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Gothic 2 + NotR in limba romana: Need a Team
#5
Cum am mai zis la modding intrebati-va si va ajut ma pricep intr-o oarecare masura!

Uitati cum arata un script acesta este scriptul lui Onar....

Code:
instance DIA_Onar_EXIT(C_Info)
{
    npc = Bau_900_Onar;
    nr = 999;
    condition = DIA_Onar_EXIT_Condition;
    information = DIA_Onar_EXIT_Info;
    permanent = TRUE;
    description = Dialog_Ende;
};


func int DIA_Onar_EXIT_Condition()
{
    return TRUE;
};

func void DIA_Onar_EXIT_Info()
{
    AI_StopProcessInfos(self);
};


instance DIA_Onar_Hallo(C_Info)
{
    npc = Bau_900_Onar;
    nr = 1;
    condition = DIA_Onar_Hallo_Condition;
    information = DIA_Onar_Hallo_Info;
    permanent = FALSE;
    important = TRUE;
};


func int DIA_Onar_Hallo_Condition()
{
    if((self.aivar[AIV_TalkedToPlayer] == FALSE) && Npc_IsInState(self,ZS_Talk))
    {
        return TRUE;
    };
};

func void DIA_Onar_Hallo_Info()
{
    AI_Output(self,other,"DIA_Onar_Hallo_14_00");    //Who let you in here?!
    AI_Output(self,other,"DIA_Onar_Hallo_14_01");    //What are you doing here on my farm?!
};


instance DIA_Onar_PERM(C_Info)
{
    npc = Bau_900_Onar;
    nr = 1;
    condition = DIA_Onar_PERM_Condition;
    information = DIA_Onar_PERM_Info;
    permanent = TRUE;
    description = "Everything all right here on the farm?";
};


func int DIA_Onar_PERM_Condition()
{
    return TRUE;
};

func void DIA_Onar_PERM_Info()
{
    AI_Output(other,self,"DIA_Onar_PERM_15_00");    //Everything all right here on the farm?
    if(other.guild == GIL_NONE)
    {
        AI_Output(self,other,"DIA_Onar_PERM_14_01");    //I don't see how that's any of your business. You don't belong on the farm!
    };
    if(other.guild == GIL_SLD)
    {
        AI_Output(self,other,"DIA_Onar_PERM_14_02");    //I certainly hope so! That's what I'm paying you for after all!
        AI_Output(self,other,"DIA_Onar_PERM_14_03");    //You had better go to Torlof and ask him if he has work for you.
    };
    if(other.guild == GIL_DJG)
    {
        AI_Output(self,other,"DIA_Onar_PERM_14_04");    //Yeah, sure. You just go and hunt your dragons.
    };
    if((other.guild == GIL_NOV) || (other.guild == GIL_KDF))
    {
        AI_Output(self,other,"DIA_Onar_PERM_14_05");    //You sanctimonious bastards from the monastery aren't welcome here!
    };
    if((other.guild == GIL_MIL) || (other.guild == GIL_PAL))
    {
        AI_Output(self,other,"DIA_Onar_PERM_14_06");    //Our hospitality does not extend to the troops of the king.
    };
};


instance DIA_Onar_Work(C_Info)
{
    npc = Bau_900_Onar;
    nr = 2;
    condition = DIA_Onar_Work_Condition;
    information = DIA_Onar_Work_Info;
    permanent = FALSE;
    description = "I want to work for you!";
};


func int DIA_Onar_Work_Condition()
{
    if(Lee_SendToOnar == FALSE)
    {
        return TRUE;
    };
};

func void DIA_Onar_Work_Info()
{
    AI_Output(other,self,"DIA_Onar_Work_15_00");    //I want to work for you!
    AI_Output(self,other,"DIA_Onar_Work_14_01");    //I don't need a farmhand right now.
    AI_Output(self,other,"DIA_Onar_Work_14_02");    //My people see to everything else.
    AI_Output(self,other,"DIA_Onar_Work_14_03");    //You have no business here in the house, so get out!
};


instance DIA_Onar_WorkAsSld(C_Info)
{
    npc = Bau_900_Onar;
    nr = 2;
    condition = DIA_Onar_WorkAsSld_Condition;
    information = DIA_Onar_WorkAsSld_Info;
    permanent = FALSE;
    description = "I want to work here as a mercenary!";
};


func int DIA_Onar_WorkAsSld_Condition()
{
    if((Lee_SendToOnar == FALSE) && (Onar_WegenSldWerden == FALSE) && Npc_KnowsInfo(other,DIA_Onar_Work))
    {
        return TRUE;
    };
};

func void DIA_Onar_WorkAsSld_Info()
{
    AI_Output(other,self,"DIA_Onar_WorkAsSld_15_00");    //I want to work here as a mercenary!
    AI_Output(self,other,"DIA_Onar_WorkAsSld_14_01");    //You? A mercenary? Don't make me laugh! If you were any good as a mercenary, Lee would have told me about you.
    AI_Output(self,other,"DIA_Onar_WorkAsSld_14_02");    //Now get yourself out of here, pronto!
    Onar_WegenSldWerden = TRUE;
};


instance DIA_Onar_Aufstand(C_Info)
{
    npc = Bau_900_Onar;
    nr = 3;
    condition = DIA_Onar_Aufstand_Condition;
    information = DIA_Onar_Aufstand_Info;
    permanent = FALSE;
    description = "You're revolting against the city, or so I've heard?";
};


func int DIA_Onar_Aufstand_Condition()
{
    return TRUE;
};

func void DIA_Onar_Aufstand_Info()
{
    AI_Output(other,self,"DIA_Onar_Aufstand_15_00");    //You're revolting against the city, or so I've heard?
    AI_Output(self,other,"DIA_Onar_Aufstand_14_01");    //Now listen up. I inherited this farm and this land from my father.
    AI_Output(self,other,"DIA_Onar_Aufstand_14_02");    //And he inherited it from HIS father.
    AI_Output(self,other,"DIA_Onar_Aufstand_14_03");    //I'm not going to allow that greedy imbecile of a king to make off with all that just in order to feed his useless armies.
    AI_Output(self,other,"DIA_Onar_Aufstand_14_04");    //The war with the orcs has been going on forever. And where do we stand? On the edge of defeat.
    AI_Output(self,other,"DIA_Onar_Aufstand_14_05");    //No - I prefer to defend my farm myself! The money that I save this way can pay for my own army.
};


instance DIA_Onar_WegenPepe(C_Info)
{
    npc = Bau_900_Onar;
    nr = 4;
    condition = DIA_Onar_WegenPepe_Condition;
    information = DIA_Onar_WegenPepe_Info;
    permanent = FALSE;
    description = "Thanks to Bullco, you now have a few sheep less.";
};


func int DIA_Onar_WegenPepe_Condition()
{
    if(MIS_Pepe_KillWolves == LOG_SUCCESS)
    {
        return TRUE;
    };
};

func void DIA_Onar_WegenPepe_Info()
{
    AI_Output(other,self,"DIA_Onar_WegenPepe_15_00");    //Thanks to Bullco, you now have a few sheep less.
    AI_Output(self,other,"DIA_Onar_WegenPepe_14_01");    //What are you talking about? Who is Bullco?
    AI_Output(other,self,"DIA_Onar_WegenPepe_15_02");    //One of the mercenaries.
    AI_Output(self,other,"DIA_Onar_WegenPepe_14_03");    //How would that interest me? If he's been after my sheep, he'll have to answer to Lee.
    AI_Output(self,other,"DIA_Onar_WegenPepe_14_04");    //So why are you bugging me with such trivial details?
    Onar_WegenPepe = TRUE;
};


instance DIA_Onar_WegenSekob(C_Info)
{
    npc = Bau_900_Onar;
    nr = 5;
    condition = DIA_Onar_WegenSekob_Condition;
    information = DIA_Onar_WegenSekob_Info;
    permanent = FALSE;
    description = "I've come about Sekob's rent ...";
};


func int DIA_Onar_WegenSekob_Condition()
{
    if(MIS_Sekob_RedeMitOnar == LOG_Running)
    {
        return TRUE;
    };
};

func void DIA_Onar_WegenSekob_Info()
{
    AI_Output(other,self,"DIA_Onar_WegenSekob_15_00");    //I've come about Sekob's rent ...
    if((other.guild == GIL_SLD) || (other.guild == GIL_DJG))
    {
        AI_Output(self,other,"DIA_Onar_WegenSekob_14_01");    //What the hell do you want here? Take the money to Torlof.
    }
    else
    {
        AI_Output(self,other,"DIA_Onar_WegenSekob_14_02");    //How the devil would that be YOUR business?
        AI_Output(other,self,"DIA_Onar_WegenSekob_15_03");    //I want to become a mercenary. Collecting the rent is my test.
        Onar_WegenSldWerden = TRUE;
    };
    AI_Output(other,self,"DIA_Onar_WegenSekob_15_04");    //But Sekob has no money. I even beat him up.
    AI_Output(other,self,"DIA_Onar_WegenSekob_15_05");    //He said it was because of the poor harvest ...
    AI_Output(self,other,"DIA_Onar_WegenSekob_14_06");    //(yelling) You nitwit! Did you think he just carries that money around? He's hidden it somewhere!
    AI_Output(self,other,"DIA_Onar_WegenSekob_14_07");    //Do you know how much rain we have here? Bad harvest my ass.
    AI_Output(self,other,"DIA_Onar_WegenSekob_14_08");    //Go and beat that money out of him somehow.
    Onar_WegenSekob = TRUE;
};


instance DIA_Onar_LeeSentMe(C_Info)
{
    npc = Bau_900_Onar;
    nr = 6;
    condition = DIA_Onar_LeeSentMe_Condition;
    information = DIA_Onar_LeeSentMe_Info;
    permanent = FALSE;
    description = "Lee sent me. I want to work here as a mercenary!";
};


func int DIA_Onar_LeeSentMe_Condition()
{
    if((Lee_SendToOnar == TRUE) && (other.guild == GIL_NONE))
    {
        return TRUE;
    };
};

func void DIA_Onar_LeeSentMe_Info()
{
    AI_Output(other,self,"DIA_Onar_LeeSentMe_15_00");    //Lee sent me. I want to work here as a mercenary!
    AI_Output(self,other,"DIA_Onar_LeeSentMe_14_01");    //He has already talked to me.
    if(Onar_WegenSldWerden == TRUE)
    {
        AI_Output(self,other,"DIA_Onar_LeeSentMe_14_02");    //I already didn't think much of you the first time you asked me.
        AI_Output(self,other,"DIA_Onar_LeeSentMe_14_03");    //But if Lee thinks you'll do, then I'm willing to give you a chance.
    };
    AI_Output(self,other,"DIA_Onar_LeeSentMe_14_04");    //He's the one responsible for you. So, suit yourself.
    AI_Output(self,other,"DIA_Onar_LeeSentMe_14_05");    //But no fooling around here! Leave the farmers and the maids alone and, above all, don't nab anything, capisce?
    AI_Output(self,other,"DIA_Onar_LeeSentMe_14_06");    //For everything else, talk to Lee.
    AI_Output(self,other,"DIA_Onar_LeeSentMe_14_07");    //All WE need to discuss now is your pay.
    Onar_Approved = TRUE;
    B_LogEntry(TOPIC_BecomeSLD,"Onar has given me his approval. Now nothing can stop me joining the mercenaries.");
};


var int Onar_SOLD_Day;
var int Onar_SOLD_XP;

instance DIA_Onar_HowMuch(C_Info)
{
    npc = Bau_900_Onar;
    nr = 7;
    condition = DIA_Onar_HowMuch_Condition;
    information = DIA_Onar_HowMuch_Info;
    permanent = FALSE;
    description = "So how about my pay?";
};


func int DIA_Onar_HowMuch_Condition()
{
    if(Onar_Approved == TRUE)
    {
        return TRUE;
    };
};

func void DIA_Onar_HowMuch_Info()
{
    AI_Output(other,self,"DIA_Onar_HowMuch_15_00");    //So how about my pay?
    AI_Output(self,other,"DIA_Onar_HowMuch_14_01");    //Well, let's see ...
    SOLD = 50;
    if(Onar_WegenSldWerden == TRUE)
    {
        AI_Output(self,other,"DIA_Onar_HowMuch_14_02");    //I don't think too much of you.
    };
    if(Onar_WegenSekob == TRUE)
    {
        AI_Output(self,other,"DIA_Onar_HowMuch_14_03");    //You're not the sharpest knife in the drawer. That's obvious from that thing with Sekob.
        SOLD = SOLD - 10;
    };
    if((ABSOLUTIONLEVEL_Farm > 1) || ((B_GetGreatestPetzCrime(self) > CRIME_NONE) && (ABSOLUTIONLEVEL_Farm > 0)))
    {
        AI_Output(self,other,"DIA_Onar_HowMuch_14_04");    //You've already caused trouble here on the farm more than once.
        SOLD = SOLD - 10;
    };
    if((Onar_WegenPepe == TRUE) && ((Onar_WegenSekob == TRUE) || (Onar_WegenSldWerden == TRUE)))
    {
        AI_Output(self,other,"DIA_Onar_HowMuch_14_05");    //And you're constantly after me with all kinds of bullshit.
        SOLD = SOLD - 10;
    };
    AI_Output(self,other,"DIA_Onar_HowMuch_14_06");    //Let me think ...
    B_Say_Gold(self,other,SOLD);
    Onar_SOLD_Day = Wld_GetDay();
    Onar_SOLD_XP = other.exp;
    AI_Output(self,other,"DIA_Onar_HowMuch_14_07");    //What do you say?
    Info_ClearChoices(DIA_Onar_HowMuch);
    Info_AddChoice(DIA_Onar_HowMuch,"Sounds all right!",DIA_Onar_HowMuch_Ok);
    Info_AddChoice(DIA_Onar_HowMuch,"That's not a whole lot ...",DIA_Onar_HowMuch_More);
    Info_AddChoice(DIA_Onar_HowMuch,"Per day?",DIA_Onar_HowMuch_PerDay);
};

func void DIA_Onar_HowMuch_PerDay()
{
    AI_Output(other,self,"DIA_Onar_HowMuch_PerDay_15_00");    //Per day?
    AI_Output(self,other,"DIA_Onar_HowMuch_PerDay_14_01");    //What did you think? Per week? You're really none too bright.
    AI_Output(self,other,"DIA_Onar_HowMuch_PerDay_14_02");    //So move your butt over here and come get your money.
    AI_Output(self,other,"DIA_Onar_HowMuch_PerDay_14_03");    //I'm not going to carry it after you.
};

func void DIA_Onar_HowMuch_More()
{
    AI_Output(other,self,"DIA_Onar_HowMuch_More_15_00");    //That's not a whole lot ...
    AI_Output(self,other,"DIA_Onar_HowMuch_More_14_01");    //Of course, you're welcome to work for me for free instead.
    AI_Output(self,other,"DIA_Onar_HowMuch_More_14_02");    //Anyway, this is all you'll get!
    Log_CreateTopic(Topic_Bonus,LOG_NOTE);
    B_LogEntry(Topic_Bonus,"I can collect my pay from Onar every day.");
    Info_ClearChoices(DIA_Onar_HowMuch);
};

func void DIA_Onar_HowMuch_Ok()
{
    AI_Output(other,self,"DIA_Onar_HowMuch_Ok_15_00");    //Sounds all right!
    AI_Output(self,other,"DIA_Onar_HowMuch_Ok_14_01");    //I think so too. Now go see Lee.
    Log_CreateTopic(Topic_Bonus,LOG_NOTE);
    B_LogEntry(Topic_Bonus,"I can collect my pay from Onar every day.");
    Info_ClearChoices(DIA_Onar_HowMuch);
};


instance DIA_Onar_CollectGold(C_Info)
{
    npc = Bau_900_Onar;
    nr = 8;
    condition = DIA_Onar_CollectGold_Condition;
    information = DIA_Onar_CollectGold_Info;
    permanent = TRUE;
    description = "Pay me my wages!";
};


func int DIA_Onar_CollectGold_Condition()
{
    if(Npc_KnowsInfo(other,DIA_Onar_HowMuch) && ((other.guild == GIL_SLD) || (other.guild == GIL_DJG)))
    {
        return TRUE;
    };
};

func void DIA_Onar_CollectGold_Info()
{
    AI_Output(other,self,"DIA_Onar_CollectGold_15_00");    //Pay me my wages!
    if(other.guild == GIL_DJG)
    {
        AI_Output(self,other,"DIA_Onar_CollectGold_14_01");    //I pay for mercenaries, not dragon hunters.
    }
    else if(Torlof_TheOtherMission_TooLate == TRUE)
    {
        AI_Output(self,other,"DIA_Onar_CollectGold_14_02");    //You don't take care of the assignments given to you!
        AI_Output(self,other,"DIA_Onar_CollectGold_14_03");    //I have asked Torlof how you're doing. And he says that it takes you forever to complete a job.
        AI_Output(self,other,"DIA_Onar_CollectGold_14_04");    //I don't waste money on layabouts.
        AI_Output(self,other,"DIA_Onar_CollectGold_14_05");    //You'll go a few weeks without pay for now! Maybe you'll learn your lesson then.
    }
    else if(B_GetGreatestPetzCrime(self) > CRIME_NONE)
    {
        AI_Output(self,other,"DIA_Onar_CollectGold_14_06");    //I've heard that you messed up. First go to Lee and settle the matter.
    }
    else if(Wld_GetDay() <= Onar_SOLD_Day)
    {
        AI_Output(self,other,"DIA_Onar_CollectGold_14_07");    //Are you out of your mind?
        AI_Output(self,other,"DIA_Onar_CollectGold_14_08");    //First work for me for a day. You'll get your next pay tomorrow then.
    }
    else if((Wld_GetDay() - 2) >= Onar_SOLD_Day)
    {
        if((Wld_GetDay() - 2) == Onar_SOLD_Day)
        {
            AI_Output(self,other,"DIA_Onar_CollectGold_14_09");    //Where were you yesterday?
        }
        else
        {
            AI_Output(self,other,"DIA_Onar_CollectGold_14_10");    //Where have you been for the last couple of days?
        };
        AI_Output(self,other,"DIA_Onar_CollectGold_14_11");    //You never showed up here.
        AI_Output(self,other,"DIA_Onar_CollectGold_14_12");    //Who knows where you've been hanging out.
        Onar_SOLD_Day = Wld_GetDay();
        Onar_SOLD_XP = other.exp;
    }
    else
    {
        if(other.exp > (Onar_SOLD_XP + 200))
        {
            AI_Output(self,other,"DIA_Onar_CollectGold_14_13");    //(contritely) Oh well. Here's your pay.
            B_GiveInvItems(self,other,ItMi_Gold,SOLD);
            B_Say_Gold(self,other,SOLD);
        }
        else
        {
            AI_Output(self,other,"DIA_Onar_CollectGold_14_14");    //What? You've done nothing but hang around all day when you didn't sleep!
            AI_Output(self,other,"DIA_Onar_CollectGold_14_15");    //I'm not paying you for that!
        };
        Onar_SOLD_Day = Wld_GetDay();
        Onar_SOLD_XP = other.exp;
    };
};


instance DIA_Onar_MariaGold(C_Info)
{
    npc = Bau_900_Onar;
    nr = 9;
    condition = DIA_Onar_MariaGold_Condition;
    information = DIA_Onar_MariaGold_Info;
    permanent = FALSE;
    description = "Maria thinks that I'm not getting enough.";
};


func int DIA_Onar_MariaGold_Condition()
{
    if(Maria_MehrGold == TRUE)
    {
        return TRUE;
    };
};

func void DIA_Onar_MariaGold_Info()
{
    AI_Output(other,self,"DIA_Onar_MariaGold_15_00");    //Maria thinks that I'm not getting enough.
    AI_Output(self,other,"DIA_Onar_MariaGold_14_01");    //What?
    AI_Output(other,self,"DIA_Onar_MariaGold_15_02");    //She said you should pay me better.
    AI_Output(self,other,"DIA_Onar_MariaGold_14_03");    //(griping) That woman has to stick her nose into everything.
    AI_Output(self,other,"DIA_Onar_MariaGold_14_04");    //Did she say how much?
    AI_Output(other,self,"DIA_Onar_MariaGold_15_05");    //No.
    AI_Output(self,other,"DIA_Onar_MariaGold_14_06");    //All right, beginning with your next pay you'll get an extra 10 gold pieces.
    AI_Output(self,other,"DIA_Onar_MariaGold_14_07");    //But not a coin more, understood?
    SOLD = SOLD + 10;
};


var int Onar_SellSheep;

instance DIA_Onar_WannaSheep(C_Info)
{
    npc = Bau_900_Onar;
    nr = 10;
    condition = DIA_Onar_WannaSheep_Condition;
    information = DIA_Onar_WannaSheep_Info;
    permanent = TRUE;
    description = "I want to buy a sheep!";
};


func int DIA_Onar_WannaSheep_Condition()
{
    if(Onar_SellSheep == FALSE)
    {
        return TRUE;
    };
};

func void DIA_Onar_WannaSheep_Info()
{
    AI_Output(other,self,"DIA_Onar_WannaSheep_15_00");    //I want to buy a sheep!
    AI_Output(self,other,"DIA_Onar_WannaSheep_14_01");    //What are you doing here then? See a sheep anywhere?
    AI_Output(other,self,"DIA_Onar_WannaSheep_15_02");    //I ...
    AI_Output(self,other,"DIA_Onar_WannaSheep_14_03");    //If you want to buy a sheep, go out the pasture. It's to the right of my house.
    AI_Output(self,other,"DIA_Onar_WannaSheep_14_04");    //Have Pepe sell you one.
    if(Npc_IsDead(Pepe))
    {
        AI_Output(other,self,"DIA_Onar_WannaSheep_15_05");    //Pepe is dead, I'm afraid.
        AI_Output(self,other,"DIA_Onar_WannaSheep_14_06");    //Oh! In that case... leave 200 gold pieces here with me, and go get yourself a sheep from the pasture.
        Onar_SellSheep = TRUE;
    };
};


instance DIA_Onar_BuyLiesel(C_Info)
{
    npc = Bau_900_Onar;
    nr = 10;
    condition = DIA_Onar_BuyLiesel_Condition;
    information = DIA_Onar_BuyLiesel_Info;
    permanent = TRUE;
    description = "Here you are, 200 gold pieces. Give me a sheep.";
};


func int DIA_Onar_BuyLiesel_Condition()
{
    if(Onar_SellSheep == TRUE)
    {
        return TRUE;
    };
};

func void DIA_Onar_BuyLiesel_Info()
{
    AI_Output(other,self,"DIA_Onar_BuyLiesel_15_00");    //Here you are, 200 gold pieces. Give me a sheep.
    if(B_GiveInvItems(other,self,ItMi_Gold,200))
    {
        AI_Output(self,other,"DIA_Onar_BuyLiesel_14_01");    //You can get yourself one from the pasture.
        AI_Output(self,other,"DIA_Onar_BuyLiesel_14_02");    //One or the other of those sheep is bound to follow you. Most of them answer to the name of Betsy.
        Wld_InsertNpc(Follow_Sheep,"NW_BIGFARM_SHEEP2_02");
        AI_StopProcessInfos(self);
    }
    else
    {
        AI_Output(self,other,"DIA_Onar_BuyLiesel_14_03");    //You don't even have that much gold. Don't waste my precious time.
    };
};

Se traduce doar ce e dupa '//' (fara ghilimele) si ce e intre ghilimele la description... se inlocuiesc cuvintele fara sa se stearga nici macar o litera din cod nici macar o virgula pentru ca apoi va da erori!


Messages In This Thread
RE: Gothic 2 + NotR in limba romana: Need a Team - by Raducu' - 05-09-2009, 11:16 PM

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