Nest0r171
Dołączył: 16 Lis 2010
Posty: 28 Przeczytał: 0 tematów
Ostrzeżeń: 0/5
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Wysłany:
Wto 22:03, 16 Lis 2010 |
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A tu prosty queścik do g2:
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Daniel_EXIT(C_INFO)
{
npc = SLD_999_Daniel;
nr = 999;
condition = DIA_Daniel_EXIT_Condition;
information = DIA_Daniel_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Daniel_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Daniel_HELLO1 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 1;
condition = DIA_Daniel_HELLO1_Condition;
information = DIA_Daniel_HELLO1_Info;
permanent = FALSE;
description = "Kim jesteś?";
};
FUNC INT DIA_Daniel_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO1_15_01"); //Kim jesteś?
AI_Output (self, other ,"DIA_Daniel_HELLO1_03_02"); //Jestem Daniel miło mi.
};
var int MIS_daniel;
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Daniel_HELLO2 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 2;
condition = DIA_Daniel_HELLO2_Condition;
information = DIA_Daniel_HELLO2_Info;
permanent = FALSE;
description = "Masz dla mnie jakieś zadanie?";
};
FUNC INT DIA_Daniel_HELLO2_Condition()
{
if (Npc_KnowsInfo (other, DIA_Daniel_HELLO1))
{
return TRUE;
};
};
FUNC VOID DIA_Daniel_HELLO2_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_01"); //Masz dla mnie jakieś zadanie?
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_02"); //Niestety nie.
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_03"); //Napewno coś się znajdzie.
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_04"); //No dobra.
AI_PlayAni (self, "T_SEARCH");
AI_Output (self, other ,"DIA_Daniel_HELLO2_03_05"); //Przynieś mi łodygę bagiennego ziela.
AI_Output (other, self ,"DIA_Daniel_HELLO2_15_06"); //Dobra już lecę.
MIS_daniel = LOG_RUNNING;
Log_CreateTopic (TOPIC_daniel, LOG_MISSION);
Log_SetTopicStatus (TOPIC_daniel, LOG_RUNNING);
B_LogEntry (TOPIC_daniel,"Daniel każe przynieść mi łodygę bagiennego ziela dla niego.");
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Daniel_HELLO3 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 3;
condition = DIA_Daniel_HELLO3_Condition;
information = DIA_Daniel_HELLO3_Info;
permanent = FALSE;
description = "Mam zioło";
};
FUNC INT DIA_Daniel_HELLO3_Condition()
{
if (Npc_KnowsInfo (other, DIA_Daniel_HELLO2))
&& (Npc_HasItems (other, ItMi_Joint) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_Daniel_HELLO3_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO3_15_01"); //Mam zioło.
AI_Output (self, other ,"DIA_Daniel_HELLO3_03_02"); //Nareszcie dawaj mi to!
B_GiveInvItems (other, self, ItMi_Joint, 1);
B_UseItem (self, ItMi_Joint);
AI_Output (self, other ,"DIA_Daniel_HELLO3_03_03"); //Niezły towar masz tu kilka złociszy w nagrodę.
CreateInvItems (self, ItMi_Gold, 100);
B_GiveInvItems (self, other, ItMi_Gold, 100);
B_LogEntry (TOPIC_daniel,"Dałem Ziele Danielowi");
Log_SetTopicStatus (TOPIC_daniel, LOG_SUCCESS);
MIS_daniel = LOG_SUCCESS;
B_GivePlayerXP (250);
};
//========================================
//-----------------> HELLO4
//========================================
INSTANCE DIA_Daniel_HELLO4 (C_INFO)
{
npc = SLD_999_Daniel;
nr = 4;
condition = DIA_Daniel_HELLO4_Condition;
information = DIA_Daniel_HELLO4_Info;
permanent = FALSE;
description = "Co słychać?";
};
FUNC INT DIA_Daniel_HELLO4_Condition()
{
return TRUE;
};
FUNC VOID DIA_Daniel_HELLO4_Info()
{
AI_Output (other, self ,"DIA_Daniel_HELLO4_15_03"); //Co słychać?
AI_Output (self, other ,"DIA_Daniel_HELLO4_03_04"); //Dobrze,dobrze...
AI_Output (other, self ,"DIA_Daniel_HELLO4_15_05"); //Co dobrze?
AI_Output (self, other ,"DIA_Daniel_HELLO4_03_06"); //Aaaa dobrze...
}; |
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