#define CHARACTER_NOTUSED_NAME "Noname" #define BASE_CHARACTER_ONE 0 #define BASE_CHARACTER_TWO 1 #define MORALE_MAX 99 #define MORALE_NORMAL 45 #define MORALE_MIN 0 #define MORALE_TABLE_SIZE 10 #define MORALET_TREACHEROUS 0 //Ужасная #define MORALET_AWFUL 1 //Отвратительная #define MORALET_LOW 2 //Плохая #define MORALET_POOR 3 //Низкая #define MORALET_NORMAL 4 //Средняя #define MORALET_ELATED 5 //Приподнятая #define MORALET_GOOD 6 //Хорошая #define MORALET_HIGH 7 //Высокая #define MORALET_EXCELLENT 8 //Отличная #define MORALET_HEROIC 9 //Героическая string MoraleTable[MORALE_TABLE_SIZE]; #define REPUTATION_MIN 1 #define REPUTATION_NEUTRAL 45 #define REPUTATION_MAX 89 #define REPUTATION_TABLE_SIZE 9 #define REPUTATIONT_HORROR 0 #define REPUTATIONT_BASTARD 1 #define REPUTATIONT_SWINDLER 2 #define REPUTATIONT_RASCAL 3 #define REPUTATIONT_NEUTRAL 4 #define REPUTATIONT_PLAIN 5 #define REPUTATIONT_GOOD 6 #define REPUTATIONT_VERYGOOD 7 #define REPUTATIONT_HERO 8 string ReputationTable[REPUTATION_TABLE_SIZE]; #define PASSENGERS_MAX 8 #define COMPANION_MAX 4 #define SKILL_MAX 10 #define SKILL_LEADERSHIP "Leadership" #define SKILL_FENCING "Fencing" #define SKILL_SAILING "Sailing" #define SKILL_ACCURACY "Accuracy" #define SKILL_CANNONS "Cannons" #define SKILL_GRAPPLING "Grappling" #define SKILL_REPAIR "Repair" #define SKILL_DEFENCE "Defence" #define SKILL_COMMERCE "Commerce" #define SKILL_SNEAK "Sneak" #define KILL_BY_BALL 1 #define KILL_BY_ABORDAGE 2 #define KILL_BY_SPY 3 #define KILL_BY_ISLAND 4 #define KILL_BY_TOUCH 5 #define FACETABLE_SIZE 32 object FaceDescribeTable[FACETABLE_SIZE];