Painter 3549 Опубликовано 14 Сентября 2010 (изменено) ЧН/ЗП Уверен, что многим уже наскучило получать одни и те же награды при повторных прохождениях игры. Для увеличения реиграбельности я предлагаю сделать их рандомными. В качестве примера открываем scripts/dialogs_marsh.script Находим строку: function tutorial_give_equipment(first_speaker, second_speaker) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x70_buck", 5) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x18_fmj", 2) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_bm16") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_pm") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 5) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit", 2) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "antirad", 1) end и меняем на мою: function tutorial_give_equipment(first_speaker, second_speaker) local reward_items = math.random(1,3) if reward_items == 1 then -- Первый вариант dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x18_fmj", 2) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_pm") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit", 1) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 3) end if reward_items == 2 then -- Второй вариант dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x70_buck", 5) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_bm16") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit", 1) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 3) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "antirad", 1) end if reward_items == 3 then -- Третий вариант dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x70_buck", 5) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x18_fmj", 2) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_bm16") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_pm") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple") dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 5) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit", 2) dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "antirad", 1) end end Готово. Теперь Суслов будет выдавать рандомное снаряжение. Аналогичным образом можно изменить остальные награды. Мелочь, а приятно! Изменено 26 Августа 2020 пользователем Jurok 2 1 8 Портфолио Поделиться этим сообщением Ссылка на сообщение