
Zitat von
Old McDonald
Da fehlen noch:
-> start()
-> PlaceKnightNameInQuestTexts()
-> AI_BuildOrder()
Die gibt es, die haben da oben ja nichts zu suchen, die sind weiter unten.
Code:
function PlaceKnightNameInQuestTexts()
local typeToNames = {
U_KnightChivalry = "Markus",
U_KnightHealing = "Prinzessin von Arlington",
U_KnightSong = "Erec der Knurrende",
U_KnightSaraya = "Samantha",
U_KnightWisdom = "Phillip",
--U_KnightPlunder = "Kestral",
U_KnightTrading = "Thomas",
--U_KnightKhana = "Khana",
--U_KnightRedPrince = "Kasper Hauser",
--U_KnightPraphat = "Praphat",
--U_KnightSabatta = "Superzicke",
}
local knightID = Logic.GetKnightID(1)
local knightType = Logic.GetEntityType(knightID)
local knightName = typeToNames[Logic.GetEntityTypeName(knightType)]
local whatToChange = { "QuestStartMsg", "QuestSuccessMsg", "QuestFailureMsg", "Description" }
for i = 1, Quests[0] do
local Quest = Quests[i]
for _, v in ipairs(whatToChange) do
Quest[v] = type(Quest[v]) == "string" and Quest[v]:gsub("KnightName", knightName) or Quest[v]
end
end
end
-----------------------------------------
function AI_BuildOrder(_AIPlayerID, _Level)
AICore.SetNumericalFact(_AIPlayerID, "BPMX", _Level);
end
do
local GameCallback_OnGameStartOrig = GameCallback_OnGameStart;
function GameCallback_OnGameStart()
GameCallback_OnGameStartOrig();
AICore.SetNumericalFact(4, "BPMX", 0);
end
end
start() ist ein Briefing
Lesezeichen