// ********* // GLOBAL // ********* var string GOTHIC_RESTART; func void STARTUP_GLOBAL() { Game_InitGerman(); }; func void INIT_GLOBAL() { MEM_InitAll(); MoreAlphaVobs (2048); MoreAlphaPolys (16384); LeGo_Init(LeGo_All | LeGo_Buffs); Install_Character_Menu_Hook(); expMax2 = 500; expNow2 = 0; FF_ApplyOnce(barLoop); //ShowManabar(-1); setDifficulty(); MEM_Info("Schwierigkeitsgrad gesetzt!"); freeAim_Init(); MEM_Info("Freies Zielen initialisiert!"); Spine_Init(); MEM_Info("Spine initialisiert!"); //FF_Apply(getUsernameFF); if (!Hlp_StrCmp(GOTHIC_RESTART, "Y")) //Pflanzen-Respawn-Hook aktivieren! { Hook_oCNpc__DoTakeVob(); GOTHIC_RESTART = "Y"; }; FF_ApplyOnce(diffLoop); FF_ApplyOnce(restKeyLoop); //FF_ApplyOnceExt(clockLoop, 2000, -1); rainThroughVobs(FALSE); var int texRnd; texRnd = Hlp_Random(2); if (texRnd == 0) { SetLoadTexName("Loading.tga"); } else if (texRnd == 1) { SetLoadTexName("Laden01.tga"); } else if (texRnd == 2) { SetLoadTexName("Laden02.tga"); }; Game_InitGerman(); }; func void STARTUP_MAHLENDUR () {/* Wld_InsertNPC(NONE_10001_Daniel, "INSEL_NATUR_21"); Wld_InsertNPC(NONE_10002_Christian, "INSEL_NATUR_20"); Wld_InsertNPC(NONE_10003_Fiona, "INSEL_NATUR_20"); Wld_InsertNPC(NONE_10004_Ulla, "INSEL_NATUR_ZUSATZ_01"); Wld_InsertNPC(NONE_10005_Michael, "INSEL_NATUR_22"); Wld_InsertNPC(NONE_10006_Nadine, "INSEL_NATUR_20"); Wld_InsertNPC(NONE_10007_Kati, "INSEL_BETT_05"); //NPCs-Dorf Wld_InsertNpc(MIL_11001_Lanc, "INSEL_DORF_58"); Wld_InsertNpc(MIL_11002_Conrad, "INSEL_BAUERNHAUS_132"); Wld_InsertNpc(PAL_13001_Rigald, "INSEL_BAUERNHAUS_157"); Wld_InsertNpc(BAU_12001_Anboor, "INSEL_DORF_523"); Wld_InsertNpc(BAU_12002_Harlow, "INSEL_DORF_37"); Wld_InsertNpc(BAU_12003_Nils, "INSEL_DORF_39"); Wld_InsertNpc(BAU_12051_Edda, "INSEL_BAUERNHAUS_198"); Wld_InsertNpc(BAU_12052_Rhoda, "INSEL_DORF_26"); //Tiere - Welt Wld_InsertNpc(YScavenger, "INSEL_DRAUSSEN_11"); //Tiere - Dorf Wld_InsertNpc(Sheep, "INSEL_NATUR_100"); Wld_InsertNpc(Sheep, "INSEL_NATUR_100"); Wld_InsertNpc(Sheep, "INSEL_NATUR_100"); Wld_InsertNpc(Sheep, "INSEL_NATUR_100"); blackStart(); AI_StartState (hero, ZS_Unconscious, 0, ""); */ Kapitel = 1; //Schieße den Spieler in Kapitel 1! /*=================================================================== Piratenlager ==================================================================*/ Wld_InsertNpc(PIR_1301_Henry, "NW_CITY_PIRATESCAMP_04"); Wld_InsertNpc(PIR_1302_Woodes, "NW_PIRATESCAMP_LAGER"); Wld_InsertNpc(PIR_1303_Gilbert, "NW_CITY_TO_LIGHTHOUSE_14"); Wld_InsertNpc(PIR_1304_Rhodes, "NW_LIGHTHOUSE_BED_01"); Wld_InsertNpc(PIR_1305_Steve, "NW_LIGHTHOUSE_SAW"); Wld_InsertNpc(PIR_1306_Raba, "NW_CITY_PIRATESCAMP_03"); /*=================================================================== Stadt ==================================================================*/ // Handwerksviertel Wld_InsertNpc(VLK_412_Hatof, "NW_CITY_BED_HARAD"); Wld_InsertNpc(VLK_413_Rupert, "NW_CITY_MERCHANT_SHOP01_IN_02"); // Milizen Wld_InsertNpc(MIL_2101_Hafenwache, "NW_CITY_HABOUR_02_B"); Wld_InsertNpc(MIL_2102_Volmar, "NW_CITY_HABOUR_KASERN_MAIN_ENTRY"); Wld_InsertNpc(MIL_2104_Marco, "NW_CITY_ARMORY_PECK"); Wld_InsertNpc(MIL_2105_Yonar, "NW_CITY_ARMORY_PECK"); Wld_InsertNpc(MIL_2106_Thalar, "NW_CITY_HABOUR_KASERN_CENTRE_04"); // Marktplatz Wld_InsertNpc(KDF_1401_Marius, "NW_CITY_MERCHANT_PATH_30"); Wld_InsertNpc(VLK_417_Clovis, "NW_CITY_ALCHEMY_VELAX"); Wld_InsertNpc(VLK_3007_Albrar, "NW_CITY_HAKON_02"); Wld_InsertNpc(Wolf, "CITY1"); /*=================================================================== Stadt - Umgebung ==================================================================*/ Wld_InsertNpc(MIL_2103_Wache, "NW_CITY_TO_FOREST_04_04"); Wld_InsertNpc(VLK_3001_Schürfer, "NW_ERZMINE_04"); Wld_InsertNpc(VLK_3002_Schürfer, "NW_ERZMINE_05"); Wld_InsertNpc(VLK_3003_Schürfer, "NW_ERZMINE_03"); Wld_InsertNpc(VLK_3004_Schürfer, "NW_ERZMINE_02"); Wld_InsertNpc(VLK_3005_Mika, "NW_ERZMINE_01"); Wld_InsertNpc(VLK_3006_Tom, "NW_CITY_JAEGER_SIT"); /*=================================================================== Kloster ==================================================================*/ // Dämonen und Untote Wld_InsertNpc(Monastery_Demon, "NW_MONASTERY_STORAGE_01"); Wld_InsertNpc(Demon, "NW_MONASTERY_STORAGE_01"); Wld_InsertNpc(Skeleton, "NW_MONASTERY_DEMONS"); Wld_InsertNpc(Zombie01, "NW_MONASTERY_DEMONS"); // Magier und Novizen Wld_InsertNpc(KDF_1402_Sellan, "NW_MONASTERY_MILTEN"); Wld_InsertNpc(KDF_1403_Rayan, "NW_MONASTERY_THRONE_01"); Wld_InsertNpc(KDF_1404_Uysal, "NW_MONASTERY_THRONE_03"); Wld_InsertNpc(KDF_1405_Ulian, "KDF_1405_Ulian"); /*=================================================================== Bauernhöfe ==================================================================*/ // Großbauer Wld_InsertNpc(BAU_200_Rodar, "NW_BIGFARM_HOUSE_ONAR_SIT"); Wld_InsertNpc(BAU_202_Joffrey, "NW_BIGFARM_SHEEP2_02"); // Söldner Wld_InsertNpc(SLD_700_Jareck, "NW_BIGFARM_HOUSE_LEE_GUARDING"); Wld_InsertNpc(SLD_701_Silvan, "NW_BIGFARM_TORLOF"); Wld_InsertNpc(SLD_702_Kilian, "NW_BIGFARM_PATRICK"); Wld_InsertNpc(SLD_703_Orf, "NW_BIGFARM_SMITH_FIRE"); // Larias Hof Wld_InsertNpc(BAU_201_Laria, "NW_FARM04_LARIA"); // pestControl Wld_InsertNpc(HofRat1, "NW_FARM4_STABLE_01"); Wld_InsertNPC(HofRat2, "NW_FARM4_STABLE_01"); Wld_InsertNpc(HofWolf1, "NW_BIGFARM_FOREST_03_NAVIGATION"); Wld_InsertNPC(HofWolf2, "NW_BIGFARM_FOREST_03_NAVIGATION"); Wld_InsertNPC(HofWolf3, "NW_BIGFARM_FOREST_03_NAVIGATION"); /*=================================================================== Schwarzmagier ==================================================================*/ Wld_InsertNpc(KDW_14001_Arpad, "XARDAS"); Wld_InsertNpc(KDW_14002_Tenho, "START"); Wld_InsertNpc(KDW_14003_Goran, "NW_XARDAS_TOWER_IN1_22"); Wld_InsertNpc(KDW_14004_Sengor, "NW_XARDAS_TOWER_IN1_20"); //Tiere Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01"); Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01"); Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01"); Wld_InsertNpc(Sheep, "NW_TOWER_SHEEP_01"); CurrentLevel = MAHLENDUR; ore1_hasOre = TRUE; ore2_hasOre = TRUE; ore3_hasOre = TRUE; ore4_hasOre = TRUE; ore5_hasOre = TRUE; ore6_hasOre = TRUE; ore7_hasOre = TRUE; ore8_hasOre = TRUE; ore9_hasOre = TRUE; ore10_hasOre = TRUE; }; func void INIT_SUB_MAHLENDUR () { }; func void INIT_MAHLENDUR () { B_InitMonsterAttitudes (); B_InitGuildAttitudes(); B_InitNpcGlobals (); INIT_SUB_MAHLENDUR(); };