Posts: 257
Threads: 43
Joined: Mar 2014
Reputation:
5
Płeć: nie wybrano
Podziękowań: 11
Otrzymał 3 podziękowań w 3 postach
Zębatki: 76
Zrobiłem jak mówiłeś ale rozmowa dalej się pomija, jak tylko wybieram "jak to jest być szefem myśliwych" to mi dialog automatycznie się pomija.
Poprawiony skrypt tak jak mówiłeś:
///////////////////////////////////////////////////////////////////////
// Info EXIT
///////////////////////////////////////////////////////////////////////
INSTANCE DIA_Hunter_EXIT (C_INFO)
{
npc = VLK_4305_Hunter;
nr = 999;
condition = DIA_Hunter_EXIT_Condition;
information = DIA_Hunter_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_Hunter_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Hunter_EXIT_Info()
{
AI_StopProcessInfos (self);
};
// ************************************************************
// PICK POCKET
// ************************************************************
INSTANCE DIA_Hunter_PICKPOCKET (C_INFO)
{
npc = VLK_4305_Hunter;
nr = 900;
condition = DIA_Hunter_PICKPOCKET_Condition;
information = DIA_Hunter_PICKPOCKET_Info;
permanent = TRUE;
description = "(Kradzież tego klucza będzie łatwa)";
};
FUNC INT DIA_Hunter_PICKPOCKET_Condition()
{
if (Npc_GetTalentSkill (other,NPC_TALENT_PICKPOCKET) == 1)
&& (self.aivar[AIV_PlayerHasPickedMyPocket] == FALSE)
&& (other.attribute[ATR_DEXTERITY] >= (40 - Theftdiff))
{
return TRUE;
};
};
FUNC VOID DIA_Hunter_PICKPOCKET_Info()
{
Info_ClearChoices (DIA_Hunter_PICKPOCKET);
Info_AddChoice (DIA_Hunter_PICKPOCKET, DIALOG_BACK ,DIA_Hunter_PICKPOCKET_BACK);
Info_AddChoice (DIA_Hunter_PICKPOCKET, DIALOG_PICKPOCKET ,DIA_Hunter_PICKPOCKET_DoIt);
};
func void DIA_Hunter_PICKPOCKET_DoIt()
{
if (other.attribute[ATR_DEXTERITY] >= 40)
{
CreateInvItems (self,ItKe_Hunter_Chest,1);
B_GiveInvItems (self, other, ItKe_Hunter_Chest, 1);
self.aivar[AIV_PlayerHasPickedMyPocket] = TRUE;
B_GiveThiefXP ();
Info_ClearChoices (DIA_Hunter_PICKPOCKET);
};
};
func void DIA_Hunter_PICKPOCKET_BACK()
{
Info_ClearChoices (DIA_Hunter_PICKPOCKET);
};
///////////////////////////////////////////////////////////////////////
// Info Hello
///////////////////////////////////////////////////////////////////////
instance DIA_Hunter_HELLO(C_INFO)
{
npc = VLK_4305_Hunter;
nr = 5;
condition = DIA_Hunter_HELLO_Condition;
information = DIA_Hunter_HELLO_Info;
permanent = FALSE;
description = "Jak to jest być szefem myśliwych?";
};
func int DIA_Hunter_HELLO_Condition ()
{
return TRUE;
};
func void DIA_Hunter_HELLO_Info ()
{
AI_Output (other, self, "DIA_Hunter_HELLO_15_00"); //Jak to jest być szefem myśliwych?
AI_Output (self, other, "DIA_Hunter_HELLO_11_01"); //Nie przypominaj mi o tym!
Log_CreateTopic (Topic_MeatHunter,LOG_NOTE);
B_LogEntry (Topic_MeatHunter,"Myśliwy z dzielnicy portowej sprzedaje mięso głównie ze ścierwojada.");
};
///////////////////////////////////////////////////////////////////////
// Info targ
///////////////////////////////////////////////////////////////////////
var int Hunter_einmal;
instance DIA_Hunter_HANDEL(C_INFO)
{
npc = VLK_4305_Hunter;
nr = 5;
condition = DIA_Hunter_HANDEL_Condition;
information = DIA_Hunter_HANDEL_Info;
permanent = TRUE;
trade = TRUE;
description = "Pokaż mi swoje towary.";
};
func int DIA_Hunter_HANDEL_Condition ()
{
if (npc_knowsinfo (other, DIA_Hunter_HELLO))
{
return TRUE;
};
};
func void DIA_Hunter_HANDEL_Info ()
{
B_GiveTradeInv (self);
AI_Output (other, self, "DIA_Hunter_HANDEL_15_10"); //Pokaż mi swoje towary.
AI_Output (self, other, "DIA_Hunter_HANDEL_11_23"); //Mam przy sobie spore zapasy mięsa.
};
A człowiek pokonał bestię, która wróciła do Królestwa Beliara...