Regulamin forum
Dział "Modyfikacje Gotowe" służy do dyskusji o modyfikacjach, które już są stworzone lub do zadawania pytań na ich temat. Znajdziemy tutaj również linki do ściągnięcia modyfikacji (które powinny, a raczej muszą być w pierwszym poście tematu danej modyfikacji).
Przy zadawaniu pytania związanego z problemem dotyczącym modyfikacji, prosimy o podawanie treści całego loga błędu - koniecznie w tagu [CODE].
Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].
Lokalizacja logów: Windows XP - C:\Documents and Settings\All Users\Moje dokumenty\STALKER-SHOC\logs\xray_nazwaużytkownika.log Windows Vista/7 - C:\Users\Public\Documents\STALKER-SHOC\logs\xray_nazwaużytkownika.log Steam - X:\Program Files (x86)\Steam\SteamApps\common\Stalker Shadow of Chernobyl\_appdata_\logs
Pytania na temat modyfikacji zadajemy w wątku dla niej stworzonym lub tworzymy nowy, jeśli takowego nie ma.
Gdy chcemy założyć nowy wątek, obowiązkowe jest przeczytanie tego tematu.
Wojna jest zła. Ale gorsze są sukinsyny które nie mają nic za co byliby gotowi walczyć i umierać. "Może nas wiedzie szalbierz chciwy paru groszy Lecz lepsze to niż śmierć na wapniejących szańcach" - J. Kaczmarski, Stalker.
Chciałbym powiedzieć że nie polecam tego moda jest narazie niegotowy ma sporo bugów które wymagają poprawy ale oczywiście nie ma kto naprawiać powinni go ciagle aktualizować itp
Mod jest bardzo dobry, ma bardzo dużo misji, przedmiotów i usprawnień. Niestety ma sporo bugów, ale nie jest źle. Jedyne co jest bez sensu to misje "poza mapą" gdzie możesz sobie podziwiać granice tekstur i polatać poza nimi xD i w pewnym momencie jest przerwa w fabule
:
fabuła jest niespójna po wyjściu z Prypiat i przy szukaniu PDA dla Barmana
Ale ogólnie wielki plus dla twórców, polonizatorów i innych ludzi, dzięki którym możemy przedłużyć sobie rozgrywkę w S.T.A.L.K.E.R.A w czasie oczekiwania na S.T.A.L.K.E.R.A 2
"Mimo drutów, wież i strażnic Tam chcemy dotrzeć, gdzie nam dotrzeć zabroniono"
local death_ini = ini_file("misc\\death_generic.ltx")
function init_drop_settings() local community_list = { "stalker", "dolg", "freedom", "bandit", "military", "zombied", "ecolog", "killer", "monolith", "arena_enemy", "actor_dolg","bratok","nebo" }
for k,v in pairs(community_list) do --' Íĺîáőîäčěî çŕďîëíčňü ňŕáëčöó item_by_community[v] = {} if death_ini:section_exist(v) then local n = death_ini:line_count(v) local id, value = "", "" for i=0,n-1 do result, id, value = death_ini:r_line(v,i,"","") --item_by_community[v][id] = 1000 * tonumber(value) if tonumber(value) >= 0.4 then value = 0.2 end item_by_community[v][id] = 1000 * tonumber(value) end end end
--' Çŕďîëí˙ĺě ňŕáëčöó çŕâčńčěîńňĺé local n = death_ini:line_count("item_dependence") local id, value = "", "" for i=0,n-1 do result, id, value = death_ini:r_line("item_dependence",i,"","") item_dependence[id] = {} local vvv = parse_names(value) for k,v in pairs(vvv) do item_dependence[id][v] = true end end
--' Ěíîćčňĺëč č ěčíčěŕęńű äë˙ âűďŕäĺíč˙ âĺůĺé â çŕâčńčěîńňč îň óđîâí˙ local level_name = level.name()
if not death_ini:section_exist(level_name) then level_name = "default" end
local n = death_ini:line_count(level_name) local id, value = "", "" for i=0,n-1 do result, id, value = death_ini:r_line(level_name,i,"","") mul_by_level[id] = tonumber(value) end
local item_count_section = "item_count_" .. level.get_game_difficulty() local n = death_ini:line_count(item_count_section) for i=0,n-1 do result, id, value = death_ini:r_line(item_count_section,i,"","") --' Íóćíî đŕńďŕđńčňü value â äâŕ çíŕ÷ĺíč˙ local t = parse_nums(value) if t[1] == nil then abort("Error on [death_ini] declaration. Section [%s], line [%s]", item_count_section, tostring(id)) end local min = t[1] local max = t[2] if max == nil then max = min end
if mul_by_level[id] == nil then mul_by_level[id] = 0 end
min = tonumber(min) * mul_by_level[id] max = tonumber(max) * mul_by_level[id]
count_by_level[id] = {min = min, max = max} end
--' Ďđĺäěĺňű, ęîňîđűĺ íĺëüç˙ óäŕë˙ňü (ęâĺńňîâűĺ íŕďđčěĺđ) local n = death_ini:line_count("keep_items") for i=0,n-1 do result, id, value = death_ini:r_line("keep_items",i,"","") if value == "true" then always_keep_item[id] = true end end
--' Ďđĺäěĺňű, îňíîń˙ůčĺń˙ ę ďŕňđîíŕě. Čő íŕäî ńďŕóíčňü äđóăčě ěĺňîäîě. ammo_sections = {} local n = death_ini:line_count("ammo_sections") local id, value = "", "" for i=0,n-1 do result, id, value = death_ini:r_line("ammo_sections",i,"","") ammo_sections[id] = true end end
class "drop_manager" function drop_manager:__init(npc) self.npc = npc end function drop_manager:create_release_item() if self.npc == nil then return end --' Ńďđŕřčâŕĺě ó ńĺđâĺđíîăî îáúĺęňŕ ăĺíĺđčëčńü ëč ďđĺäěĺňű local se_obj = alife():object(self.npc:id()) if (se_obj == nil) then return end if se_obj.death_droped == true then return end se_obj.death_droped = true
--' Ďđîâĺđęŕ íŕ îňńóňńňâčĺ ńďŕóíŕ ëóňŕ local ini = self.npc:spawn_ini()
if ini and ini:section_exist("dont_spawn_loot") then return end
--' Äîńďŕâíčâŕĺě íĺîáőîäčěîĺ ęîëč÷ĺńňâî čňĺěîâ: --' Íĺîáőîäčěî ńîńňŕâčňü ńďčńîę îáúĺęňîâ ęîňîđűĺ ěîăóň áűňü çŕńďŕâíĺíű äë˙ ďĺđńîíŕćŕ local spawn_items = item_by_community[self.npc:character_community()] if spawn_items then for k,v in pairs(spawn_items) do --' Ďî ęŕćäîěó îáúĺęňó íĺîáőîäčěî ďîëó÷čňü çŕâčńčěîńňč if check_item_dependence(self.npc, k) == true then --' Ďî ęŕćäîěó îáúĺęňó íĺîáőîäčěî ďîëó÷čňü ęîëč÷ĺńňâî local number = math.ceil(math.random(count_by_level[k].min, count_by_level[k].max)) --' Íĺîáőîäčěî çŕńďŕâíčňü íóćíîĺ ęîëč÷ĺńňâî. create_items(self.npc, k, number, v) end end end
if not string.find(self.npc:section(),"arena") and self.npc:character_community()~="arena_enemy" and self.npc:name()~="yan_specnaz_dead" and self.npc:name()~="x16_stalker_ghost" then
local otf_1 local otf_2 local otf_3 local otf_4 local otf_5 local sect local t = amk.read_stalker_params(se_obj) if t ~= nil then local vis = t.visual vis = amk.str_explode("\\",vis) vis = vis[3] --skunk.dbglog("vis = '%s'", vis) if vis then -- bandit if string.find(vis,"stalker_bandit") then sect = "bandit_outfit" end if vis == "stalker_bandit_4" or vis == "stalker_bandit_2" then sect = "bandit_outfit_red" end if vis == "stalker_bandit_5" or vis == "stalker_bandit_9" then sect = "bandit_outfit_blue" end if vis == "stalker_bandit_1" then sect = "bandit_outfit_red1" end if vis == "stalker_bandit_drunk" then sect = "outfit_bandit_m1" end if vis == "stalker_bandit_8" then sect = "bandit_gaz_outfit_m1" end if vis == "stalker_bandit_veteran" then sect = "bandit_veteran_outfit" end if vis == "stalker_bandit_borov" or vis == "stalker_bandit_master" then sect = "bandit_master_outfit" end if vis == "stalker_bandit_exoskeleton" then sect = "exo_bandit_outfit" end -- dolg if string.find(vis,"stalker_do") then sect = "dolg_outfit" end if vis == "stalker_do_antigas" then sect = "dolg_gaz_outfit_m1" end if vis == "stalker_do_komandir" then sect = "outfit_dolg_m1" end if vis == "stalker_do_nauchniy" then sect = "dolg_scientific_outfit" end if vis == "stalker_do_exoskeleton" then sect = "dolg_black_exoskeleton" end -- nebo if vis == "stalker_nebo_balon_1" then sect = "nebo_heavy_outfit" end if vis == "stalker_nebo_rukzak" then sect = "nebo_light_outfit" end if vis == "stalker_nebo_nauchniy" then sect = "nebo_scientific_outfit" end if vis == "stalker_nebo_exoskeleton" then sect = "nebo_exo_outfit" end -- ecolog if vis == "stalker_ecolog" or vis == "nauchniy_1" or vis == "protect_suit2" then sect = "ecolog_outfit" end if vis == "stalker_ecolog_military" or vis == "stalker_chemical" or vis == "nauchniy_0" or vis == "protect_suit1" then sect = "protection_outfit" end -- izgoy if vis == "izgoy" then sect = "bandit_veteran_outfit" end -- killer if string.find(vis,"stalker_ki") then sect = "killer_outfit" end if vis == "stalker_ki_head_1" then sect = "outfit_killer_m1" end if vis == "stalker_ki_antigas" then sect = "killer_gaz_outfit_m1" end if vis == "stalker_ki_nauchniy" then sect = "merc_scientific_outfit" end if vis == "stalker_ki_exoskeleton" then sect = "killer_blue_exoskeleton" end -- militari if vis == "stalker_militari_1" or vis == "stalker_militari_antigas_1" or vis == "stalker_military" or vis == "stalker_military_green" then sect = "military_outfit" end if vis == "stalker_militari_2" or vis == "stalker_militari_antigas_2" or vis == "stalker_commander" or vis == "stalker_military_black" then sect = "militaryspec_outfit" end -- monolit if string.find(vis,"stalker_mo") or vis == "stalker_monolit" then sect = "monolit_outfit" end if vis == "stalker_mo_hood_9" then sect = "monolit_gaz_outfit_m1" end if vis == "stalker_mo_nauchniy" then sect = "monolit_scientific_outfit" end if vis == "stalker_mo_exo" then sect = "monolit_exoskeleton" end if vis == "stalker_mo_elite" then sect = "monolit_black_outfit" end -- nauchniy (see ecolog) -- neytral if string.find(vis,"stalker_neytral") or vis == "stalker_hood" or vis == "stalker_neytral_rukzak" then sect = "stalker_outfit" end if vis == "stalker_bar_security" then sect = "stalker_guard_outfit" end if vis == "stalker_neytral_hood_92" then sect = "neytral_gaz_outfit_m1" end if vis == "stalker_neytral_hood_9" then sect = "neytral_gaz_outfit_m2" end if string.find(vis,"neytral") and (self.npc:name()=="esc_wolf" or self.npc:name()=="esc_stalker_fanat" or self.npc:name()=="esc_fox" or self.npc:name()=="esc_provodnik" or self.npc:name()=="agr_krot") then sect = "outfit_stalker_m2" end if vis == "stalker_2_gas" then sect = "neytral_gaz_outfit_v1" end if vis == "stalker_3_gas" then sect = "neytral_gaz_outfit_v2" end if vis == "stalker_4_gas" then sect = "neytral_gaz_outfit_v3" end if vis == "stalker_2_mask" or vis == "lisiy" or vis == "stalker_2_mask" or vis == "stalker_2_ochki" or vis == "stalker_2_rozh1" or vis == "stalker_2_usi" then sect = "stalker_outfit_v1" end if vis == "stalker_3_mask" or vis == "hellcar" or vis == "stalker_3_mask" or vis == "stalker_3_rozh2" or vis == "stalker_3_usi" then sect = "stalker_outfit_v2" end if vis == "stalker_4_rozh3" or vis == "serega" or vis == "stalker_4_ochki" then sect = "stalker_outfit_v3" end if vis == "stalker_prizrak" then sect = "outfit_stalker_m1" end if vis == "stalker_neytral_nauchniy" or vis == "stalker_scien" then sect = "scientific_outfit" end if vis == "stalker_neytral_exoskeleton" or vis == "stalker_exoskeleton" then sect = "exo_outfit" end -- novice if vis == "green_stalker_1" then sect = "neytral_novice_outfit_m1" end if vis == "green_stalker_2" then sect = "novice_outfit" end if vis == "stalker_novice" then sect = "outfit_novice_m1" end if vis == "green_stalker_3" then sect = "novice_outfit_rain_1" end if vis == "green_stalker_4" then sect = "neytral_novice_outfit_cam" end if vis == "green_stalker_5" then sect = "novice_outfit_new_2" end if vis == "green_stalker_6" then sect = "novice_outfit_rain_2" end if vis == "green_stalker_7" then sect = "neytral_novice_outfit_cam_2" end if vis == "green_stalker_8" then sect = "neytral_novice_outfit_cam_3" end if vis == "green_stalker_9" then sect = "novice_outfit_new_1" end if vis == "green_stalker_10" then sect = "neytral_novice_outfit_cam_1" end if vis == "green_stalker_11" then sect = "neytral_novice_outfit_new" end if vis == "green_stalker_antigas" then sect = "neytral_novice_gaz_outfit_m1" end -- protect (see ecolog) -- soldier if string.find(vis,"soldier_bandana") or string.find(vis,"soldier_beret") or vis == "soldier_mask" or vis == "soldier_obichniy" or vis == "stalker_soldier" then sect = "outfit_soldier_m1" end if vis == "soldier_spetsnaz" or vis == "stalker_specops" then sect = "specops_outfit" end if vis == "soldier_antigas" then sect = "outfit_specnaz_m1" end -- stalker_zombi if vis == "stalker_zombie1" then sect = "bandit_outfit" end if vis == "stalker_zombie2" or vis == "zombie_fresh_1" then sect = "dolg_outfit" end if vis == "stalker_zombie3" or vis == "stalker_zombie6" or vis == "zombie_fresh_2" then sect = "stalker_outfit" end if vis == "stalker_zombie4" then sect = "killer_outfit" end if vis == "stalker_zombie5" then sect = "stalker_guard_outfit" end if vis == "stalker_zombie7" then sect = "novice_outfit" end if vis == "stalker_zombie8" then sect = "neytral_novice_outfit_m1" end if vis == "stalker_zombie_specnaz" then sect = "specops_outfit" end if vis == "zombie_fresh_0" then sect = "svoboda_heavy_outfit" end if vis == "zombie_exoskeleton" then sect = "broken_exoskeleton" end -- svoboda if vis == "stalker_sv_rukzak_1_1" or vis == "stalker_sv_rukzak_3" or vis == "stalker_svoboda_light" then sect = "svoboda_light_outfit" end if string.find(vis,"stalker_sv_balon_1") or vis == "stalker_sv_rukzak_1" or vis == "stalker_sv_rukzak_2" or vis == "stalker_sv_rukzak_3_1" or vis == "stalker_sv_cook" or vis == "stalker_sv_max" or vis == "stalker_svoboda_heavy" then sect = "svoboda_heavy_outfit" end if vis == "stalker_sv_hood_91" then sect = "svoboda_gaz_outfit_m1" end if vis == "stalker_sv_hood_9" then sect = "svoboda_heavy_gaz_outfit_m1" end if vis == "stalker_sv_nauchniy" then sect = "freedom_scientific_outfit" end if vis == "stalker_sv_exoskeleton" then sect = "svoboda_exoskeleton" end if vis == "stalker_sv_leader" then sect = "outfit_svoboda_m1" end -- nano if vis == "stalker_nano_suit" then sect = "nano_outfit" end end if sect~=nil then if sect == "bandit_outfit" or sect == "outfit_bandit_m1" or sect == "bandit_outfit_blue" or sect == "bandit_outfit_red1" or sect == "bandit_outfit_red" or sect == "bandit_gaz_outfit_m1" or sect == "bandit_veteran_outfit" or sect == "bandit_master_outfit" or sect == "novice_outfit" or sect == "novice_outfit_rain_1" or sect == "novice_outfit_rain_2" or sect == "neytral_novice_outfit_m1" or sect == "neytral_novice_gaz_outfit_m1" or sect == "outfit_novice_m1" or sect == "neytral_novice_outfit_cam" or sect == "novice_outfit_new_1" or sect == "novice_outfit_new_2" or sect == "neytral_novice_outfit_cam_1" or sect == "neytral_novice_outfit_cam_2" or sect == "neytral_novice_outfit_cam_3" or sect == "neytral_novice_outfit_new" then otf_1 = create_items(self.npc, sect, 1, 650) if otf_1~= nil then amk.start_timer("outfit_cond_1",1,otf_1.id) end
elseif sect == "stalker_outfit" or string.find(sect,"_outfit_v") or sect == "nebo_light_outfit" or sect == "killer_outfit" or sect == "outfit_soldier_m1" or sect == "svoboda_light_outfit" or sect == "svoboda_gaz_outfit_m1" then otf_2 = create_items(self.npc, sect, 1, 550) if otf_2~= nil then amk.start_timer("outfit_cond_2",1,otf_2.id) end
elseif sect == "dolg_outfit" or sect == "dolg_gaz_outfit_m1" or sect == "ecolog_outfit" or sect == "outfit_dolg_m1" or sect == "outfit_killer_m1" or sect == "killer_gaz_outfit_m1" or sect == "specops_outfit" or sect == "outfit_specnaz_m1" or sect == "monolit_outfit" or sect == "monolit_gaz_outfit_m1" or sect == "stalker_guard_outfit" or sect == "outfit_stalker_m1" or sect == "nebo_heavy_outfit" or sect == "outfit_stalker_m2" or sect == "neytral_gaz_outfit_m1" or sect == "neytral_gaz_outfit_m2" or sect == "svoboda_heavy_outfit" or sect == "svoboda_heavy_gaz_outfit_m1" or sect == "outfit_svoboda_m1" then otf_3 = create_items(self.npc, sect, 1, 450) if otf_3~= nil then amk.start_timer("outfit_cond_3",1,otf_3.id) end
elseif sect == "dolg_scientific_outfit" or sect == "ecolog_outfit" or sect == "protection_outfit" or sect == "merc_scientific_outfit" or sect == "military_outfit" or sect == "militaryspec_outfit" or sect == "monolit_scientific_outfit" or sect == "scientific_outfit" or sect == "monolit_black_outfit" or sect == "nebo_scientific_outfit" or sect == "freedom_scientific_outfit" then otf_4 = create_items(self.npc, sect, 1, 350) if otf_4~= nil then amk.start_timer("outfit_cond_4",1,otf_4.id) end
else otf_5 = create_items(self.npc, sect, 1, 250) if otf_5~= nil then amk.start_timer("outfit_cond_5",1,otf_5.id) end end end end end if self.npc:name() =="solomon" then db.actor:give_info_portion("haron_need_stalker_fail") end if string.find(self.npc:name(),"mathon") then db.actor:give_info_portion("haron_naem_fail") end if string.find(self.npc:name(),"new_prizrak") then db.actor:give_info_portion("prizrak_help_fail") end if string.find(self.npc:name(),"mil_lucash") then db.actor:give_info_portion("mil_lucash_dead") end if string.find(self.npc:name(),"mil_blockpost_leader") then db.actor:give_info_portion("mil_blockpost_leader_dead") end if string.find(self.npc:name(),"mil_soldat_one") then db.actor:give_info_portion("mil_voen_one") end if string.find(self.npc:name(),"mil_soldat_two") then db.actor:give_info_portion("mil_voen_two") end if string.find(self.npc:name(),"mil_soldat_tri") then db.actor:give_info_portion("mil_voen_tri") end if string.find(self.npc:name(),"mil_soldat_four") then db.actor:give_info_portion("mil_voen_four") end if string.find(self.npc:name(),"mil_soldat_five") then db.actor:give_info_portion("mil_voen_five") end if string.find(self.npc:name(),"dark_komandir_belchuk") then db.actor:give_info_portion("mil_voen_six") end if string.find(self.npc:name(),"mil_barier_one") then db.actor:give_info_portion("mil_barier_one") end if string.find(self.npc:name(),"mil_barier_two") then db.actor:give_info_portion("mil_barier_two") end if string.find(self.npc:name(),"mil_barier_tri") then db.actor:give_info_portion("mil_barier_tri") end if string.find(self.npc:name(),"mil_barier_four") then db.actor:give_info_portion("mil_barier_four") end if string.find(self.npc:name(),"mil_komandir_sidorchuk") then db.actor:give_info_portion("mil_barier_five") end if string.find(self.npc:name(),"mil_stukach") then db.actor:give_info_portion("mil_stukach_dead") end if string.find(self.npc:name(),"mil_engineer") then db.actor:give_info_portion("mil_engineer_dead") end if string.find(self.npc:name(),"mil_cook") then db.actor:give_info_portion("mil_cook_new_dead") end if self.npc:name() == "bes" then db.actor:give_info_portion("bes_dead") end if string.find(self.npc:name(),"garbage_stalker_wound") then db.actor:give_info_portion("garbage_stalker_wound_dead") end if string.find(self.npc:name(),"mil_osvedomitel") then db.actor:give_info_portion("mil_osvedomitel_dead") end if string.find(self.npc:name(),"esc_krest_bratok") then db.actor:give_info_portion("krest_dead") end if string.find(self.npc:name(),"atp_barman") then db.actor:give_info_portion("band_kill_have") end end --' Ôóíęöč˙ âűçűâŕĺňń˙ äë˙ ęŕćäîăî ďđĺäěĺňŕ, ĺńëč âĺđíĺň false ňî ďđĺäěĺň óäŕëčňń˙. function keep_item(npc, item) local npc_community = npc:character_community() if item==nil or alife():object(item:id())==nil then return end
if npc == nil then return end local section = item:section()
if section == "bolt" then return false end
if always_keep_item[section] == true then return true end
local item_id = item:id() local kond=75 if npc_community == "military" then kond=75 elseif npc_community == "killer" then kond=75 elseif npc_community == "monolith" then kond=20 elseif npc_community == "zombied" then kond=5 elseif npc_community == "bandit" then kond=40 else kond=60 end local item_in_slot = npc:item_in_slot(1) if item_in_slot ~= nil and item_in_slot:id() == item_id then item:unload_magazine() --' Ňóň íŕäî óěĺíüřčňü ęîíäčří îđóćč˙ item:set_condition((math.random(90-kond)+kond)/100) return true end item_in_slot = npc:item_in_slot(2) if item_in_slot ~= nil and item_in_slot:id() == item_id then item:unload_magazine() --' Ňóň íŕäî óěĺíüřčňü ęîíäčří îđóćč˙ item:set_condition((math.random(95-kond)+kond)/100) return true end
-- óäŕë˙ňü ĎÄŔ, ăčňŕđó\ăŕđěîřęó, ôîíŕđčęč č ďđčáîđű íî÷íîăî âčäĺíč˙, đŕöčţ, áčíîęëü. for a=1,table.getn(always_offs_items),1 do if always_offs_items[a]==section then --if (npc.mark_item_dropped) then -- npc:mark_item_dropped(item) --end alife():release(alife():object(item:id()), true) end end end
--' Ôóíęöč˙ ńďŕâíčň íĺîáőîäčěîĺ ÷čńëî ďđĺäěĺňîâ function create_items(npc, section, number, rnd) if npc == nil then return end --'printf("create %s of %s", tostring(number), tostring(section)) if ammo_sections[section] == true then if number > 0 then se_respawn.create_ammo(section, npc:position(), npc:level_vertex_id(), npc:game_vertex_id(), npc:id(), number) end else for i=1,number do --' Ďđîâĺđ˙ĺě âĺđî˙ňíîńňü ďî˙âčňü ęŕćäűé îáúĺęň â îňäĺëüíîńňč if math.random(1000) <= rnd then return alife():create(section, npc:position(), npc:level_vertex_id(), npc:game_vertex_id(), npc:id()) end end end end
--' Ôóíęöč˙ ďđîâĺđ˙ĺň ĺńňü ëč őîňü îäčí čç çŕâčńčěűő îáúĺęňîâ ó ďĺđńîíŕćŕ function check_item_dependence(npc, section) if npc == nil then return end if item_dependence[section] == nil then return true end
local d_flag = true for k,v in pairs(item_dependence[section]) do local obj = npc:object(k) if obj ~= nil and npc:marked_dropped(obj) ~= true then return true end d_flag = false end
return d_flag end
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