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Vampire-Network.net :: Voir le sujet - [patch] Unofficial patch 2.2

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[patch] Unofficial patch 2.2

 
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Sir_Alexander
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MessagePosté le: 07/04/2006 23:09    Sujet du message: [patch] Unofficial patch 2.2 Répondre en citant

Weimer nous a sorti une nouvelle version seulement compatible avec la version en langue anglaise du jeu

Citation:
v2.2
----
Included the unused histories so that each clan has seven plus none.
Swapped trouble making history conditions with similar limitations.
Provided twenty places for Malkavian voice whispers during dialogue.
Restored welcome lines of Bertram including xp gain and log update.
You will loose a humanity point for making Ash exchange his clothes.
Fixed graphics of baton, VV photo, Megahurtz card and Gary's tapes.
Restored xp gain for entering the Gallery Noir by befriending Chunk.
Made Bruno attack on lockpicking the Giovanni Mansion meeting-room.
Removed respawning at Lotus Blossom, Temple, Ventrue and Giovanni's.
You will loose humanity for taking money after solving Tawni quest.
Making love to Jeanette is now possible regardless of the storyline.
Moved Giovanni loading tips up and added lost lines of the sweeper.
Removed Gallery Noir key after use and made several items droppable.
Lowered additional damage done by all weapons using the zoom modus.
Renamed flaming crossbow to Kuei-jin and lowered the bow accuracies.

Repaired story state continuity bug after talking to Chang brothers.
Checking of text and subtitles continued by RobinHood70 and myself.
Corrected one occasion where Mr. Ox would not give the right reward.
Fixed missing state and xp for bad luck Talisman quest from Mr. Ox.
Changed text of Isaac, Beckett, Romero, Knox and Bertram's postures.
Added infos for flaming crossbow bolts and made vendors offer them.
Removed Barabus line calling you a Cammy and fixed a line with Mira.
Fixed Venus giving you a quest twice and a question about Jeanette.
Awarded xp for killing Bruno Giovanni in the second mansion map too.
Fixed quest state reset on drop and re-pick up of the Salvage card.
Added Pisha line about quest item and checked state for another one.
Corrected a warrens sign and added lines for Malkavians and Kanker.
Removed an endsequences taxi bug and added some missing level names.
Made Strauss give money instead of taliman and fixed a Chunk error.
Repaired not working Muddy quest fix and modified plague quest logs.
Mr. Ox will react correctly when you already have aquired the eyes.
Restored Yukie to shop from the start and set lock difficulty to 10.
Prevented activating hubs a second time and revisiting Ocean House.
Made Tseng talk only of known people and Johansen scream more often.
Deleted invisible blocks at the warehouse to provide stealthy exit.
Fixed wrong conditions for Gimble, Jack, Regent, Bertram and Slater.
Wong Ho and hostess will be gone from the Red Dragon for all clans.
Removed bonus for stealth killing Johnny and made guards more aware.
Changed Grout quest log, sewer key description and a Mitnick email.
Modified Milligan's Intimidate dialogue so that it makes more sense.
Many Malkavian responses and Dementation uses fixed by RobinHood70.
Fixed Protean tutorial text, body armor description and a quest log.
Corrected Tawni quest failure warning to work for all quest states.


Les dialogues malkaviens ont tous été corrigés dans cette version :

Citation:
[2.2]
- Reviewed Malkavian responses for spelling, grammar, etc.
- Removed many of the ellipses in the Malkavian text, though left more in than with the regular text, since they add a certain flavour to Malks.
- Fixed capitalization of various words to conform to the Vampire Writer's Guide.
- Harmonized the spelling of OK/O.K./Okay to Okay (may have missed a couple of "Ok" or "ok" spellings due to how I'm checking...if you spot any, please let me know).
- Harmonized "donut"/"doughnut" to "doughnut".
- Corrected all occurrences of two spaces to one space.
- Since we decided to go with "... " instead of "..." (mostly for line-wrapping reasons in the dialogue), harmonized the captioning to be the same, even though it will wrap properly either way there.
- Fixed the occasional spelling/grammar mistake that wasn't caught in 2.0.
- Removed a non-Malkavian-sounding line from Lu Fang for Malkavians (line 172).
- Minor tweaks to hitman quest to remove duplicate lines & multiple quest-state updates within same dialogue.
- Fixed response condition for Yukie (line 63) to agree with same lines elsewhere.
- Fixed Dementation option in Chunk2 (line 53 copied to line 54).
- Corrected Chunk2/3 Auto-Link to line 0 to Auto-End (line 492). Unsure if this had any effect on play.
- Changed two of Damsel's Malkavian lines, which incorrectly referred to the "carrier pigeon" (plaguebearer). Made up new lines to conform to the non-Malkavian equivalent (lines 232 and 832).
- Added response for female Malkavians to replace male-oriented "Jim's hat" response (line 22/inserted line 23). Maybe not THE most creative lines in the world, but good enough.
- Replaced non-Malkavian sounding "Yes" for Jumbles (lines 4/44).
- Harmonized "The Mandarin"'s name where it sometimes displayed as just "Mandarin".
- Fixed a couple of floatie's in the intro sequence where the "P" in "Prince says" was lower-case.
- Swapped lines 472/473 in Prince1 for consistency with surrounding dialogue.
- Fixed Malkavian responses to haven acquisition after the museum quest (should have been auto-link/auto-end). Unsure if this error affected the game or not.
- Harmonized Malkavian "Entropy's Child/Children" and "Entropy's Childe/Childer" to "Entropy's Childe/Childer" for Skelter/Jack/Regent/Mitnick.
- Made minor improvements to the Easter Egg. You are no longer forced to use it if you manage to find it.
- Replaced non-sensical Malkavian response to Victor (line 32).
- Helped fix flickering "Electrical Room" sign in Warrens.
- Fixed one instance of Romero not hating you if you antagonized him without killing him, then left the cemetary and returned (line 203).
- Fixed a few instances of "the dark father" to "the Dark Father", since it is a title in that context (but not in "our dark father", found elsewhere).
- Changed standard response to Tommy to Inimidate 4 to match similar lines elsewhere (line 3Cool.
- Fixed conditions for one of VV's lines to match similar lines elsewhere (line 424).
- Replaced non-Malkavian sounding response to VV (line 663).
- Fixed a few more problems with Beckett's dialogue where variables were checked in the same block as they were updated, causing those lines not to appear reliably (lines 95, 955, 964, 974).
- Fixed operator-precedence issue that caused a Nosferatu response to always show up in Beckett's dialogue (line 703).
- Removed unnecessary condition added in 2.0 update on Heather taking back $500 she just gave you (line 682).
- Changed "negged" to "negated" for one Malkavian response to Jack; "negged" is localized slang not understood by many English speakers (line 673)
- Fixed getting 3 points towards Jack liking you when identical lines elsewhere gave you 1 (line 902...note: left line 912 at 3 points, as I believe that was intentional).
- Changed Malkavian response to Jack, "Nothing of interest if spills from your lips." to "...spilled...". Not sure what that was supposed to be...anybody have any better ideas? (line 934)
- Changed line in Johansen requiring Persuasion 8 to be a proper persuasion line (line 22).
- Removed humanity requirement from Dominate/Dementation options in Johansen (lines 24 & 25) to match similar lines elsewhere (4 & 5).
- Changed Johansen's reactions when you tell him to start screaming...now he actually does (lines 124, 144, 154).
- Resolved conflicting Malkavian lines for Nines by removing "Do you mind if I escape", leaving "...rebel without a clue..." (lines 146, 157, 168, 205).
- Fixed Nines lines pointing to wrong response set for Malkavians (lines 344/5, 362, 403/4).
- Fixed non-Malkavian sounding response to Arthur (line 324).
- Fixed Malkavians not quite answering Arthur's question (lines 372/373...looks like the original dialogue may have been asking where he was).
- Fixed Malkavians being flagged as having Bertram's sewer map, as this is strictly for Nosferatu (line 3).
- Removed Nosferatu being flagged as having Bertram's sewer map until they actually get it (line 501/511 where it was being set again when you got the map).
- Fixed non-Malkavian responses showing for Bertram (lines 45/46).
- Cleaned up Bertram a little, removing some Malkavian text that Malkavian's could never get to (lines 382-430)
- Added Malkavian text to Bertram's CD quest and changed line added in 2.0 update to fit better with Bertram's dialogue (lines 592-594).
- Restored Janus' daughter line to Bertram for Malkavians (line 861-870).
- Fixed response to Bertram about hunters for non-Malkavians (line 955).
- Fixed Dementation response to Chunk in Santa Monica to point to correct line (line 148 now points to 231, not 201).
- Restored Malkavian responses to clinic guard by removing clan condition (lines 2, 12, 22).
- Changed non-Malkavian sounding response to Doris (line 6).
- Changed non-Malkavian response to E to equivalent Malkavian response (line 317).
- Corrected minor condition issue introduced in 2.0 update with Jeanette surrounding the slashings (line 294).
- Cleaned up leftover text for Jeanette from aborted attempt at knife-removal fix (lines 295-299, 562-570).
- Swapped insulting & non-insulting Malkavian responses to Julian to conform to non-Malkavian responses (lines 5, 6).
- Replaced non-Malkavian responses to Julian with Malkavian-sounding responses (lines 82, 83).
- Tweaked Humanity conditions to Killer to be more consistent throughout.
- Replaced non-Malkavian response to Killer with Malkavian-sounding response (line 56).
- Replaced non-Malkavian response to Knox with Malkavian text from similar lines elsewhere (line 132).
- Harmonized detecting Johansen & Knox's lies to Perception 3 or being a Malkavian (Johansen line 402; Knox lines 222, 232).
- Removed non-Malkavian response to Knox (line 240, now matches line 230).
- Fixed Dementation option in Knox (line 412 copied to line 413).
- Fixed Knox resetting Trip's talking to you about weapons when you already knew Trip sold weapons (lines 283, 602).
- Replaced non-Malkavian response to Knox (line 504).
- Removed option for Malkavians to be an asshole to Knox early on, as there was no Malkavian dialogue after selecting it, and this matches similar lines elsewhere (lines 110, 137).
- Replaced Malkavian "blood's merchant's death" with "blood-thief's death" for Lily, since it's not the "merchant" that she kills (line 86).
- Harmonized "E." and "E" to "E" throughout Lily's text, both for readability, and because it's common practice not to use periods if someone is commonly referred to by only their initial(s).
- Replaced non-Malkavian responses to Mercurio with similar lines from elsewhere (lines 492-495).
- Removed redundant Story_State checks in Mercurio, and moved non-redundant ones to be side-by-side for easier reading (lines 502-510).
- Added "Thanks for the info" line to Troika Games option in Mercurio's endgame dialogue in case you don't want to buy weapons (line 615).
- Replaced non-Malkavian response to one of Mercurio's endgame dialogues with Malkavian-sounding response (line 695).
- Replaced non-Malkavian response to Nurse with similar line from elsewhere (line 17).
- Fixed conditions in Nurse to give correct Malkavian options (lines 24/25, 102-104).
- Changed Malkavian responses to Rosa when offering money to reflect correct amount (lines 54/72).
- Fixed Malkavian responses to Rosa when she was telling your future...some were on the wrong lines for the responses they gave (lines 134-139).
- Added missing Malkavian "I am no longer here" response to Rosa (line 152).
- Significantly cleaned up Blue Blood outside your apartment and fixed a bunch of bugs (some introduced by me in 2.0, but most in the original). I believe this now works the way the designers intended.
- Added Malkavian response to Therese (line 275).
- Removed duplicate Malkavian response (and near-duplicate for non-Malkavians) to Therese (line 336 duplicating 333).
- Replaced non-Malkavian responses to Trip (lines 212, 213).
- Added Dementation line to Trip as appears to have been intended (line 133).
- Changed condition on Seduction line for Trip so there are no duplicate Seduction lines (line 135).
- Replaced non-Malkavian responses to Vandal (lines 22, 24, 42, 43, 44, 76).
- Changed Malkavian responses leading to line "Fair? How fair?" so that Vandal's response now makes sense (lines 70, 203, 372, 392).
- Fixed Vandal not laughing for female Malkavians' Dementation line (line 491).

_________________
Ce monstre mon frère est plus beau que toi : Pourquoi ne lui prêterais tu pas ta chair et ton sang ?

Fredrich Nietsche
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badblood
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MessagePosté le: 08/04/2006 16:36    Sujet du message: Répondre en citant

je crois que personne ne traduira ce patch etant donne comme disait bloodipunk que la plupart des corrections etaient faites dans la version 1.8.

je sais bien que cette version 1.8 a quelques problemes mais je me penches dessus pour faire les corrections necessaires au fur et a mesure que viennent les doleances des joueurs Sourit
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MessagePosté le: 08/04/2006 19:47    Sujet du message: Répondre en citant

C'était juste pour info ... il ya peut être quelques bonnes idées à piocher là dedans Clin d'oeil

Par exemple perdre un point d'humanité en persuadant Ash d'échanger ses vêtements avec son sosie ou en accomplissant la quête d'Imalia pour traîner dans la boue Tawnie. Je trouve l'humanité beaucoup trop facile à maintenir à son niveau maximum dans ce jeu.

Coucher avec Jeanette, je propose déja mon correctif sur la quête de l'océan House.
_________________
Ce monstre mon frère est plus beau que toi : Pourquoi ne lui prêterais tu pas ta chair et ton sang ?

Fredrich Nietsche
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MessagePosté le: 08/04/2006 22:47    Sujet du message: Répondre en citant

figures toi que j'y pensai en rejouant, je suis en train de me refaire le jeu et il y a pas mal d'endroits ou l'on pourrait faire quelques petites modifications dans le style que tu preconises.

perte d'humanite dans certain cas, perte de point de sang avec jeanette, je n'ai pas verifie si dans le patch 1.8 ca a ete prevu (c'est deux corrections mineure a faire dans le dialogue avec jeanette) et bien d'autres.

je te donnes le truc.

dans le dialogue cherche ceci.

pc.bloodpool > 1 qui est une condition indiquant que le joueur doit avoir plus de 1 point de sang pour avoir cette option de dialogue, la correction consiste a monter la valeur a 2 ou 3 .

ensuite a la ligne ou doit se produire l'action la reponse du joueur est

..... (des points de suspension) a action on met pc.Bloodloss(1) de maniere a ce qu'il perde un point de sang pour avoir reactive certain de ces organes, bien mettre le B majuscule a Bloodloss sinon pas d'action.
c'est aussi pour ca que je veut monter la premiere condition a 2 ou 3, si le joueur n'a que 2 pts de sang et se tape jeanette, quand il va sortir il ne lui restera plus qu'un point de sang et dans ce cas il risque l'entree en frenesie

la meme chose est a faire avec romero pour que le joueur (femme) accepte de jouer avec lui. je pourrais tester la chose quand j'en serais a hollywood.

si tu as des suggestion n'hesite pas je suis preneur, je pourrais rajouter certaine chose a mes tutos (bon sang que c'est long a faire ).
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MessagePosté le: 09/04/2006 01:33    Sujet du message: Répondre en citant

- Perte d'humanité pour envoyer le sosie d'Ash se faire tuer :

Juste une simple ligne à rajouter dans Hollywood.py (la ligne en plus est en rouge).

#ASPHOLE: determines the results of dialog with ash
def ashDialog():
if(G.Ash_Switch==1):
print "ash_switch ==1"
lookalike = Find("Ash_lookalike")
lookalike.WillTalk(1)
elif(G.Ash_Fake):
print "ash should go to bathroom"
ashconvo = Find("ash_convo_01")
ashbath = Find("ash_bathroom_spot")
ash = Find("Ash")
ashconvo.Disable()
ashbath.Enable()
ash.WillTalk(0)
ash.ChangeSchedule("-")
hunter = Find("Hunter")
hunter.ScriptUnhide()
relay = Find("fake_ash_staked_relay")
relay.Enable()
__main__.FindPlayer().HumanityAdd( -1 )

- Perte d'humanité pour envoyer Milligan à Pisha dans tous les cas :

Modification du dialogue milligan.dlg ligne 52 supprimer l'action :

FindPlayer().HumanityAdd( -1 )

rajouter pour la ligne 71

G.Mill_Persuaded = 1; pc.SetQuest("Necromantic",3); FindPlayer().ChangeMasqueradeLevel( -1 ); FindPlayer().HumanityAdd( -1 )

- Perte d'humanité pour avoir traîné dans la boue Tawnie :

Rajouter ligne 241 du dialogue imalia.dlg l'action

FindPlayer().HumanityAdd( -1 )

- Perte d'humanité pour avoir tué Lu :

Une ligne à rajouter dans le fichier chinatown.py

#RED DRAGON: Set quest states for Lu's death, changed by wesp
def SetLuDeathQuestState():
G.Lu_Killed = 1
pc = __main__.FindPlayer()
state = pc.GetQuestState("Hitman")
if state > 0 and state < 7 and G.Ji_Killed == 0:
pc.SetQuest("Hitman", 3)
elif state > 0 and G.Ji_Killed == 1 and state < 7:
pc.SetQuest("Hitman", 9)

pc.HumanityAdd(-1)
# spawn quest item
lu = Find("lufang")
center = lu.GetCenter()
point = (center[0], center[1], center[2] + 20)
key = __main__.CreateEntityNoSpawn("item_k_hitman_lu_key", point, (0,0,0))
__main__.CallEntitySpawn(key)
key.SetName("lu_key")
sparklies = __main__.CreateEntityNoSpawn("inspection_node", point, (0,0,0) )
sparklies.SetParent("lu_key")
__main__.CallEntitySpawn(key)
__main__.CallEntitySpawn(sparklies)
_________________
Ce monstre mon frère est plus beau que toi : Pourquoi ne lui prêterais tu pas ta chair et ton sang ?

Fredrich Nietsche
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MessagePosté le: 09/04/2006 11:57    Sujet du message: Répondre en citant

Restaurer la récompense pour la quête de Mitnick :

Ajouter dans haven_pc.txt (en rouge) :

Email
{
"subject" "Informations Kamikazi Zen"
"sender" "m1tn1ck@TheFlow.vtm"
"body" "La clé de la porte de devant est dans votre boîte aux lettres. Notre taupe a mis un fichier appelé 'hooligan' sur l'un des terminaux du bureau. C'est un virus. Trouvez-le et exécutez-le. Ca coupera l'électricité pour que vous puissiez franchir la VERITABLE première porte de sécurité. Je n'ai pas obtenu de plan des lieux, alors une fois que vous aurez franchi cette porte, à vous de trouver la salle du serveur et le coffre-fort. Bonne chance."
"dependency" "G.Shubs_Act == 3"
"runscript" "G.Shubs_Email = 4; mitSetQuestEight(); putStuffInMailBox()"
}

Email
{
"subject" "Remerciements"
"sender" "m1tn1ck@SteamSucks.vtm"
"body" "Merci de votre aide. Vous trouverez une récompense dans votre boîte aux lettres. Faites bien attention à vous"
"dependency" "G.Shubs_Act == 4"
"runscript" "putStuffInMailBox()"
}


Et dans vamputil.py :

#HAVEN: Used for mailbox events for email quests at the haven, changed by wesp
def putStuffInMailBox():
Find = __main__.FindEntityByName
mailbox = Find("mailbox_haven")
if(mailbox):
G = __main__.G
if(G.Shubs_Email == 1 and G.Shubs_Email_Read < 1):
mailbox.SpawnItemInContainer("item_k_shrekhub_one_key")
G.Shubs_Email_Read = 1
elif(G.Shubs_Email == 2 and G.Shubs_Email_Read < 2):
mailbox.SpawnItemInContainer("item_g_wireless_camera_4")
G.Shubs_Email_Read = 2
elif(G.Shubs_Email == 3 and G.Shubs_Email_Read < 3):
mailbox.SpawnItemInContainer("item_k_shrekhub_three_key")
G.Shubs_Email_Read = 3
elif(G.Shubs_Email == 4 and G.Shubs_Email_Read < 4):
mailbox.SpawnItemInContainer("item_k_shrekhub_four_key")
G.Shubs_Email_Read = 4
elif(G.Shubs_Act == 4):
mailbox.SpawnItemInContainer("item_p_occult_hacking")
G.Shubs_Act = 5


Restaurer le point d'expérience lorsque Chunk vous ouvre la porte de la gallery Noir :


Ajouter dans santamonica.py (en rouge) :

#SANTAMONICA: enacts the results of a conversation with Chunk
def chunkDialogueResults():
chunk = Find("Chunk")
if(G.Chunk_Open_Gallery == 0):
G.Chunk_Called = G.Chunk_Called + 1
chunk.UseInteresting(1)
camera = Find("chunk_camera")
if(G.Chunk_Befriend >= 2):
relay = Find("criminal_disable")
relay.Trigger()
if(G.Chunk_Befriend == 3):
G.Chunk_Open_Gallery = 1
chunk.WillTalk(0)
camera.StartShot()
script = Find("chunk_unlock")
script.BeginSequence()
__main__.ScheduleTask(1.0, "__main__.FindEntityByName(\"follow_chunk_relay\").Trigger()")
__main__.FindPlayer().SetQuest("Slashterpiece", 6)
if(G.Chunk_Feed == 1):
spawnGalleryKey()
chunk.UseInteresting(1)
elif(G.Chunk_Dominated == 1):
G.Chunk_Open_Gallery = 1
relay = Find("criminal_disable")
relay.Trigger()
chunk.WillTalk(0)
camera.StartShot()
script = Find("chunk_dominated")
script.BeginSequence()
__main__.ScheduleTask(1.0, "__main__.FindEntityByName(\"follow_chunk_relay\").Trigger()")
__main__.FindPlayer().SetQuest("Slashterpiece", 6)
elif(G.Chunk_Demented == 1):
G.Chunk_Open_Gallery = 1
relay = Find("criminal_disable")
relay.Trigger()
script = Find("chunk_dementated")
script.BeginSequence()
__main__.FindPlayer().SetQuest("Slashterpiece", 6)
spawnGalleryKey()
trigger = Find("Chunk_talk_alley_trigger")
if(trigger):
trigger.Disable()
chunk.WillTalk(0)
chunk.UseInteresting(0)
elif(1):
relay = Find("criminal_enable")
relay.Trigger()
chunk.UseInteresting(1)
elif(G.Chunk_Dominated == 2):
chunk.WillTalk(0)
script = Find("chunk_leaves")
script.BeginSequence()


Dans quests_santamonica.txt (en rouge) :

Quest
{
"Title" "Slashterpiece" // do we want to make this a unique ID number, rather than text?
"DisplayName" "Déchet d'oeuvre" // We should figure out what the character limit is for this.


CompletionState
{
"ID" "1" // Jeanette 361
"Description" "Jeannette vous a demandé d'aller à la Gallery Noir, à Santa Monica et de lacérer les peintures qui s'y trouvent. Si vous pouviez également voler les fonds caritatifs aussi. . ."
"Type" "incomplete"
}

CompletionState
{
"ID" "2" // all paintings slashed flag
"Description" "Vous avez lacéré les peintures du musée pour Jeanette, un acte revendiquant très certainement une grande cause."
"Type" "success"
"AwardXP" "Slash01"
}

CompletionState
{
"ID" "3" // Gallery Cop
"Description" "Quelqu'un est entré par effraction dans la Gallery Noir, probablement envoyé par Jeanette pour faire le travail que vous avez refusé."
"Type" "incomplete"

}

CompletionState
{
"ID" "4" // saw gallery
"Description" "Quelqu'un est entré par effraction dans la Gallery Noir. On dirait que Jeanette essaye de vous faire porter le chapeau."
"Type" "incomplete"

}

CompletionState
{
"ID" "5" // Therese 271,471
"Description" "Therese est furieuse parce que l'événement qu'elle avait organisé à la Gallery Noir a été gâché."
"Type" "Failure"

}

CompletionState
{
"ID" "6" // added by wesp
"Description" "Chunk vous autorise sans trop de formalités à entrer dans la Gallery Noir. Dépechez vous de lacérer les peintures qui s'y trouvent." "Type" "incomplete"
"AwardXP" "Slash02"
}

}
_________________
Ce monstre mon frère est plus beau que toi : Pourquoi ne lui prêterais tu pas ta chair et ton sang ?

Fredrich Nietsche
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MessagePosté le: 17/04/2006 13:21    Sujet du message: Répondre en citant

Désolé de remonter mes messages Se marre je vous informe de mes découvertes au fur et à mesure Se marre

pour la récompense de la quête de Mitnick.

item_p_occult_hacking.txt est buggé voici le correctif :

Citation:
// Written

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"viewmodel" "models/w_null.mdl"
"infomodel" "models/items/occult_braid/info/info_braid.mdl"
"playermodel" "models/items/occult_braid/ground/braid.mdl"
"wieldmodel_f" "models/w_null.mdl"
"wieldmodel_m" "models/w_null.mdl"
"anim_prefix" " "

"printname" "Talisman tressé" // changed by wesp
"description" "Cet étrange talisman tressé ne canalise pas l'essence magique mais technologique. Augmente la connaissance informatique de 1." // changed by wesp

"weight" "3"
"item_flags" "1"
"item_type" "powerup"
"item_worth" "50"
"is_droppable" "1"

"occult_min" "5"
"occult_power" "hacking"
"equip_effect" "Item (Occult Hacking)"

"is_droppable" "1"
"is_wieldable" "0"

// Weapon Sprite data is loaded by the Client DLL.
SpriteData
{
"weapon"
{
"640"
{
"file" "hud/Inventory_Images/General_Items/braid_sel"
"x" "0"
"y" "0"
"width" "100"
"height" "64"
}
}
"weapon_s"
{
"640"
{
"file" "hud/Inventory_Images/General_Items/braid"
"x" "0"
"y" "0"
"width" "100"
"height" "64"
}
}
}


Le dossier C:\Program Files\Activision\Vampire - Bloodlines\Vampire\materials\hud\inventory_images\general_items du patch 2.2 est à rajouter également

Fichiers :

braid.tth
braid.ttz
braid.vmt
braid_sel.vmt
_________________
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