Как это "раз"? Первый фрейм скрипт добавляет оружие и рандомизирует статы, а во все остальные проверяет, не умерло ли существо и, если всё-таки умерло... Ну ты понял, надеюсь. [buspoiler] Begin ILOVETOSUCKCOCKS short DoOnce short DoOnce1 short weapon short shield float CurrentVal float AdjustVal float NewVal float RandNum float NewScale short PlayLevel float CurScale float origmagicka float orighealth float origfatigue ;0 = shield ;1 = towerShield ;0 = axe ;1 = bow ;2 = claymore ;3 = dai-katana ;4 = katana ;5 = mace ;6 = sword ;7 = spear ;8 = wakizashi If ( DoOnce == 2 ) return Endif If ( DoOnce == 0 ) set DoOnce to 1 set shield to random, 1 if (shield == 0) Additem, "Daedric_shield", 1 Elseif (shield == 1) Additem, "daedric_towershield", 1 Endif set weapon to random, 8 If ( weapon == 0 ) AddItem, "daedric battle axe", 1 ElseIf ( weapon == 1 ) Additem, "daedric long bow", 1 Additem, "daedric arrow", 50 ElseIf ( weapon == 2 ) Additem, "daedric claymore", 1 ElseIf ( weapon == 3 ) Additem, "daedric dai-katana", 1 ElseIf ( weapon == 4 ) Additem, "daedric katana", 1 ElseIf ( weapon == 5 ) Additem, "daedric mace", 1 ElseIf ( weapon == 6 ) Additem, "daedric longsword", 1 ElseIf ( weapon == 7 ) Additem, "daedric spear", 1 ElseIf ( weapon == 8 ) Additem, "daedric wakizashi", 1 Endif Endif If ( GetHealth <= 0 ) set DoOnce to 2 if ( shield == 0 ) Removeitem "Daedric_shield", 1 Elseif ( shield == 1 ) Removeitem "daedric_towershield", 1 Endif If ( weapon == 0 ) RemoveItem, "daedric battle axe", 1 ElseIf ( weapon == 1 ) Removeitem, "daedric long bow", 1 Removeitem, "daedric arrow", 50 ElseIf ( weapon == 2 ) Removeitem, "daedric claymore", 1 ElseIf ( weapon == 3 ) Removeitem, "daedric dai-katana", 1 ElseIf ( weapon == 4 ) Removeitem, "daedric katana", 1 ElseIf ( weapon == 5 ) Removeitem, "daedric mace", 1 ElseIf ( weapon == 6 ) Removeitem, "daedric longsword", 1 ElseIf ( weapon == 7 ) Removeitem, "daedric spear", 1 ElseIf ( weapon == 8 ) Removeitem, "daedric wakizashi", 1 Endif Endif if ( DoOnce1 == 1 ) return endif set PlayLevel to ( Player -> GetLevel ) set PlayLevel to ( PlayLevel - GetLevel ) if ( PlayLevel < 0 ) set PlayLevel to 0 else set PlayLevel to ( ( PlayLevel * 10 ) - 10 ) endif set origmagicka to GetMagicka set orighealth to GetHealth set origfatigue to GetFatigue set CurrentVal to GetStrength if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetStrength NewVal endif set CurrentVal to GetIntelligence if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetIntelligence NewVal endif set CurrentVal to GetWillpower if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetWillpower NewVal endif set CurrentVal to GetAgility if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal set NewVal to ( NewVal * 0.90 ) SetAgility NewVal endif set CurrentVal to GetSpeed if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetSpeed NewVal endif set CurrentVal to GetEndurance if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetEndurance NewVal endif set CurrentVal to GetLuck if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetLuck NewVal endif set CurrentVal to orighealth ;if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal + [PlayLevel / 3] SetHealth NewVal ;endif set CurrentVal to origmagicka ;if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetMagicka NewVal ;endif set CurrentVal to origfatigue ;if ( CurrentVal > 1 ) set RandNum to Random 201 set RandNum to ( RandNum - 100 ) + PlayLevel set AdjustVal to ( CurrentVal / 10 ) set AdjustVal to ( AdjustVal * RandNum ) set AdjustVal to ( AdjustVal / 100 ) set NewVal to CurrentVal + AdjustVal SetFatigue NewVal ;endif set RandNum to Random 201 set RandNum to ( RandNum - 100 ) set CurScale to GetScale set NewScale to ( 1 + ( RandNum / 1000 ) ) set NewScale to NewScale * CurScale setScale NewScale set DoOnce1 to 1 end[/buspoiler]