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Thema: Dateien verändert

  1. #1
    Mitspieler
    Im Spiele-Forum seit
    Apr 06
    Beiträge
    51

    Unhappy Dateien verändert

    Hab in meinem spiel die characters_init. Datei verändert und wollt fragen ob mir jeman die original datei schicken kann.Bitte.

  2. #2
    Profi-Spieler Benutzerbild von Marko Löffler
    Im Spiele-Forum seit
    Sep 06
    Beiträge
    166
    MUSST MIR DEINE E-MAIL ADRESSE PER PRIVATE NACHRICHT SCKICKEN ODER EINFACH WIE UNTEN SCHREIBEN.DAS IST DIE ORIGINAL DATEI:
    HIER NOCH MAL SCHRIFTLICH: ch.blade.colorend = argb(0, 20, 60, 100);*/
    ch.location = "";
    ch.location.group = "";
    ch.location.locator = "";
    ch.Dialog.Filename = "blaze_dialog.c";
    ch.rank = 1;
    ch.reputation = "50";
    ch.experience = 0;//CalculateExperienceFromRank(sti(ch.rank));
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "1";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.skill.freeskill = 2;
    ch.perks.freepoints = 1;
    ch.money = "1000";
    ch.Ship.Name = "Victory";
    //ch.Ship.Type = SHIP_FRIGATE_ENGLAND;
    //ch.Ship.Type = SHIP_CORVETTE_ENGLAND;
    ch.Ship.Type = SHIP_LUGGER_ENGLAND;
    //ch.Ship.Type = SHIP_MANOWAR2_FRANCE;
    ch.Ship.Stopped = true;
    //ch.Ship.Cannons.Type = CANNON_TYPE_TEST;
    ch.FaceId = 31;
    ch.ShipSlot1.Type=SHIP_NOTUSED;
    ch.ShipSlot1.Name="NoName";
    ch.ShipSlot2.Type=SHIP_NOTUSED;
    ch.ShipSlot2.Name="NoName";
    ch.ShipSlot3.Type=SHIP_NOTUSED;
    ch.ShipSlot3.Name="NoName";

    ch.quest.Contraband.relation = 50;
    ch.quest.RelationAgentMet = "0";
    ch.quest.gambling = "0";
    ch.quest.friend_in_tavern = "";
    ch.quest.main_line = "0";
    ch.quest.killed.pirates = "0";
    Ch.quest.Story_LeavingOxbay.win_condition.l1 = "location";
    Ch.quest.Story_LeavingOxbay.win_condition.l1.chara cter = "Blaze";
    Ch.quest.Story_LeavingOxbay.win_condition.l1.locat ion = "Oxbay";
    Ch.quest.Story_LeavingOxbay.win_condition = "Story_leavingOxbay";
    Ch.quest.Story_LeavingOxbay.fail_condition = "Story_leavingOxbay";

    /* string stmp;
    stmp = GUN_COMMON; Ch.items.(stmp) = 1;
    stmp = POTION; Ch.items.(stmp) = 2;
    stmp = BLADE_SABER; Ch.items.(stmp) = 1;
    stmp = CHEAP_SPYGLASS; Ch.items.(stmp) = 1;*/

    // QUESTS BEGINNINGS

    // Main story line
    Ch.quest.Begining.win_condition.l1 = "location";
    Ch.quest.Begining.win_condition.l1.location = "Oxbay_port";
    Ch.quest.Begining.win_condition = "Begining";

    //Hitman

    ch.quest.Hitman = "";
    ch.quest.Hit_start.win_condition.l1 = "location";
    ch.quest.Hit_start.win_condition.l1.character = ch.id;
    ch.quest.Hit_start.win_condition.l1.location = "Oxbay_port";
    ch.quest.Hit_start.win_condition = "Hit_start";

    //Hitman

    //Lucas

    ch.quest.Lucas = "";
    ch.quest.Luc_start.win_condition.l1 = "location";
    ch.quest.Luc_start.win_condition.l1.character = ch.id;
    ch.quest.Luc_start.win_condition.l1.location = "Muelle_Residence";
    ch.quest.Luc_start.win_condition = "Luc_start";


    //Lucas

    //Tutorial

    ch.quest.Tut_start.win_condition.l1 = "location";
    ch.quest.Tut_start.win_condition.l1.character = ch.id;
    ch.quest.Tut_start.win_condition.l1.location = "Tutorial_Deck";
    ch.quest.Tut_start.win_condition = "Tut_start";

    //Tutorial

    // Artois Voysey and Nigel Blythe quest
    Ch.quest.Story_Artois_Nigel.win_condition.l1 = "location";
    Ch.quest.Story_Artois_Nigel.win_condition.l1.chara cter = "Blaze";
    Ch.quest.Story_Artois_Nigel.win_condition.l1.locat ion = "QC_town";
    Ch.quest.Story_Artois_Nigel.win_condition = "Story_Artois";
    //

    ReloadProgressUpdate();

    n = 1;
    n = CreateFalaiseDeFleurCharacters(n);
    ReloadProgressUpdate();
    n = CreateRedmondCharacters(n);
    ReloadProgressUpdate();
    n = CreateIslaMuelleCharacters(n);
    ReloadProgressUpdate();
    n = CreateOxbayCharacters(n);
    ReloadProgressUpdate();
    n = CreateConceicaoCharacters(n);
    ReloadProgressUpdate();
    n = CreateDouwesenCharacters(n);
    ReloadProgressUpdate();
    n = CreateOfficersCharacters(n);
    ReloadProgressUpdate();
    n = CreateStoryCharacters(n);
    ReloadProgressUpdate();
    n = CreateTempQuestCharacters(n);
    ReloadProgressUpdate();
    n = CreateQuebradasCostillasCharacters(n);
    ReloadProgressUpdate();
    n = CreateTempQuestEnemy(n);
    ReloadProgressUpdate();
    n = CreateFortCommandants(n);
    ReloadProgressUpdate();
    n = CreateTownUsurers(n);
    ReloadProgressUpdate();
    n = CreateStreetMerchants(n);
    ReloadProgressUpdate();
    //Trace("NChar: " + n);

    CreateOtherCharacters();

    ReloadProgressUpdate();

    if(GetMainCharacterIndex()>=0)
    {
    SetMainCharacterIndex(GetMainCharacterIndex());
    }

    //SetAllShipData();
    //SetAllFellows();

    //Post init
    for(n=0; n<TOTAL_CHARACTERS; n++)
    {
    ref rCharacter = GetCharacter(n);

    if(rCharacter.sex == "man")
    {
    rCharacter.model.animation = "man";
    rCharacter.model.height = 1.8;
    }else{
    rCharacter.model.animation = "towngirl";
    rCharacter.model.height = 1.75;
    }
    rCharacter.FaceGroup = 0;

    // set fellows
    if (CheckAttribute(rCharacter,"fellows")) { SetBaseFellows(rCharacter); }
    // set base ship data
    SetBaseShipData(rCharacter);

    if(n > 1) rCharacter.FaceId = 0;

    switch (rCharacter.model)
    {
    case "black_corsair": rCharacter.FaceId = 0; break;
    case "bocman1": rCharacter.FaceId = 1; break;
    case "bocman3": rCharacter.FaceId = 2; break;
    case "bocman4": rCharacter.FaceId = 3; break;
    case "brodyaga": rCharacter.FaceId = 4; break;
    case "capitan": rCharacter.FaceId = 5; break;
    case "capitan1": rCharacter.FaceId = 6; break;
    case "chameleon": rCharacter.FaceId = 7; break;
    case "chelovek": rCharacter.FaceId = 8; break;
    case "chelovek1": rCharacter.FaceId = 9; break;
    case "corsair1": rCharacter.FaceId = 10; break;
    case "corsair1_1": rCharacter.FaceId = 11; break;
    case "corsair1_2": rCharacter.FaceId = 12; break;
    case "corsair2": rCharacter.FaceId = 13; break;
    case "corsair3": rCharacter.FaceId = 14; break;
    case "danielle": rCharacter.FaceId = 15; break;
    case "blaze": rCharacter.FaceId = 16; break;
    case "fawn": rCharacter.FaceId = 17; break;
    case "killer": rCharacter.FaceId = 18; break;
    case "korsar": rCharacter.FaceId = 19; break;
    case "korsar1": rCharacter.FaceId = 20; break;
    case "lucas": rCharacter.FaceId = 21; break;
    case "maltese": rCharacter.FaceId = 22; break;
    case "man1": rCharacter.FaceId = 23; break;
    case "man1_1": rCharacter.FaceId = 24; break;
    case "man1_2": rCharacter.FaceId = 25; break;
    case "man2": rCharacter.FaceId = 26; break;
    case "man3": rCharacter.FaceId = 27; break;
    case "man3_1": rCharacter.FaceId = 28; break;
    case "man6": rCharacter.FaceId = 29; break;
    case "man6_1": rCharacter.FaceId = 30; break;
    case "offic_fra": rCharacter.FaceId = 31; break;
    case "old_man1": rCharacter.FaceId = 32; break;
    case "old_man2": rCharacter.FaceId = 33; break;
    case "researcher": rCharacter.FaceId = 34; break;
    case "sailor1": rCharacter.FaceId = 35; break;
    case "sailor2": rCharacter.FaceId = 36; break;
    case "sailor3": rCharacter.FaceId = 37; break;
    case "sailor4": rCharacter.FaceId = 38; break;
    case "sailor5": rCharacter.FaceId = 39; break;
    case "sailor6": rCharacter.FaceId = 40; break;
    case "animists2": rCharacter.FaceId = 41; break;
    case "storeman": rCharacter.FaceId = 42; break;
    case "storeman2": rCharacter.FaceId = 43; break;
    case "will_2": rCharacter.FaceId = 44; break;
    case "huber_eng": rCharacter.FaceId = 45; break;
    case "blackman": rCharacter.FaceId = 46; break;
    }

    rCharacter.headModel = "h_" + rCharacter.model;
    if(CheckAttribute(rCharacter,"blade"))
    {
    if(CheckAttribute(rCharacter,"blade.itemID"))
    {
    rCharacter.equip.blade = rCharacter.blade.itemID;
    }
    else
    {
    rCharacter.equip.blade = BLADE_SABER;
    }
    DeleteAttribute(rCharacter,"blade");
    }
    if(CheckAttribute(rCharacter,"gun"))
    {
    if(CheckAttribute(rCharacter,"gun.itemID"))
    {
    rCharacter.equip.gun = rCharacter.gun.itemID;
    }
    else
    {
    rCharacter.equip.gun = GUN_COMMON;
    }
    DeleteAttribute(rCharacter,"gun");
    }
    if(CheckAttribute(rCharacter,"spyglass.itemID"))
    {
    rCharacter.equip.spyglass = rCharacter.spyglass.itemID;
    DeleteAttribute(rCharacter,"spyglass");
    }
    }

    // MainCharacter start parameters
    ch.Ship.HP = 300;
    ch.Ship.crew.quantity = 30;
    SetCharacterGoods(&Characters[0],GOOD_BALLS,300);
    SetCharacterGoods(&Characters[0],GOOD_GRAPES,100);
    SetCharacterGoods(&Characters[0],GOOD_KNIPPELS,100);
    SetCharacterGoods(&Characters[0],GOOD_BOMBS,300);
    SetCharacterGoods(&Characters[0],GOOD_CHOCOLATE,100);
    SetCharacterGoods(&Characters[0],GOOD_LEATHER,25);

    Characters[GetCharacterIndex("Danielle")].model.animation = "woman";

    ReloadProgressUpdate();

    }

    void SetAllShipData()
    {
    for(int i=0;i<MAX_CHARACTERS;i++)
    {
    SetBaseShipData(GetCharacter(i));
    }
    }

    void SetAllFellows()
    {
    ref rcc;
    for(int i=0;i<MAX_CHARACTERS;i++)
    {
    rcc = GetCharacter(i);
    if(CheckAttribute(rcc,"fellows"))
    {
    SetBaseFellows(rcc);
    }
    }
    }


    IST EIN BISSCHEN LANG...

  3. #3
    Mitspieler Benutzerbild von XxFuRiOxX
    Im Spiele-Forum seit
    Mar 06
    Beiträge
    22
    Yoar, nun brauchste das ja nur noch zu kopieren, und dort einfügen
    Don't Push Me!

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