#include "x4_inc_functions" int StartingConditional() { object oPC = GetPCSpeaker(); string sAreaString = GetLocalString(GetArea(OBJECT_SELF), "AreaString"); ClearAllActions(); SetLocalString(oPC, "AreaString", GetLocalString(GetArea(OBJECT_SELF), "AreaString")); AssignCommand(oPC, ClearAllActions()); object oArea = GetArea(OBJECT_SELF); SetCustomToken(700, IntToString(GetLocalInt(oPC, "Miles"))); int nMiles; string sDifficulty = GetLocalString(GetModule(), "mDiffExplo"); if (sDifficulty == "COMMONER") nMiles = 3; if (sDifficulty == "ADVENTURER") nMiles = 5; if (sDifficulty == "HERO") nMiles = 7; if (sDifficulty == "LEGEND") nMiles = 10; if (sDifficulty == "DEMIGOD") nMiles = 15; int nTravelled = GetLocalInt(oPC, "Miles"); ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneImmobilize(), oPC); string sTextPL = "Mozesz kontynuowac swoja podroz."; string sTextENG = "You may continue your journey."; if (GetLocalInt(oArea, "DiscoveredVillage") == TRUE) { sTextPL = sTextPL + " W oddali widzisz unoszacy sie dym, prawdopodobnie znajduje sie tam jakas wioska."; sTextENG = sTextENG + " You see some smoke in the distance, it is likely there is a village there."; } if (GetLocalInt(oArea, "DiscoveredDungeon") == TRUE) { sTextPL = sTextPL + " Spostrzegasz niedaleko wejscie do jakiegos lochu."; sTextENG = sTextENG + " You notice an entrance to a dungeon nearby."; } if (GetCampaignInt(CharacterDB(oPC), "QUEST_ACTIVE") == TRUE && nTravelled >= nMiles) { string sDB = CharacterDB(oPC); string sEntry = IntToString(GetCampaignInt(sDB, "QUEST_JOURNAL")); sEntry = GetStringRight(sEntry, 1); if (GetCampaignString(CharacterDB(oPC), "QUEST_REGION") == "greencoast" && GetStringLeft(sAreaString, 1) == "1" && sEntry == "1") { sTextPL = sTextPL + " Znajdujesz sie niedaleko miejsca, ktorego dotyczy przyjete przez ciebie zadanie."; sTextENG = sTextENG + "You are close to the location of your accepted task."; } } SetCustomToken(701, sTextPL); SetCustomToken(702, sTextENG); return TRUE; }