Witam już poraz któryś próbuje robić gotowanie przeszukałem forum, ale ciągle mi się to pojawia;(, i po naprawieniu masy błędów, tego niewiem jak naprawić
Robiłem to na podstawie Potion_Alchemy. A dokładnie chodzi o testowy skrypt gotowania zupy rybnej
W spacerze przy kotle dałem ontatefuncCAULDRON
A oto skrypt:.
// ****************************************************
// CAULDRON_S1
// --------------
// Funktion wird durch Labortisch-Mobsi-Benutzung aufgerufen!
// benötigtes Item dafür: ItMi_Flask
// *****************************************************
FUNC VOID CAULDRON_S1 ()
{
var C_NPC her; her = Hlp_GetNpc(PC_Hero);
if (Hlp_GetInstanceID(self)==Hlp_GetInstanceID(her))
{
self.aivar[AIV_INVINCIBLE]=TRUE;
PLAYER_MOBSI_PRODUCTION = MOBSI_CAULDRON;
Ai_ProcessInfos (her);
};
};
//*******************************************************
// CAULDRON Dialog abbrechen
//*******************************************************
INSTANCE PC_CAULDRON_End (C_Info)
{
npc = PC_Hero;
nr = 999;
condition = PC_CAULDRON_End_Condition;
information = PC_CAULDRON_End_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT PC_CAULDRON_End_Condition ()
{
if (PLAYER_MOBSI_PRODUCTION == MOBSI_CAULDRON)
&& (Gotuj == FALSE)
{
return TRUE;
};
};
FUNC VOID PC_CAULDRON_End_Info()
{
CreateInvItems (self, ItMi_Flask,1);
B_ENDPRODUCTIONDIALOG ();
};
//*******************************************************
//Gotuj Tränke
//*******************************************************
var int Gotuj;
//----------------------
INSTANCE PC_Gotuj_Start (C_Info)
{
npc = PC_Hero;
nr = 6;
condition = PC_Gotuj_Start_Condition;
information = PC_Gotuj_Start_Info;
permanent = TRUE;
description = Przygotuj gotowany posiłek;
};
FUNC INT PC_Gotuj_Start_Condition ()
{
if (PLAYER_MOBSI_PRODUCTION == MOBSI_CAULDRON)
&& (Gotuj == FALSE)
{
return TRUE;
};
};
FUNC VOID PC_Gotuj_Start_Info()
{
Gotuj = TRUE;
};
//*******************************************************
INSTANCE PC_Gotuj_Stop (C_Info)
{
npc = PC_Hero;
nr = 99;
condition = PC_Gotuj_Stop_Condition;
information = PC_Gotuj_Stop_Info;
permanent = TRUE;
description = DIALOG_BACK;
};
FUNC INT PC_Gotuj_Stop_Condition ()
{
if (PLAYER_MOBSI_PRODUCTION == MOBSI_CAULDRON)
&& (Gotuj == TRUE)
{
return TRUE;
};
};
FUNC VOID PC_Gotuj_Stop_Info()
{
Gotuj = FALSE;
};
//*******************************************************
INSTANCE PC_ItFo_FishSoup (C_INFO)
{
nr = 2;
npc = PC_Hero;
condition = PC_ItFo_FishSoup_Condition;
information = PC_ItFo_FishSoup_Info;
permanent = TRUE;
description = Zupa rybna;
};
FUNC INT PC_ItFo_FishSoup_Condition()
{
if((PLAYER_MOBSI_PRODUCTION == MOBSI_CAULDRON)
&& (PLAYER_TALENT_ALCHEMY[POTION_Mana_01] == TRUE))
&& (Gotuj == TRUE)
{
return TRUE;
};
};
FUNC VOID PC_ItFo_FishSoup_Info ()
{
if (Npc_HasItems (hero, ItFo_Fish) >= 1)
{
Npc_RemoveInvItems (hero,ItPl_ItFo_Fish,1);
CreateInvItems (hero,ItPo_FishSoup,1);
Print (PRINT_AlchemySuccess);
}
else
{
Print (PRINT_ProdItemsMissing);
CreateInvItems (self, ItMi_Pan,1);
};
B_ENDPRODUCTIONDIALOG ();
};