Autor |
Wiadomość |
Nest0r171
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Wysłany:
Wto 22:03, 16 Lis 2010 Temat postu: |
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A tu prosty queścik do g2:
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Daniel_EXIT(C_INFO)
{
npc = SLD_999_Daniel;
nr = 999;
condition = DIA_Daniel_EXIT_Condition;
information = DIA_Daniel_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Daniel_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Daniel_HELLO1 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 1;
condition = DIA_Daniel_HELLO1_Condition;
information = DIA_Daniel_HELLO1_Info;
permanent = FALSE;
description = "Kim jesteś?";
};
FUNC INT DIA_Daniel_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO1_15_01"); //Kim jesteś?
AI_Output (self, other ,"DIA_Daniel_HELLO1_03_02"); //Jestem Daniel miło mi.
};
var int MIS_daniel;
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Daniel_HELLO2 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 2;
condition = DIA_Daniel_HELLO2_Condition;
information = DIA_Daniel_HELLO2_Info;
permanent = FALSE;
description = "Masz dla mnie jakieś zadanie?";
};
FUNC INT DIA_Daniel_HELLO2_Condition()
{
if (Npc_KnowsInfo (other, DIA_Daniel_HELLO1))
{
return TRUE;
};
};
FUNC VOID DIA_Daniel_HELLO2_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_01"); //Masz dla mnie jakieś zadanie?
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_02"); //Niestety nie.
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_03"); //Napewno coś się znajdzie.
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_04"); //No dobra.
AI_PlayAni (self, "T_SEARCH");
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_05"); //Przynieś mi łodygę bagiennego ziela.
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_06"); //Dobra już lecę.
MIS_daniel = LOG_RUNNING;
Log_CreateTopic (TOPIC_daniel, LOG_MISSION);
Log_SetTopicStatus (TOPIC_daniel, LOG_RUNNING);
B_LogEntry (TOPIC_daniel,"Daniel każe przynieść mi łodygę bagiennego ziela dla niego.");
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Daniel_HELLO3 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 3;
condition = DIA_Daniel_HELLO3_Condition;
information = DIA_Daniel_HELLO3_Info;
permanent = FALSE;
description = "Mam zioło";
};
FUNC INT DIA_Daniel_HELLO3_Condition()
{
if (Npc_KnowsInfo (other, DIA_Daniel_HELLO2))
&& (Npc_HasItems (other, ItMi_Joint) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_Daniel_HELLO3_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO3_15_01"); //Mam zioło.
AI_Output (self, other ,"DIA_Daniel_HELLO3_03_02"); //Nareszcie dawaj mi to!
B_GiveInvItems (other, self, ItMi_Joint, 1);
B_UseItem (self, ItMi_Joint);
AI_Output (self, other ,"DIA_Daniel_HELLO3_03_03"); //Niezły towar masz tu kilka złociszy w nagrodę.
CreateInvItems (self, ItMi_Gold, 100);
B_GiveInvItems (self, other, ItMi_Gold, 100);
B_LogEntry (TOPIC_daniel,"Dałem Ziele Danielowi");
Log_SetTopicStatus (TOPIC_daniel, LOG_SUCCESS);
MIS_daniel = LOG_SUCCESS;
B_GivePlayerXP (250);
};
//========================================
//-----------------> HELLO4
//========================================
INSTANCE DIA_Daniel_HELLO4 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 4;
condition = DIA_Daniel_HELLO4_Condition;
information = DIA_Daniel_HELLO4_Info;
permanent = FALSE;
description = "Co słychać?";
};
FUNC INT DIA_Daniel_HELLO4_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_HELLO4_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO4_15_03"); //Co słychać?
AI_Output (self, other ,"DIA_Daniel_HELLO4_03_04"); //Dobrze,dobrze...
AI_Output (other, self ,"DIA_Daniel_HELLO4_15_05"); //Co dobrze?
AI_Output (self, other ,"DIA_Daniel_HELLO4_03_06"); //Aaaa dobrze...
}; |
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Nest0r171
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Wysłany:
Wto 21:58, 16 Lis 2010 Temat postu: |
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taaa |
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Savorin
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Wysłany:
Wto 21:53, 16 Lis 2010 Temat postu: |
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Nic. Dostałeś wiadomosć na You Tube ? |
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Nest0r171
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Wysłany:
Wto 21:49, 16 Lis 2010 Temat postu: |
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co? xD |
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Savorin
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Wysłany:
Wto 21:48, 16 Lis 2010 Temat postu: |
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Aha. hymm.... xd |
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Nest0r171
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Wysłany:
Wto 21:47, 16 Lis 2010 Temat postu: |
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jakaś moja taka stara  |
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Nest0r171
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Wysłany:
Wto 21:47, 16 Lis 2010 Temat postu: |
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To masz :
instance STT_988_Mietek (Npc_Default)
{
//Made by Nest0r171
//----------Info ogolne----------
name = "Mietek";
Npctype = Npctype_Main;
guild = GIL_STT;
level = 15;
voice = 1;
id = 988;
//----------Statystyki----------
attribute[ATR_STRENGTH] = 120;
attribute[ATR_DEXTERITY] = 120;
attribute[ATR_MANA_MAX] = 100;
attribute[ATR_MANA] = 100;
attribute[ATR_HITPOINTS_MAX] = 500;
attribute[ATR_HITPOINTS] = 500;
//----------Wyglad----------
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_ApplyOverlayMds (self,"Humans_Relaxed.mds");
Mdl_SetVisualBody (self,"hum_body_naked0",0, 0,"Hum_Head_Psionic",107, 1,STT_ARMOR_H);
B_Scale (self);
Mdl_SetModelFatness(self,2);
//----------Umiejetnasci----------
Npc_SetTalentSkill (self, NPC_TALENT_BOW,70);
Npc_SetTalentSkill (self, NPC_TALENT_CROSSBOW,70);
Npc_SetTalentSkill (self, NPC_TALENT_1H,50);
//----------Ekwipunek----------
EquipItem (self, ItMw_1H_Mace_04);
EquipItem (self, ItRw_Bow_Long_03);
CreateInvItems (self,ItFo_wineberrys_01,2);
//----------Pozostale----------
fight_tactic = FAI_HUMAN_Ranged;
daily_routine = Rtn_start_988;
//Made by Nest0r171
};
FUNC VOID Rtn_start_988 ()
{
}; |
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Savorin
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Wysłany:
Wto 21:43, 16 Lis 2010 Temat postu: |
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Aha. Chodziło mi o skrypt postaci do Gothic'a 1 |
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Nest0r171
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Wysłany:
Wto 21:40, 16 Lis 2010 Temat postu: |
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Chyba jakiś Cedrik był w g2 ale nie jestem pewien |
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Nest0r171
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Wysłany:
Wto 21:39, 16 Lis 2010 Temat postu: |
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Postać do g2 jak coś.Mogę zrobić do g1 |
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Nest0r171
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Wysłany:
Wto 21:39, 16 Lis 2010 Temat postu: |
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Jak tylko postać to masz :
instance SLD_888_Cedrik (Npc_Default) // Postać stworzył Nest0r171
{
// ------ NSC ------
name = "Cedrik";
guild = GIL_PAL;
id = 888;
voice = 5;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
B_SetAttributesToChapter (self, 3); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_STRONG; // MASTER / STRONG / NORMAL / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, Itmw_Addon_Kosa);
CreateInvItems (self, itri_prot_fire_01, 1);
// ------ 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_Pony", Face_N_Lee, BodyTex_N, ITAR_PAL_M);
Mdl_SetModelFatness (self, 0);
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, 70); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_888;
};
FUNC VOID Rtn_Start_888 ()
{
TA_Stand_Eating (07,00,21,00,"NW_FARM1_CONNECT_CITY");
TA_Stand_ArmsCrossed (21,00,07,00,"NW_FARM1_CONNECT_CITY");
}; |
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Savorin
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Wysłany:
Wto 20:56, 16 Lis 2010 Temat postu: |
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Aha. Tylko postać, to już zalezy od ciebie jaką zrobisz, mi to obojętne |
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Nest0r171
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Wysłany:
Wto 20:45, 16 Lis 2010 Temat postu: |
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@up Sorki zapomniałem się lognąć
@edit Zapomniałem napisać ,że moduje głownie g2 ale w g1 daję rade |
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Gość
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Wysłany:
Wto 20:44, 16 Lis 2010 Temat postu: |
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jakąś może dokładniej (i tylko postać czy też z dialogami?) |
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Savorin
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Wysłany:
Wto 20:41, 16 Lis 2010 Temat postu: |
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Aha. To zrób nam jakąś postać. Zobaczymy czy jesteś taki dobry |
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