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  1. Beiträge anzeigen #1 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline

    wo liegt der fehler in diesem script???

    func void PC_Sleep(var int t)
    {
    AI_StopProcessInfos (self);
    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    self.aivar[AIV_INVINCIBLE] = FALSE;
    if (Wld_IsTime (0, 0, t, 0))
    {
    Wld_SetTime (t, 0);
    }
    else
    {
    t = t + 24;
    Wld_SetTime (t, 0);
    };
    Wld_StopEffect ("DEMENTOR_FX");
    if (SC_IsObsessed == TRUE)
    {
    PrintScreen (PRINT_SleepOverObsessed, -1, -1, FONT_Screen, 2);




    PrintScreen (PRINT_SleepOver, -1, -1, FONT_Screen, 2);
    hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
    hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
    };
    PrintGlobals (PD_ITEM_MOBSI);
    Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero);


    if (WANNARESPAWN == TRUE)
    {
    RespawnGlobal (TRUE);
    RespawnGlobal2 (TRUE);
    };


    };
    { if (wannarespawn== False)


    RespawnGlobal (FALSE);
    RespawnGlobal2 (FALSE);
    };


    };
    func void sleepabit_s1()
    {
    var C_Npc her;
    var C_Npc rock;
    her = Hlp_GetNpc (PC_Hero);
    rock = Hlp_GetNpc (PC_Rockefeller);
    if ((Hlp_GetInstanceID (self) == Hlp_GetInstanceID (her)) || (Hlp_GetInstanceID (self) == Hlp_GetInstanceID (rock)))
    {
    self.aivar[AIV_INVINCIBLE] = TRUE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_SleepAbit;
    AI_ProcessInfos (her);
    if (SC_IsObsessed == TRUE)
    {
    Wld_PlayEffect ("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE);
    };
    };
    };




    instance PC_NoSleep(C_Info)
    {
    npc = PC_Hero;
    nr = 999;
    condition = PC_NoSleep_Condition;
    information = PC_NoSleep_Info;
    important = 0;
    permanent = 1;
    description = Dialog_Ende;
    };




    func int PC_NoSleep_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SleepAbit)

    {
    return 1;
    };
    };


    func void PC_NoSleep_Info()
    {
    AI_StopProcessInfos (self);
    Wld_StopEffect ("DEMENTOR_FX");
    self.aivar[AIV_INVINCIBLE] = FALSE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    };




    instance PC_SleepTime_Morning(C_Info)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Morning_Condition;
    information = PC_SleepTime_Morning_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Abend schlafen";
    };




    func int PC_SleepTime_Morning_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SleepAbit)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Morning_Info()
    {
    PC_Sleep (20);
    if (WANNARESPAWN == TRUE)
    {

    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    }
    else if (RM_GETDAY_BETT <= (Wld_GetDay () - 1))
    {
    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    };
    };
    };




    instance PC_SleepTime_Noon(C_Info)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Noon_Condition;
    information = PC_SleepTime_Noon_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mitternacht schlafen";
    };




    func int PC_SleepTime_Noon_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SleepAbit)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Noon_Info()
    {
    PC_Sleep (0);
    if (WANNARESPAWN == TRUE)
    {

    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    }
    else if (RM_GETDAY_BETT <= (Wld_GetDay () - 1))
    { RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    };
    };
    };




    instance PC_SleepTime_Evening(C_Info)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Evening_Condition;
    information = PC_SleepTime_Evening_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Morgen schlafen";
    };




    func int PC_SleepTime_Evening_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SleepAbit)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Evening_Info()
    {
    PC_Sleep (6);
    if (WANNARESPAWN == TRUE)
    {
    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    }
    else if (RM_GETDAY_BETT <= (Wld_GetDay () - 1))
    {
    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    };
    };
    };




    instance PC_SleepTime_Midnight(C_Info)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Midnight_Condition;
    information = PC_SleepTime_Midnight_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mittag schlafen";
    };




    func int PC_SleepTime_Midnight_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SleepAbit)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Midnight_Info()
    {
    PC_Sleep (12);
    if (WANNARESPAWN == TRUE)
    {
    RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    }
    else if (RM_GETDAY_BETT <= (Wld_GetDay () - 1))
    {RespawnGlobal ();
    RespawnGlobal2 ();
    RM_GETDAY_BETT = Wld_GetDay ();
    };
    };
    };

  2. Beiträge anzeigen #2 Zitieren
    now also in your universe  Avatar von Milky-Way
    Registriert seit
    Jun 2007
    Beiträge
    15.244
     
    Milky-Way ist offline
    Sag du es uns

    Was ist denn das Problem?
    Was genau steht in der Fehlermeldung / zSpy?

  3. Beiträge anzeigen #3 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline
    //****************************
    // PC_Sleep
    //****************************


    func void PC_Sleep (var int t)
    {
    AI_StopProcessInfos(self); // [SK] ->muss hier stehen um das update zu gewährleisten


    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    self.aivar[AIV_INVINCIBLE]=FALSE;
    if (Wld_IsTime(00,00,t,00))
    {
    Wld_SetTime (t,00);
    }
    else
    {
    t = t + 24;
    Wld_SetTime (t,00);
    };


    Wld_StopEffect("DEMENTOR_FX");


    // FIXME_Nico: dauert zu lange um es vernuenftig zu machen.
    // Wld_PlayEffect ("SLEEP_BLEND", hero, hero, 0, 0, 0, FALSE);


    if (SC_IsObsessed == TRUE)
    {
    PrintScreen (PRINT_SleepOverObsessed, -1,-1,FONT_Screen,2);
    }
    else
    {
    PrintScreen (PRINT_SleepOver, -1,-1,FONT_Screen,2);
    hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
    hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
    };


    //-------- AssessEnterRoom-Wahrnehmung versenden --------
    PrintGlobals (PD_ITEM_MOBSI);
    Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
    };






    func void SLEEPABIT_S1 ()
    {
    var C_NPC her; her = Hlp_GetNpc(PC_Hero);
    var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);


    //***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: geändert, damit kontrollierte NSCs nicht schlafen können!
    if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp _GetInstanceID(rock)) )
    {
    self.aivar[AIV_INVINCIBLE]=TRUE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_SLEEPABIT;
    Ai_ProcessInfos (her);


    if (SC_IsObsessed == TRUE)
    {
    Wld_PlayEffect("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE );
    };
    };
    };


    //-------------------- Gar nicht schlafen -------------------------


    INSTANCE PC_NoSleep (c_Info)


    {
    npc = PC_Hero;
    nr = 999;
    condition = PC_NoSleep_Condition;
    information = PC_NoSleep_Info;
    important = 0;
    permanent = 1;
    description = DIALOG_ENDE;
    };


    FUNC INT PC_NoSleep_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };


    func VOID PC_NoSleep_Info()
    {
    AI_StopProcessInfos (self);
    Wld_StopEffect("DEMENTOR_FX");
    self.aivar[AIV_INVINCIBLE]=FALSE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    };


    //---------------------- morgens --------------------------------------


    INSTANCE PC_SleepTime_Morning (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Morning_Condition;
    information = PC_SleepTime_Morning_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Morgen schlafen";
    };


    FUNC INT PC_SleepTime_Morning_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Morning_Info ()
    {
    PC_Sleep (8);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();

    };


    //--------------------- mittags -----------------------------------------


    INSTANCE PC_SleepTime_Noon (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Noon_Condition;
    information = PC_SleepTime_Noon_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mittags schlafen";
    };


    FUNC INT PC_SleepTime_Noon_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Noon_Info ()
    {
    PC_Sleep (12);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();
    };
    };


    //---------------------- abend --------------------------------------


    INSTANCE PC_SleepTime_Evening (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Evening_Condition;
    information = PC_SleepTime_Evening_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Abend schlafen";
    };


    FUNC INT PC_SleepTime_Evening_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };


    func void PC_SleepTime_Evening_Info ()
    {
    PC_Sleep (20);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();
    };
    };


    //------------------------ nacht -----------------------------------------


    instance PC_SleepTime_Midnight (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Midnight_Condition;
    information = PC_SleepTime_Midnight_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mitternacht schlafen";
    };


    FUNC INT PC_SleepTime_Midnight_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };


    func VOID PC_SleepTime_Midnight_Info()
    {
    PC_Sleep (0);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();
    };
    };


























    habe es noch so versucht und er zeigt mir bei der fehlermeldung eine { Klammer an
    in der z spy zDSK 0 Files simulouse00:12 Info: 8 X: Device supports mode - (w*h*bpp) 1768*992*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 1920*1080*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 1920*1200*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 1920*1440*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 2048*1536*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 2560*1440*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 2560*1600*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 3840*2160*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 8 X: Device supports mode - (w*h*bpp) 1360*850*16 .... <zRndD3D_Init.cpp,#180>
    00:12 Info: 5 X: XD3D_SetDevice: Switching to windowed on same device ... .... <zError.cpp,#465>
    00:12 Info: 5 X: XD3D_ClearDevice: Releasing old mode ... .... <zError.cpp,#465>
    00:12 Info: 5 X: Start to save textures (lightmaps) ... .... <zError.cpp,#465>
    00:12 Info: 5 X: Number of saved textures:0 .... <zError.cpp,#465>
    00:12 Info: 5 X: zCDXTCCache_D3D :: ClearCache: Surfaces to clear - 0 .... <zRndD3D_DxtcCache.cpp,#177>
    00:12 Info: 5 X: Destroy all vertexbuffers. .... <zError.cpp,#465>
    00:12 Info: 5 X: zCDXTCCache_D3D :: ClearCache: Surfaces to clear - 0 .... <zRndD3D_DxtcCache.cpp,#177>
    00:12 Info: 5 X: XD3D_InitPort: 3840 x 2160 x 32(device:0 mode:0) .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPerDX: D3DXInitialize done .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPerDX: Found NVIDIA GeForce GTX 960 \ Microsoft Direct3D Hardware Transform and Lighting acceleration capable device .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPerDX: Switching to NVIDIA GeForce GTX 960 \ Microsoft Direct3D Hardware Transform and Lighting acceleration capable device .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPerDX: Hardware TnL supported. .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_TestCapabilities: Device has passed capability tests. .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: szDriver=nvldumd.dll .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: szDescription=NVIDIA GeForce GTX 960 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: wProduct=0 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: wVersion=0 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: wSubVersion=0 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: wBuild=0 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: dwVendorId=4318 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: dwDeviceId=5121 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: dwSubSysId=2236420163 .... <zError.cpp,#465>
    00:13 Info: 5 X: D3D Device-Info: dwRevision=161 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Store RGB Format .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT1 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT2 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT3 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT4 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_EnumTextureCallback: Device supports DXT5 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Maximal texture width -> 16384 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Maximal texture height -> 16384 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Alpha testing supported .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: no w-buffering .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Color-Buffer depth:32 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Z-Buffer depth:32 .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: caps - windowed mode possible .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: caps - gamma correction enabled .... <zRndD3D_Init.cpp,#852>
    00:13 Info: 5 X: XD3D_InitPort: caps - total videomem:4294901760 .... <zRndD3D_Init.cpp,#879>
    00:13 Info: 5 X: XD3D_InitPort: caps - free videomem:4228481024 .... <zRndD3D_Init.cpp,#880>
    00:13 Info: 5 X: XD3D_InitPort: caps - w-based fog supported .... <zError.cpp,#465>
    00:13 Info: 8 X: Vid_SetGammaCorrection: .... <zRndD3D_Vid.cpp,#668>
    00:13 Info: 8 X: Contrast -> 0.5 .... <zRndD3D_Vid.cpp,#669>
    00:13 Info: 8 X: Gamma -> 0.5 .... <zRndD3D_Vid.cpp,#670>
    00:13 Info: 8 X: Brightness -> 0.5 .... <zRndD3D_Vid.cpp,#671>
    00:13 Info: 5 X: XD3D_InitPort: Start to rebuild vertexbuffers ... .... <zError.cpp,#465>
    00:13 Info: 5 X: XD3D_InitPort: Vertexbuffers rebuild done. .... <zError.cpp,#465>
    00:13 Info: 5 X: Start to rebuild saved textures (lightmaps) ... .... <zError.cpp,#465>
    00:13 Info: 5 X: Number of rebuild textures:0 .... <zError.cpp,#465>
    00:13 Info: 5 X: Vid_SetScreenMode: Switched to windowed mode ... .... <zRndD3D_Vid.cpp,#580>
    00:13 Info: 5 X: Vid_SetScreenMode: No changes ... .... <zRndD3D_Vid.cpp,#559>
    00:13 Info: 8 C: WM_CANCELMODE received .... <zWin32.cpp,#1728>
    00:13 Info: 8 C: WM_ACTIVATE received .... <zWin32.cpp,#1720>
    00:17 Info: 8 C: WM_ACTIVATE received .... <zWin32.cpp,#1720>
    00:17 Info: 1 B: VFILE: Deinitializing filesystem (VDFS) .... <zDisk_Vdfs.cpp,#619>
    00:17 Info: 2 B: zDSK: 0 files were simultanously open! .... <zDisk_Vdfs.cpp,#625>

  4. Beiträge anzeigen #4 Zitieren
    Ehrengarde Avatar von neocromicon
    Registriert seit
    Jan 2019
    Beiträge
    2.543
     
    neocromicon ist offline
    Benutze bitte den Forums-Code [*code] [*/code] (ohne *) so scrollt man sich ja einen Wolf

    Folgendes habe ich gefunden, ohne mir jetzt das script genauer anzuschauen.

    Code:
    //-------- AssessEnterRoom-Wahrnehmung versenden --------
    PrintGlobals (PD_ITEM_MOBSI);
    Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
    };
    Code:
    //***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: geändert, damit kontrollierte NSCs nicht schlafen können!
    if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp _GetInstanceID(rock)) )
    {
    self.aivar[AIV_INVINCIBLE]=TRUE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_SLEEPABIT;
    Ai_ProcessInfos (her);
    };
    Code:
    func void PC_SleepTime_Noon_Info ()
    {
    PC_Sleep (12);
    if (WANNA_RESPAWN == TRUE) {
    Respawn_Global ();
    Wld_GetDay ();
    };
    };
    Code:
    if (SC_IsObsessed == TRUE)
    {
    Wld_PlayEffect("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE );
    };
    };
    };
    Code:
    func void PC_SleepTime_Evening_Info ()
    {
    PC_Sleep (20);
    if (WANNA_RESPAWN == TRUE) {
    Respawn_Global ();
    Wld_GetDay ();
    };
    };
    Code:
    func VOID PC_SleepTime_Midnight_Info()
    {
    PC_Sleep (0);
    if (WANNA_RESPAWN == TRUE) {
    Respawn_Global ();
    Wld_GetDay ();
    };
    };
    Das ist erstmal alles was mir jetzt so auffällt. Du solltest dir angewöhnen den Code Sauber zu schreiben, hier ein bsp:

    Aus:
    Code:
    if (SC_IsObsessed == TRUE)
    {
    PrintScreen (PRINT_SleepOverObsessed, -1,-1,FONT_Screen,2);
    }
    else
    {
    PrintScreen (PRINT_SleepOver, -1,-1,FONT_Screen,2);
    hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
    hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
    };
    Wird:
    Code:
    if (SC_IsObsessed == TRUE) {
        PrintScreen (PRINT_SleepOverObsessed, -1,-1,FONT_Screen,2);
    } else {
        PrintScreen (PRINT_SleepOver, -1,-1,FONT_Screen,2);
        hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
        hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
    };
    Ist doch besser oder? Falls du wissen willst, wie ich das alles eingefärbt habe, der gute Kirides hat da ein schönes Tool gebastelt: https://kirides.github.io/daedalus2bbcode/
    Als Editor kann ich dir Notepad++ empfehlen, das färbt das alles automatisch für bessere Lesbarkeit ein.
    Geändert von neocromicon (19.02.2021 um 17:31 Uhr)

  5. Beiträge anzeigen #5 Zitieren
    Veteran Avatar von N1kX
    Registriert seit
    Aug 2018
    Ort
    Serov
    Beiträge
    643
     
    N1kX ist offline
    You have already been helped above.


    Spoiler:(zum lesen bitte Text markieren)
    My God, make it in the CODE tag
    Error in the SLEEPABIT_S1, PC_SleepTime_Morning_Info, PC_SleepTime_Noon_Info, PC_SleepTime_Evening_Info, PC_SleepTime_Midnight_Info script

    Code:
    func void SLEEPABIT_S1 (){
        var C_NPC her;     her = Hlp_GetNpc(PC_Hero);
        var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);
    
    
        //***ALT** if    (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: geдndert, damit kontrollierte NSCs nicht schlafen kцnnen!
        if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp_GetInstanceID(rock)) )
        {
            self.aivar[AIV_INVINCIBLE]=TRUE;
            PLAYER_MOBSI_PRODUCTION    =    MOBSI_SLEEPABIT;
            Ai_ProcessInfos (her);
    
    
            if (SC_IsObsessed == TRUE)
                {
                    Wld_PlayEffect("DEMENTOR_FX",  hero, hero, 0, 0, 0, FALSE );
                };
        };
    };
    Where are the curly brackets? And in all other places
    Bad
    Code:
    func void PC_SleepTime_Morning_Info (){
        PC_Sleep (8);
        if (WANNA_RESPAWN == TRUE)
            Respawn_Global ();
            Wld_GetDay ();
    };
    Good
    Code:
    func void PC_SleepTime_Morning_Info (){
        PC_Sleep (8);
        if (WANNA_RESPAWN == TRUE)
        {
            Respawn_Global ();
            Wld_GetDay ();
        };
    };
    At the very end, what did you attach extra };

    Code:
    func VOID PC_SleepTime_Midnight_Info(){
    PC_Sleep (0);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();
    };
    };//delete this curly brackets
    Geändert von N1kX (19.02.2021 um 17:28 Uhr)

  6. Beiträge anzeigen #6 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline
    es funktioniert noch nicht
    wie kann ich diesen respawn befehl am einfachsten einbauen ???

  7. Beiträge anzeigen #7 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline
    Spoiler:(zum lesen bitte Text markieren)
    //****************************// PC_Sleep
    //****************************
    // PC_Sleep
    //****************************

    func void PC_Sleep (var int t)
    {
    AI_StopProcessInfos(self); // [SK] ->muss hier stehen um das update zu gewährleisten

    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    self.aivar[AIV_INVINCIBLE]=FALSE;
    if (Wld_IsTime(00,00,t,00))
    {
    Wld_SetTime (t,00);
    }
    else
    {
    t = t + 24;
    Wld_SetTime (t,00);
    };

    Wld_StopEffect("DEMENTOR_FX");

    // FIXME_Nico: dauert zu lange um es vernuenftig zu machen.
    // Wld_PlayEffect ("SLEEP_BLEND", hero, hero, 0, 0, 0, FALSE);

    if (SC_IsObsessed == TRUE)
    {
    PrintScreen (PRINT_SleepOverObsessed, -1,-1,FONT_Screen,2);
    }
    else
    {
    PrintScreen (PRINT_SleepOver, -1,-1,FONT_Screen,2);
    hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
    hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
    };

    //-------- AssessEnterRoom-Wahrnehmung versenden --------
    PrintGlobals (PD_ITEM_MOBSI);
    Npc_SendPassivePerc (hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
    };



    func void SLEEPABIT_S1 (){
    var C_NPC her; her = Hlp_GetNpc(PC_Hero);
    var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);


    //***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: ge?ndert, damit kontrollierte NSCs nicht schlafen k?nnen!
    if ( (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))||(Hlp_GetInstanceID(self)==Hlp_GetInstanceID(rock)) )
    {
    self.aivar[AIV_INVINCIBLE]=TRUE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_SLEEPABIT;
    Ai_ProcessInfos (her);


    if (SC_IsObsessed == TRUE)
    {
    Wld_PlayEffect("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE );
    };
    };
    };


    //-------------------- Gar nicht schlafen -------------------------

    INSTANCE PC_NoSleep (c_Info)

    {
    npc = PC_Hero;
    nr = 999;
    condition = PC_NoSleep_Condition;
    information = PC_NoSleep_Info;
    important = 0;
    permanent = 1;
    description = DIALOG_ENDE;
    };

    FUNC INT PC_NoSleep_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };

    func VOID PC_NoSleep_Info()
    {
    AI_StopProcessInfos (self);
    Wld_StopEffect("DEMENTOR_FX");
    self.aivar[AIV_INVINCIBLE]=FALSE;
    PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    };

    //---------------------- morgens --------------------------------------

    INSTANCE PC_SleepTime_Morning (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Morning_Condition;
    information = PC_SleepTime_Morning_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Morgen schlafen";
    };

    FUNC INT PC_SleepTime_Morning_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };

    func void PC_SleepTime_Morning_Info ()
    PC_Sleep (8);

    };

    //--------------------- mittags -----------------------------------------

    INSTANCE PC_SleepTime_Noon (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Noon_Condition;
    information = PC_SleepTime_Noon_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mittags schlafen";
    };

    FUNC INT PC_SleepTime_Noon_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };

    func void PC_SleepTime_Noon_Info ()
    {
    PC_Sleep (12);
    if (WANNA_RESPAWN == TRUE)
    Respawn_Global ();
    Wld_GetDay ();
    };

    //---------------------- abend --------------------------------------

    INSTANCE PC_SleepTime_Evening (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Evening_Condition;
    information = PC_SleepTime_Evening_Info;
    important = 0;
    permanent = 1;
    description = "Bis zum nächsten Abend schlafen";
    };

    FUNC INT PC_SleepTime_Evening_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };

    func void PC_SleepTime_Evening_Info ()
    {
    PC_Sleep (20);
    };

    //------------------------ nacht -----------------------------------------

    instance PC_SleepTime_Midnight (C_INFO)
    {
    npc = PC_Hero;
    condition = PC_SleepTime_Midnight_Condition;
    information = PC_SleepTime_Midnight_Info;
    important = 0;
    permanent = 1;
    description = "Bis Mitternacht schlafen";
    };

    FUNC INT PC_SleepTime_Midnight_Condition()
    {
    if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT)
    {
    return 1;
    };
    };

    func VOID PC_SleepTime_Midnight_Info()
    {
    PC_Sleep (0);
    };



  8. Beiträge anzeigen #8 Zitieren
    Abenteurer Avatar von Senlax
    Registriert seit
    Jan 2021
    Ort
    HH
    Beiträge
    92
     
    Senlax ist offline
    Ich stelle die Frage mal so :

    Möchtest du, wenn du z.B. schlafen gehst,
    dass die Monster nachgespawnt werden?

    Oder bist du auf etwas anderes aus?
    Der Senlax war's

    ein Modder-Krüppel schlecht hin

  9. Beiträge anzeigen #9 Zitieren
    Ritter Avatar von Kirides
    Registriert seit
    Jul 2009
    Ort
    Norddeutschland
    Beiträge
    1.780
     
    Kirides ist offline
    Ich habe mal das notiert was mir direkt aufgefallen ist
    Ein If-Statement ohne entsprechende Klammern

    Spoiler:(zum lesen bitte Text markieren)
    Code:
    //****************************
    //****************************
    // PC_Sleep
    //****************************
    
    func void PC_Sleep (var int t)
    {
        AI_StopProcessInfos(self); // [SK] ->muss hier stehen um das update zu gewährleisten
    
        PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
        self.aivar[AIV_INVINCIBLE]=FALSE;
        if	(Wld_IsTime(00,00,t,00)) {
            Wld_SetTime	(t,00);
        } else {
            t = t + 24;
            Wld_SetTime	(t,00);
        };
    
        Wld_StopEffect("DEMENTOR_FX");
    
        // FIXME_Nico: dauert zu lange um es vernuenftig zu machen.
        // Wld_PlayEffect ("SLEEP_BLEND", hero, hero, 0, 0, 0, FALSE);
    
        if (SC_IsObsessed == TRUE) {
            PrintScreen	(PRINT_SleepOverObsessed, -1,-1,FONT_Screen,2);
        } else {
            PrintScreen	(PRINT_SleepOver, -1,-1,FONT_Screen,2);
            hero.attribute[ATR_HITPOINTS] = hero.attribute[ATR_HITPOINTS_MAX];
            hero.attribute[ATR_MANA] = hero.attribute[ATR_MANA_MAX];
        };
    
        //-------- AssessEnterRoom-Wahrnehmung versenden --------
        PrintGlobals	(PD_ITEM_MOBSI);
        Npc_SendPassivePerc	(hero, PERC_ASSESSENTERROOM, NULL, hero); //...damit der Spieler dieses Feature nicht zum Hütteplündern ausnutzt!
    };
    
    func void SLEEPABIT_S1 (){
        var C_NPC her; her = Hlp_GetNpc(PC_Hero);
        var C_NPC rock; rock = Hlp_GetNpc(PC_Rockefeller);
    
        //***ALT** if (Hlp_GetInstanceID (self)== Hlp_GetInstanceID (Hero)) // MH: ge?ndert, damit kontrollierte NSCs nicht schlafen k?nnen!
        if ((Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))
        || (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(rock)))
        {
            self.aivar[AIV_INVINCIBLE]=TRUE;
            PLAYER_MOBSI_PRODUCTION = MOBSI_SLEEPABIT;
            Ai_ProcessInfos (her);
    
            if (SC_IsObsessed == TRUE) {
                Wld_PlayEffect("DEMENTOR_FX", hero, hero, 0, 0, 0, FALSE );
            };
        };
    };
    
    
    //-------------------- Gar nicht schlafen -------------------------
    
    INSTANCE PC_NoSleep (c_Info)
    {
        npc         = PC_Hero;
        nr          = 999;
        condition   = PC_NoSleep_Condition;
        information = PC_NoSleep_Info;
        important   = 0;
        permanent   = 1;
        description = DIALOG_ENDE;
    };
    
    FUNC INT PC_NoSleep_Condition()
    {
        if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT) {
            return 1;
        };
    };
    
    func VOID PC_NoSleep_Info()
    {
        AI_StopProcessInfos (self);
        Wld_StopEffect("DEMENTOR_FX");
        self.aivar[AIV_INVINCIBLE]=FALSE;
        PLAYER_MOBSI_PRODUCTION = MOBSI_NONE;
    };
    
    //---------------------- morgens --------------------------------------
    
    INSTANCE PC_SleepTime_Morning (C_INFO)
    {
        npc         = PC_Hero;
        condition   = PC_SleepTime_Morning_Condition;
        information = PC_SleepTime_Morning_Info;
        important   = 0;
        permanent   = 1;
        description = "Bis zum nächsten Morgen schlafen";
    };
    
    FUNC INT PC_SleepTime_Morning_Condition()
    {
        if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT) {
            return 1;
        };
    };
    
    func void PC_SleepTime_Morning_Info ()
        PC_Sleep (8);
    };
    
    //--------------------- mittags -----------------------------------------
    
    INSTANCE PC_SleepTime_Noon (C_INFO)
    {
        npc         = PC_Hero;
        condition   = PC_SleepTime_Noon_Condition;
        information = PC_SleepTime_Noon_Info;
        important   = 0;
        permanent   = 1;
        description = "Bis Mittags schlafen";
    };
    
    FUNC INT PC_SleepTime_Noon_Condition()
    {
        if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT) {
            return 1;
        };
    };
    
    func void PC_SleepTime_Noon_Info ()
    {
        PC_Sleep (12);
        - \/ -------------------- \/ -
        if (WANNA_RESPAWN == TRUE)
        Respawn_Global ();
        Wld_GetDay ();
    };
    
    //---------------------- abend --------------------------------------
    
    INSTANCE PC_SleepTime_Evening (C_INFO)
    {
        npc         = PC_Hero;
        condition   = PC_SleepTime_Evening_Condition;
        information = PC_SleepTime_Evening_Info;
        important   = 0;
        permanent   = 1;
        description = "Bis zum nächsten Abend schlafen";
    };
    
    FUNC INT PC_SleepTime_Evening_Condition() {
        if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT) {
            return 1;
        };
    };
    
    func void PC_SleepTime_Evening_Info () {
        PC_Sleep (20);
    };
    
    //------------------------ nacht -----------------------------------------
    
    instance PC_SleepTime_Midnight (C_INFO)
    {
        npc         = PC_Hero;
        condition   = PC_SleepTime_Midnight_Condition;
        information = PC_SleepTime_Midnight_Info;
        important   = 0;
        permanent   = 1;
        description = "Bis Mitternacht schlafen";
    };
    
    FUNC INT PC_SleepTime_Midnight_Condition()
    {
        if (PLAYER_MOBSI_PRODUCTION == MOBSI_SLEEPABIT) {
            return 1;
        };
    };
    
    func VOID PC_SleepTime_Midnight_Info() {
        PC_Sleep (0);
    };

  10. Beiträge anzeigen #10 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline
    es ist ein respawn mod der über bosper eingeschaltet wir da hatte mir jemand die rohdaten geschickt nur
    die sleep datei muss ich selber schreiben......

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