object oPC = GetFirstPC();
SetCurrentToxinCapacity(100, oPC);
// Statystyki podstawowe i style walki
AddAbility("HeroStartingAbility", oPC);
AddAttackSequence("WitcherSteelStrong", "WitcherSteelSword", "Steel Sword Strong Active Parry", oPC);
AddAttackSequence("WitcherSteelFast", "WitcherSteelSword", "Steel Sword Fast Active Parry", oPC);
AddAttackSequence("WitcherSteelGroup", "WitcherSteelSword", "Steel Sword Group Active Dodge", oPC);
AddAttackSequence("WitcherSilverStrong", "WitcherSilverSword", "Silver Sword Strong Active Dodge", oPC);
AddAttackSequence("WitcherSilverFast", "WitcherSilverSword", "Silver Sword Fast Active Dodge", oPC);
AddAttackSequence("WitcherSilverGroup", "WitcherSilverSword", "Silver Sword Group Active Dodge", oPC);
AddAttackSequence("FistfightWitcher", "Fistfight", "Fistfight Active Dodge", oPC); // 6
AddSequenceAttack("FistfightWitcher", -1, ATTACK_SUBTYPE_NORMAL, "Fistfight level 1", oPC);
AddAttackSequence("ShortWeaponFast", "ShortWeapon", "ShortWeapon Active Dodge", oPC); // 7
AddSequenceAttack("ShortWeaponFast", -1, ATTACK_SUBTYPE_NORMAL, "ShortWeapon Normal", oPC);
AddAttackSequence("TwoHanded", "TwoHanded", "TwoHandedWeapon Active Dodge", oPC);
AddSequenceAttack("TwoHanded", -1, ATTACK_SUBTYPE_NORMAL, "WitcherTwoHanded", oPC);
AddAttackSequence("DaggerFast", "Dagger", "WitcherDagger Active Dodge", oPC);
AddSequenceAttack("DaggerFast", -1, ATTACK_SUBTYPE_NORMAL, "WitcherDagger", oPC);
// Przydzielone "talenty"
AddAbility("Strength1", oPC);
AddAbility("Strength1 Upgrade1", oPC);
AddAbility("Strength2", oPC);
AddAbility("Strength2 Upgrade1", oPC);
AddAbility("Strength2 Upgrade2", oPC);
AddAbility("Dexterity1", oPC);
AddAbility("Dexterity1 Upgrade1", oPC);
AddAbility("Dexterity2", oPC);
AddAbility("Dexterity2 Upgrade1", oPC);
AddAbility("Dexterity2 Upgrade2", oPC);
AddAbility("Endurance1", oPC);
AddAbility("Endurance2", oPC);
AddAbility("Endurance2 Upgrade1", oPC);
AddAbility("Endurance2 Upgrade2", oPC);
AddAbility("Endurance2 Upgrade3", oPC);
AddAbility("Intelligence1", oPC);
AddAbility("Intelligence1 Upgrade1", oPC);
AddAbility("Intelligence2", oPC);
AddAbility("Aard1", oPC);
AddAbility("Aard1 Powerup", oPC);
AddAbility("Aard1 Upgrade1", oPC);
AddAbility("Aard2", oPC);
AddAbility("Aard2 Powerup", oPC);
AddAbility("Aard2 Upgrade1", oPC);
AddAbility("Aard2 Upgrade2", oPC);
AddAbility("Axi1", oPC);
AddAbility("Axi1 Powerup", oPC);
AddAbility("Axi1 Upgrade1", oPC);
AddAbility("Axi2", oPC);
AddAbility("Axi2 Powerup", oPC);
AddAbility("Axi2 Upgrade1", oPC);
AddAbility("Axi2 Upgrade2", oPC);
AddAbility("Igni1", oPC);
AddAbility("Igni1 Powerup", oPC);
AddAbility("Igni1 Upgrade1", oPC);
AddAbility("Igni2", oPC);
AddAbility("Igni2 Powerup", oPC);
AddAbility("Igni2 Upgrade1", oPC);
AddAbility("Igni2 Upgrade2", oPC);
AddAbility("Quen1", oPC);
AddAbility("Quen1 Powerup", oPC);
AddAbility("Quen1 Upgrade1", oPC);
AddAbility("Quen2", oPC);
AddAbility("Quen2 Powerup", oPC);
AddAbility("Quen2 Upgrade1", oPC);
AddAbility("Quen2 Upgrade2", oPC);
AddAbility("Yrden1", oPC);
AddAbility("Yrden1 Powerup", oPC);
AddAbility("Yrden1 Upgrade1", oPC);
AddAbility("Yrden2", oPC);
AddAbility("Yrden2 Powerup", oPC);
AddAbility("Yrden2 Upgrade1", oPC);
AddAbility("Yrden2 Upgrade2", oPC);
AddAbility("StyleSteelStrong1", oPC);
AddAbility("StyleSteelStrong1 Upgrade1", oPC);
AddAbility("StyleSteelStrong1 Upgrade2", oPC);
AddAbility("StyleSteelStrong1 Upgrade3", oPC);
AddAbility("StyleSteelStrong2", oPC);
AddAbility("StyleSteelStrong2 Upgrade1", oPC);
AddAbility("StyleSteelStrong2 Upgrade2", oPC);
AddAbility("StyleSteelStrong2 Upgrade3", oPC);
AddAbility("StyleSteelStrong3", oPC);
AddAbility("StyleSteelFast1", oPC);
AddAbility("StyleSteelFast1 Upgrade1", oPC);
AddAbility("StyleSteelFast1 Upgrade2", oPC);
AddAbility("StyleSteelFast1 Upgrade3", oPC);
AddAbility("StyleSteelFast2", oPC);
AddAbility("StyleSteelFast2 Upgrade1", oPC);
AddAbility("StyleSteelFast2 Upgrade2", oPC);
AddAbility("StyleSteelFast2 Upgrade3", oPC);
AddAbility("StyleSteelFast3", oPC);
AddAbility("StyleSteelGroup1", oPC);
AddAbility("StyleSteelGroup1 Upgrade1", oPC);
AddAbility("StyleSteelGroup1 Upgrade2", oPC);
AddAbility("StyleSteelGroup1 Upgrade3", oPC);
AddAbility("StyleSteelGroup2", oPC);
AddAbility("StyleSteelGroup2 Upgrade1", oPC);
AddAbility("StyleSteelGroup2 Upgrade2", oPC);
AddAbility("StyleSteelGroup2 Upgrade3", oPC);
AddAbility("StyleSteelGroup3", oPC);
AddAbility("StyleSilverStrong1", oPC);
AddAbility("StyleSilverStrong1 Upgrade1", oPC);
AddAbility("StyleSilverStrong1 Upgrade2", oPC);
AddAbility("StyleSilverStrong1 Upgrade3", oPC);
AddAbility("StyleSilverStrong2", oPC);
AddAbility("StyleSilverStrong2 Upgrade1", oPC);
AddAbility("StyleSilverStrong2 Upgrade2", oPC);
AddAbility("StyleSilverStrong2 Upgrade3", oPC);
AddAbility("StyleSilverStrong3", oPC);
AddAbility("StyleSilverFast1", oPC);
AddAbility("StyleSilverFast1 Upgrade1", oPC);
AddAbility("StyleSilverFast1 Upgrade2", oPC);
AddAbility("StyleSilverFast1 Upgrade3", oPC);
AddAbility("StyleSilverFast2", oPC);
AddAbility("StyleSilverFast2 Upgrade1", oPC);
AddAbility("StyleSilverFast2 Upgrade2", oPC);
AddAbility("StyleSilverFast2 Upgrade3", oPC);
AddAbility("StyleSilverFast3", oPC);
AddAbility("StyleSilverGroup1", oPC);
AddAbility("StyleSilverGroup1 Upgrade1", oPC);
AddAbility("StyleSilverGroup1 Upgrade2", oPC);
AddAbility("StyleSilverGroup1 Upgrade3", oPC);
AddAbility("StyleSilverGroup2", oPC);
AddAbility("StyleSilverGroup2 Upgrade1", oPC);
AddAbility("StyleSilverGroup2 Upgrade2", oPC);
AddAbility("StyleSilverGroup2 Upgrade3", oPC);
AddAbility("StyleSilverGroup3", oPC);
// Autodoskok i i inne umiejetnosci
AddAbility("AutoJump", oPC);
AddAbility("AttackFromBehind", oPC);
AddAbility("SkinningKnife", oPC);