- #define ST_STRENGTH ( 0 ) // Hardcoded
- #define ST_PERCEPTION ( 1 ) // Hardcoded
- #define ST_ENDURANCE ( 2 ) // Hardcoded
- #define ST_CHARISMA ( 3 ) // Hardcoded
- #define ST_INTELLECT ( 4 ) // Hardcoded
- #define ST_AGILITY ( 5 ) // Hardcoded
- #define ST_LUCK ( 6 ) // Hardcoded
- #define ST_MAX_LIFE ( 7 ) // Hardcoded
- #define ST_ACTION_POINTS ( 8 ) // Hardcoded
- #define ST_ARMOR_CLASS ( 9 ) // Hardcoded
- #define ST_MELEE_DAMAGE ( 10 ) // Hardcoded
- #define ST_CARRY_WEIGHT ( 11 ) // Hardcoded
- #define ST_SEQUENCE ( 12 ) // Hardcoded
- #define ST_HEALING_RATE ( 13 ) // Hardcoded
- #define ST_CRITICAL_CHANCE ( 14 ) // Hardcoded
- #define ST_MAX_CRITICAL ( 15 )
- #define ST_NORMAL_ABSORB ( 16 )
- #define ST_LASER_ABSORB ( 17 )
- #define ST_FIRE_ABSORB ( 18 )
- #define ST_PLASMA_ABSORB ( 19 )
- #define ST_ELECTRO_ABSORB ( 20 )
- #define ST_EMP_ABSORB ( 21 )
- #define ST_EXPLODE_ABSORB ( 22 )
- #define ST_NORMAL_RESIST ( 23 ) // Hardcoded
- #define ST_LASER_RESIST ( 24 )
- #define ST_FIRE_RESIST ( 25 )
- #define ST_PLASMA_RESIST ( 26 )
- #define ST_ELECTRO_RESIST ( 27 )
- #define ST_EMP_RESIST ( 28 )
- #define ST_EXPLODE_RESIST ( 29 )
- #define ST_RADIATION_RESISTANCE ( 30 ) // Hardcoded
- #define ST_POISON_RESISTANCE ( 31 ) // Hardcoded
- #define ST_STRENGTH_EXT ( 32 )
- #define ST_PERCEPTION_EXT ( 33 )
- #define ST_ENDURANCE_EXT ( 34 )
- #define ST_CHARISMA_EXT ( 35 )
- #define ST_INTELLECT_EXT ( 36 )
- #define ST_AGILITY_EXT ( 37 )
- #define ST_LUCK_EXT ( 38 )
- #define ST_MAX_LIFE_EXT ( 39 )
- #define ST_ACTION_POINTS_EXT ( 40 )
- #define ST_ARMOR_CLASS_EXT ( 41 )
- #define ST_MELEE_DAMAGE_EXT ( 42 )
- #define ST_CARRY_WEIGHT_EXT ( 43 )
- #define ST_SEQUENCE_EXT ( 44 )
- #define ST_HEALING_RATE_EXT ( 45 )
- #define ST_CRITICAL_CHANCE_EXT ( 46 )
- #define ST_MAX_CRITICAL_EXT ( 47 )
- #define ST_NORMAL_ABSORB_EXT ( 48 )
- #define ST_LASER_ABSORB_EXT ( 49 )
- #define ST_FIRE_ABSORB_EXT ( 50 )
- #define ST_PLASMA_ABSORB_EXT ( 51 )
- #define ST_ELECTRO_ABSORB_EXT ( 52 )
- #define ST_EMP_ABSORB_EXT ( 53 )
- #define ST_EXPLODE_ABSORB_EXT ( 54 )
- #define ST_NORMAL_RESIST_EXT ( 55 )
- #define ST_LASER_RESIST_EXT ( 56 )
- #define ST_FIRE_RESIST_EXT ( 57 )
- #define ST_PLASMA_RESIST_EXT ( 58 )
- #define ST_ELECTRO_RESIST_EXT ( 59 )
- #define ST_EMP_RESIST_EXT ( 60 )
- #define ST_EXPLODE_RESIST_EXT ( 61 )
- #define ST_RADIATION_RESISTANCE_EXT ( 62 )
- #define ST_POISON_RESISTANCE_EXT ( 63 )
- #define ST_TOXIC ( 64 )
- #define ST_RADIOACTIVE ( 65 )
- #define ST_KILL_EXPERIENCE ( 66 )
- #define ST_BODY_TYPE ( 67 )
- #define ST_LOCOMOTION_TYPE ( 68 ) // See Locomotion types
- #define ST_DAMAGE_TYPE ( 69 )
- #define ST_AGE ( 70 ) // Hardcoded
- #define ST_GENDER ( 71 ) // Hardcoded
- #define ST_CURRENT_HP ( 72 ) // Hardcoded
- #define ST_POISONING_LEVEL ( 73 ) // Hardcoded
- #define ST_RADIATION_LEVEL ( 74 ) // Hardcoded
- #define ST_CURRENT_AP ( 75 ) // Hardcoded
- #define ST_EXPERIENCE ( 76 ) // Hardcoded
- #define ST_LEVEL ( 77 ) // Hardcoded
- #define ST_UNSPENT_SKILL_POINTS ( 78 ) // Hardcoded
- #define ST_UNSPENT_PERKS ( 79 ) // Hardcoded
- #define ST_KARMA ( 80 ) // Hardcoded
- #define ST_FOLLOW_CRIT ( 81 ) // Hardcoded
- #define ST_REPLICATION_MONEY ( 82 ) // Hardcoded
- #define ST_REPLICATION_COUNT ( 83 ) // Hardcoded
- #define ST_REPLICATION_TIME ( 84 ) // Hardcoded
- #define ST_REPLICATION_COST ( 85 ) // Hardcoded
- #define ST_TURN_BASED_AC ( 86 ) // Hardcoded
- #define ST_MAX_MOVE_AP ( 87 ) // Hardcoded
- #define ST_MOVE_AP ( 88 ) // Hardcoded
- #define ST_NPC_ROLE ( 89 ) // Hardcoded
- #define ST_VAR0 ( 90 )
- #define ST_VAR1 ( 91 )
- #define ST_VAR2 ( 92 )
- #define ST_VAR3 ( 93 )
- #define ST_VAR4 ( 94 )
- #define ST_VAR5 ( 95 )
- #define ST_VAR6 ( 96 )
- #define ST_VAR7 ( 97 )
- #define ST_VAR8 ( 98 )
- #define ST_VAR9 ( 99 )
- #define ST_PLAYER_KARMA ( 100 )
- #define ST_BONUS_LOOK ( 101 ) // Hardcoded
- #define ST_HANDS_ITEM_AND_MODE ( 102 ) // Hardcoded
- #define ST_FREE_BARTER_PLAYER ( 103 ) // Hardcoded
- #define ST_DIALOG_ID ( 104 ) // Hardcoded
- #define ST_AI_ID ( 105 ) // Hardcoded
- #define ST_TEAM_ID ( 106 ) // Hardcoded
- #define ST_BAG_ID ( 107 ) // Hardcoded
- #define ST_LAST_STEAL_CR_ID ( 108 )
- #define ST_STEAL_COUNT ( 109 )
- #define ST_LAST_WEAPON_ID ( 110 ) // Hardcoded
- #define ST_LAST_WEAPON_USE ( 111 )
- #define ST_BASE_CRTYPE ( 112 ) // Hardcoded
- #define ST_DEAD_BLOCKER_ID ( 113 )
- #define ST_CURRENT_ARMOR_PERK ( 114 )
- #define ST_TALK_DISTANCE ( 115 ) // Hardcoded, if zero than taked __TalkDistance
- #define ST_SCALE_FACTOR ( 116 ) // Hardcoded
- #define ST_WALK_TIME ( 117 ) // Hardcoded
- #define ST_RUN_TIME ( 118 ) // Hardcoded
- #define ST_MAX_TALKERS ( 119 ) // Hardcoded
- // 120..129 reserved for hardcoded values
- #define ST_NEXT_CRTYPE ( 130 )
- #define ST_NEXT_REPLICATION_MAP ( 131 )
- #define ST_NEXT_REPLICATION_ENTIRE ( 132 )
- #define ST_TACTIC ( 133 )
- #define ST_POSITION ( 134 )
- // 133..149
- #ifdef PLAYERS_3D
- // Initial values of animation 3d layers
- # define ST_ANIM3D_LAYERS ( 150 ) // Hardcoded
- // 150..179 reserved for 30 layers
- #endif
- // 180..199
- // / Skills
- #define SKILL_BEGIN ( __SkillBegin )
- #define SKILL_END ( __SkillEnd )
- #define SKILL_COUNT ( SKILL_END - SKILL_BEGIN + 1 )
- #define MAX_SKILL_VAL ( __SkillMaxValue )
- #define SK_SMALL_GUNS ( 200 )
- #define SK_BIG_GUNS ( 201 )
- #define SK_ENERGY_WEAPONS ( 202 )
- #define SK_UNARMED ( 203 ) // Hardcoded
- #define SK_THROWING ( 204 )
- #define SK_TACTICAL ( 205 )
- #define SK_FIRST_AID ( 206 ) // Hardcoded
- #define SK_DOCTOR ( 207 ) // Hardcoded
- #define SK_SNEAK ( 208 ) // Hardcoded
- #define SK_LOCKPICK ( 209 ) // Hardcoded
- #define SK_STEAL ( 210 ) // Hardcoded
- #define SK_TRAPS ( 211 ) // Hardcoded
- #define SK_SCIENCE ( 212 ) // Hardcoded
- #define SK_REPAIR ( 213 ) // Hardcoded
- #define SK_SPEECH ( 214 ) // Hardcoded
- #define SK_BARTER ( 215 ) // Hardcoded
- #define SK_GAMBLING ( 216 )
- #define SK_OUTDOORSMAN ( 217 )
- // 218..225
- // / Tag skills
- #define TAG_SKILL1 ( 226 ) // Hardcoded
- #define TAG_SKILL2 ( 227 ) // Hardcoded
- #define TAG_SKILL3 ( 228 ) // Hardcoded
- #define TAG_SKILL4 ( 229 ) // Hardcoded
- // / Timeouts
- #define TIMEOUT_BEGIN ( __TimeoutBegin )
- #define TIMEOUT_END ( __TimeoutEnd )
- #define TIMEOUT_COUNT ( TIMEOUT_END - TIMEOUT_BEGIN + 1 )
- #define TO_SK_FIRST_AID ( 230 )
- #define TO_SK_DOCTOR ( 231 )
- #define TO_SK_REPAIR ( 232 ) // Hardcoded
- #define TO_SK_SCIENCE ( 233 ) // Hardcoded
- #define TO_SK_LOCKPICK ( 234 )
- #define TO_SK_STEAL ( 235 )
- #define TO_SK_OUTDOORSMAN ( 236 )
- #define TO_OBSERVE ( 237 )
- #define TO_BATTLE ( 238 ) // Hardcoded
- #define TO_TRANSFER ( 239 ) // Hardcoded
- #define TO_REMOVE_FROM_GAME ( 240 ) // Hardcoded
- #define TO_REPLICATION ( 241 )
- #define TO_KARMA_VOTING ( 242 ) // Hardcoded
- #define TO_SNEAK ( 243 )
- #define TO_HEALING ( 244 )
- // 245..247
- #define TO_STEALING ( 248 )
- #define TO_AGGRESSOR ( 249 )
- // 250..259
- // / Kills
- // Reserved 260..299 (BT_MEN..BT_GIANT_WASP)
- #define KILL_BEGIN ( __KillBegin )
- #define KILL_END ( __KillEnd )
- #define KILL_COUNT ( KILL_END - KILL_BEGIN + 1 )
- // 281..299
- // / Perks
- #define PERK_BEGIN ( __PerkBegin )
- #define PERK_END ( __PerkEnd )
- #define PERK_COUNT ( PERK_END - PERK_BEGIN + 1 )
- #define PE_BOOKWORM ( 300 ) // Todo
- #define PE_AWARENESS ( 301 )
- #define PE_BONUS_HTH_ATTACKS ( 302 )
- #define PE_BONUS_HTH_DAMAGE ( 303 )
- #define PE_BONUS_MOVE ( 304 )
- #define PE_BONUS_RANGED_DAMAGE ( 305 )
- #define PE_BONUS_RATE_OF_FIRE ( 306 )
- #define PE_EARLIER_SEQUENCE ( 307 )
- #define PE_FASTER_HEALING ( 308 )
- #define PE_MORE_CRITICALS ( 309 )
- #define PE_NIGHT_VISION ( 310 ) // Todo
- #define PE_PRESENCE ( 311 ) // Todo
- #define PE_RAD_RESISTANCE ( 312 )
- #define PE_TOUGHNESS ( 313 )
- #define PE_STRONG_BACK ( 314 )
- #define PE_SHARPSHOOTER ( 315 )
- #define PE_SILENT_RUNNING ( 316 ) // Hardcoded
- #define PE_SURVIVALIST ( 317 )
- #define PE_MASTER_TRADER ( 318 ) // Hardcoded
- #define PE_EDUCATED ( 319 )
- #define PE_HEALER ( 320 )
- #define PE_FORTUNE_FINDER ( 321 )
- #define PE_BETTER_CRITICALS ( 322 )
- #define PE_EMPATHY ( 323 ) // Todo
- #define PE_SLAYER ( 324 )
- #define PE_SNIPER ( 325 )
- #define PE_SILENT_DEATH ( 326 )
- #define PE_ACTION_BOY ( 327 )
- #define PE_MENTAL_BLOCK ( 328 ) // Todo
- #define PE_LIFEGIVER ( 329 )
- #define PE_DODGER ( 330 )
- #define PE_SNAKEATER ( 331 )
- #define PE_MR_FIXIT ( 332 )
- #define PE_MEDIC ( 333 )
- #define PE_MASTER_THIEF ( 334 )
- #define PE_SPEAKER ( 335 )
- #define PE_HEAVE_HO ( 336 )
- #define PE_FRIENDLY_FOE ( 337 ) // Todo
- #define PE_PICKPOCKET ( 338 )
- #define PE_GHOST ( 339 )
- #define PE_CULT_OF_PERSONALITY ( 340 ) // Todo
- #define PE_SCROUNGER ( 341 ) // Todo
- #define PE_EXPLORER ( 342 )
- #define PE_FLOWER_CHILD ( 343 ) // Todo
- #define PE_PATHFINDER ( 344 )
- #define PE_ANIMAL_FRIEND ( 345 ) // Todo
- #define PE_SCOUT ( 346 )
- #define PE_MYSTERIOUS_STRANGER ( 347 ) // Todo
- #define PE_RANGER ( 348 )
- #define PE_QUICK_POCKETS ( 349 ) // Hardcoded
- #define PE_SMOOTH_TALKER ( 350 ) // Hardcoded
- #define PE_SWIFT_LEARNER ( 351 )
- #define PE_TAG ( 352 ) // Todo
- #define PE_MUTATE ( 353 ) // Todo
- #define PE_CRITICAL_RESISTANCE ( 354 )
- // 354..379
- #define PE_ADRENALINE_RUSH ( 380 )
- #define PE_CAUTIOUS_NATURE ( 381 )
- #define PE_COMPREHENSION ( 382 )
- #define PE_DEMOLITION_EXPERT ( 383 )
- #define PE_GAMBLER ( 384 )
- #define PE_GAIN_STRENGTH ( 385 )
- #define PE_GAIN_PERCEPTION ( 386 )
- #define PE_GAIN_ENDURANCE ( 387 )
- #define PE_GAIN_CHARISMA ( 388 )
- #define PE_GAIN_INTELLIGENCE ( 389 )
- #define PE_GAIN_AGILITY ( 390 )
- #define PE_GAIN_LUCK ( 391 )
- #define PE_HARMLESS ( 392 )
- #define PE_HERE_AND_NOW ( 393 )
- #define PE_HTH_EVADE ( 394 )
- #define PE_KAMA_SUTRA_MASTER ( 395 )
- #define PE_KARMA_BEACON ( 396 )
- #define PE_LIGHT_STEP ( 397 )
- #define PE_LIVING_ANATOMY ( 398 )
- #define PE_MAGNETIC_PERSONALITY ( 399 )
- #define PE_NEGOTIATOR ( 400 )
- #define PE_PACK_RAT ( 401 )
- #define PE_PYROMANIAC ( 402 )
- #define PE_QUICK_RECOVERY ( 403 )
- #define PE_SALESMAN ( 404 )
- #define PE_STONEWALL ( 405 )
- #define PE_THIEF ( 406 )
- #define PE_WEAPON_HANDLING ( 407 )
- #define PE_VAULT_CITY_TRAINING ( 408 )
- #define PE_ALCOHOL_RAISED_HP ( 409 )
- #define PE_ALCOHOL_RAISED_HP_II ( 410 )
- #define PE_ALCOHOL_LOWERED_HP ( 411 )
- #define PE_ALCOHOL_LOWERED_HP_II ( 412 )
- #define PE_AUTODOC_RAISED_HP ( 413 )
- #define PE_AUTODOC_RAISED_HP_II ( 414 )
- #define PE_AUTODOC_LOWERED_HP ( 415 )
- #define PE_AUTODOC_LOWERED_HP_II ( 416 )
- #define PE_EXPERT_EXCREMENT ( 417 )
- // 418
- #define PE_JINXED_II ( 419 )
- #define PE_TERMINATOR ( 420 )
- // 421..429
- // Quest perks
- #define PE_GECKO_SKINNING ( 430 )
- #define PE_VAULT_CITY_INOCULATIONS ( 431 )
- #define PE_DERMAL_IMPACT ( 432 )
- #define PE_DERMAL_IMPACT_ENH ( 433 )
- #define PE_PHOENIX_IMPLANTS ( 434 )
- #define PE_PHOENIX_IMPLANTS_ENH ( 435 )
- #define PE_NCR_PERCEPTION ( 436 )
- #define PE_NCR_ENDURANCE ( 437 )
- #define PE_NCR_BARTER ( 438 )
- #define PE_NCR_REPAIR ( 439 )
- #define PE_VAMPIRE_ACCURACY ( 440 )
- #define PE_VAMPIRE_REGENERATION ( 441 )
- // 442..469
- // / Addictions
- #define ADDICTION_BEGIN ( __AddictionBegin )
- #define ADDICTION_END ( __AddictionEnd )
- #define ADDICTION_COUNT ( ADDICTION_END - ADDICTION_BEGIN + 1 )
- #define ADDICTION_NUKA_COLA ( 470 )
- #define ADDICTION_BUFFOUT ( 471 )
- #define ADDICTION_MENTATS ( 472 )
- #define ADDICTION_PSYCHO ( 473 )
- #define ADDICTION_RADAWAY ( 474 )
- #define ADDICTION_JET ( 475 )
- #define ADDICTION_TRAGIC ( 476 )
- // 376..379
- // / Karma perks
- #define KARMA_BEGIN ( __KarmaBegin )
- #define KARMA_END ( __KarmaEnd )
- #define KARMA_COUNT ( KARMA_END - KARMA_BEGIN + 1 )
- #define KARMA_BERSERKER ( 480 )
- #define KARMA_CHAMPION ( 481 )
- #define KARMA_CHILDKILLER ( 482 )
- #define KARMA_SEXPERT ( 483 )
- #define KARMA_PRIZEFIGHTER ( 484 )
- #define KARMA_GIGOLO ( 485 )
- #define KARMA_GRAVE_DIGGER ( 486 )
- #define KARMA_MARRIED ( 487 )
- #define KARMA_PORN_STAR ( 488 )
- #define KARMA_SLAVER ( 489 )
- #define KARMA_VIRGIN_WASTES ( 490 )
- #define KARMA_MAN_SALVATORE ( 491 )
- #define KARMA_MAN_BISHOP ( 492 )
- #define KARMA_MAN_MORDINO ( 493 )
- #define KARMA_MAN_WRIGHT ( 494 )
- #define KARMA_SEPARATED ( 495 )
- #define KARMA_PEDOBEAR ( 496 )
- #define KARMA_VC_GUARDSMAN ( 497 )
- // 498..499
- // / Damages
- #define DAMAGE_BEGIN ( __DamageBegin )
- #define DAMAGE_END ( __DamageEnd )
- #define DAMAGE_COUNT ( DAMAGE_END - DAMAGE_BEGIN + 1 )
- #define DAMAGE_POISONED ( 500 ) // Hardcoded
- #define DAMAGE_RADIATED ( 501 ) // Hardcoded
- #define DAMAGE_EYE ( 502 )
- #define DAMAGE_RIGHT_ARM ( 503 ) // Hardcoded
- #define DAMAGE_LEFT_ARM ( 504 ) // Hardcoded
- #define DAMAGE_RIGHT_LEG ( 505 ) // Hardcoded
- #define DAMAGE_LEFT_LEG ( 506 ) // Hardcoded
- // 507..509
- // / Modes
- #define MODE_BEGIN ( 510 )
- #define MODE_END ( 549 )
- #define MODE_COUNT ( MODE_END - MODE_BEGIN + 1 )
- #define MODE_HIDE ( 510 ) // Ńîńňî˙íčĺ ńęđűňíîńňč Hardcoded
- #define MODE_NO_STEAL ( 511 ) // Íĺëüç˙ îáâîđîâŕňü Hardcoded
- #define MODE_NO_BARTER ( 512 ) // Íĺëüç˙ ňîăîâŕňü Hardcoded
- #define MODE_NO_ENEMY_STACK ( 513 ) // Íďö íĺ çŕďîěčíŕĺň âđŕăîâ Hardcoded
- #define MODE_NO_PVP ( 514 ) // Çŕďđĺůŕĺň ĎâĎ äë˙ čăđîęŕ Hardcoded
- #define MODE_END_COMBAT ( 515 ) // Ńîăëŕńĺí ëč čăđîę çŕęîí÷čňü ďîřŕăîâűé áîé Hardcoded
- #define MODE_DEFAULT_COMBAT ( 516 ) // Đĺćčě áî˙ ďî-óěîë÷ŕíčţ Hardcoded
- #define MODE_NO_HOME ( 517 ) // Íďö íĺ âîçâđŕůŕĺňń˙ â äîěŕříţţ ďîçčöčţ ŕâňîěŕňč÷ĺńęč Hardcoded
- #define MODE_GECK ( 518 ) // Ëîęŕöč˙ íĺ óäŕë˙ĺňń˙ ďđč íŕëč÷čč ňŕęîăî íďö Hardcoded
- #define MODE_NO_FAVORITE_ITEM ( 519 ) // Đĺćčě óńňŕíîâęč čňĺěîâ ďî-óěîë÷ŕíčţ Hardcoded
- #define MODE_NO_ITEM_GARBAGER ( 520 ) // Čňĺěű íĺ óäŕë˙ţňń˙ äâčćęîě Hardcoded
- #define MODE_DLG_SCRIPT_BARTER ( 521 ) // Âîçěîćíî ňîđăîâŕňü ďđč ŕęňčâíîě ńęđčďňĺ íŕ äčŕëîăĺ Hardcoded
- #define MODE_UNLIMITED_AMMO ( 522 ) // Áĺńęîíĺ÷íűĺ ďŕňđîíű Hardcoded
- #define MODE_NO_DROP ( 523 ) // Íĺëüç˙ ńáđŕńűâŕňü ďđĺäěĺňű
- #define MODE_NO_LOOSE_LIMBS ( 524 ) // Íĺ ěîćĺň ňĺđ˙ňü ęîíĺ÷íîńňč
- #define MODE_DEAD_AGES ( 525 ) // ̸đňâîĺ ňĺëî íĺ čń÷ĺçŕĺň
- #define MODE_NO_HEAL ( 526 ) // Ďîâđĺćäĺíč˙ íĺ čçëĺ÷čâŕţňń˙ ń ňĺ÷ĺíčĺě âđĺěĺíč
- #define MODE_INVULNERABLE ( 527 ) // Íĺó˙çâčěűé Hardcoded
- #define MODE_NO_FLATTEN ( 528 ) // Íĺ ďîěĺůŕňü ňđóď íŕ çŕäíčé ďëŕí ďîńëĺ ńěĺđňč Hardcoded
- #define MODE_SPECIAL_DEAD ( 529 ) // Ĺńňü îńîáűé âčä ńěĺđňč
- #define MODE_RANGE_HTH ( 530 ) // Âîçěîćíŕ đóęîďŕříŕ˙ ŕňŕęŕ íŕ đŕńńňî˙íčč Hardcoded
- #define MODE_NO_KNOCK ( 531 ) // Íĺ ěîćĺň áűňü ńáčň ń íîă
- #define MODE_NO_LOOT ( 532 ) // Íĺëüç˙ ëóňŕňü Hardcoded
- #define MODE_NO_SUPPLY ( 533 ) // Íĺ ďđčőîä˙ň îőîňíčęč çŕ ăîëîâŕěč ďđč ńěĺđňč íďö
- #define MODE_NO_KARMA_ON_KILL ( 534 ) // Ďđč ńěĺđňč íĺ ďđîčçâîäčňń˙ ďĺđĺđŕń÷ĺňŕ ęŕđěű čăđîęŕ-óáčéöű
- #define MODE_BARTER_ONLY_CASH ( 535 ) // Ďđč áŕđňĺđĺ íďö ďđčíčěŕĺň îďëŕňó ňîëüęî íŕëč÷íűěč
- #define MODE_NO_PUSH ( 536 ) // Can't be pushed Hardcoded
- #define MODE_NO_UNARMED ( 537 ) // Not have unarmed attacks Hardcoded
- #define MODE_NO_AIM ( 538 ) // Critter can't do aim attacks Hardcoded
- #define MODE_NO_WALK ( 539 ) // Critter can't walk Hardcoded
- #define MODE_NO_RUN ( 540 ) // Critter can't run Hardcoded
- #define MODE_NO_TALK ( 541 ) // Npc can't talk Hardcoded
- // 542..549
- // / Traits
- #define TRAIT_BEGIN ( __TraitBegin )
- #define TRAIT_END ( __TraitEnd )
- #define TRAIT_COUNT ( TRAIT_END - TRAIT_BEGIN + 1 )
- #define TRAIT_FAST_METABOLISM ( 550 )
- #define TRAIT_BRUISER ( 551 )
- #define TRAIT_SMALL_FRAME ( 552 )
- #define TRAIT_ONE_HANDER ( 553 )
- #define TRAIT_FINESSE ( 554 )
- #define TRAIT_STRATEGIST ( 555 )
- #define TRAIT_HEAVY_HANDED ( 556 )
- #define TRAIT_FAST_SHOT ( 557 )
- #define TRAIT_BLOODY_MESS ( 558 )
- #define TRAIT_JINXED ( 559 )
- #define TRAIT_GOOD_NATURED ( 560 )
- #define TRAIT_CHEM_RELIANT ( 561 )
- #define TRAIT_CHEM_RESISTANT ( 562 )
- #define TRAIT_TRAVELER ( 563 )
- #define TRAIT_SKILLED ( 564 )
- #define TRAIT_NIGHT_PERSON ( 565 )
- // #define TRAIT_GIFTED (566)