL_TPL) { return TRUE; };};FUNC void GUR_1202_CorAngar_ZWEIHAND1_Info(){ AI_Output (other, self,"GUR_1202_CorAngar_ZWEIHAND1_Info_15_01"); //Chciałbym potrafić posługiwać się dwuręcznym mieczem. if (B_GiveSkill(other,NPC_TALENT_2H , 1, LPCOST_TALENT_2H_1)) { AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND1_Info_08_02"); //Walka dwuręcznym orężem stanowi poważne wyzwanie dla twojej siły i zręczności. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND1_Info_08_03"); //Aby móc sprawnie posługiwać się dwuręczna bronią musisz nie tylko rozwijać swoje ciało, ale również i umysł. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND1_Info_08_04"); //Tylko pełna kontrola nad ciałem i umysłem pozwoli ci rozwijać swoje umiejętności. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND1_Info_08_05"); //Koncentracja to podstawa. To ona jednoczy ciało i umysł. GUR_1202_CorAngar_ZWEIHAND1.permanent = 0; AI_StopProcessInfos (self); B_PracticeCombat ("PSI_PATH_6_7"); };}; //-------------------------------------------------------------------------// ZWEIHANDKAMPF LERNEN STUFE 2//-------------------------------------------------------------------------instance GUR_1202_CorAngar_ZWEIHAND2 (C_INFO){ npc = GUR_1202_CorAngar; condition = GUR_1202_CorAngar_ZWEIHAND2_Condition; information = GUR_1202_CorAngar_ZWEIHAND2_Info; important = 0; permanent = 1; description = B_BuildLearnString(NAME_Learn2h_2, LPCOST_TALENT_2H_2,0); };FUNC int GUR_1202_CorAngar_ZWEIHAND2_Condition(){ if (Npc_GetTalentSkill (hero,NPC_TALENT_2H) == 1) && (Npc_GetTrueGuild (hero) == GIL_TPL) { return TRUE; };};FUNC void GUR_1202_CorAngar_ZWEIHAND2_Info(){ AI_Output (other, self,"GUR_1202_CorAngar_ZWEIHAND2_Info_15_01"); //Chciałbym dowiedzieć się czegoś więcej o walce dwuręcznym orężem. if (B_GiveSkill(other,NPC_TALENT_2H , 2, LPCOST_TALENT_2H_2)) { AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_02"); //Wiesz już jak zmusić ostrze swego miecza do tańca śmierci. Teraz pokażę ci jak wykorzystać twoje umiejętności w walce. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_03"); //Oczyma duszy spróbuj przewidzieć następny ruch twojego przeciwnika. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_04"); //Poznanie sposobu walki nieprzyjaciela to już połowa sukcesu. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_05"); //Bądź szybki, twoja ruchliwość i płynność twoich ruchów powinny iść w parze z siłą i precyzją twoich ciosów. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_06"); //Naucz się ignorować ból. To twoja siła ducha zadecyduje o ostatecznym wyniku starcia. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_07"); //Zachowaj spokój. Zachowanie czystości umysłu i niezachwianej koncentracji przypieczętuje twoje zwycięstwo. AI_Output (self, other,"GUR_1202_CorAngar_ZWEIHAND2_Info_08_08"); //Rozsądnie wykorzystuj swoje umiejętności, i pamiętaj: kto prowokuje walkę - ginie w walce. GUR_1202_CorAngar_ZWEIHAND2.permanent = 0; AI_StopProcessInfos (self); B_PracticeCombat ("PSI_PATH_6_7"); };};
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