Witam
Mam problem ktorego sam nie potrafie rozwiazac ( jestem poczatkujacy w modowaniu) tzn. dzieki programowi NPC maker stworzylem maga i chce zrobic do niego dialog. Do tego celu sciagnalem Easy Dialog Makera i wszystko bylo by dobrze ale spacer wykrywa jakis blad. Nie potrafie go zlokalizowac a dla was jak sadze nie bedzie to trudne zadanie.
Skrypt postaci(chyba wszystko ok):
instance KDF_1500_Altus (Npc_Default)
{
//----------Info ogolne----------
name = "Altus";
Npctype = Npctype_Main;
guild = GIL_KDF;
level = 50;
voice = 4;
id = 1500;
//----------Statystyki----------
attribute[ATR_STRENGTH] = 11;
attribute[ATR_DEXTERITY] = 11;
attribute[ATR_MANA_MAX] = 1111;
attribute[ATR_MANA] = 1111;
attribute[ATR_HITPOINTS_MAX] = 1212;
attribute[ATR_HITPOINTS] = 1212;
//----------Wyglad----------
Mdl_SetVisual (self,"HUMANS.MDS");
Mdl_ApplyOverlayMds (self,"Humans_Mage.mds");
Mdl_SetVisualBody (self,"hum_body_naked0",2, 1,"Hum_Head_Psionic",110, 1,KDF_ARMOR_H);
B_Scale (self);
Mdl_SetModelFatness(self,0);
//----------Umiejetnasci----------
Npc_SetTalentSkill (self, NPC_TALENT_MAGE,6);
//----------Ekwipunek----------
CreateInvItems (self,ItArRuneFirestorm,1);
//----------Pozostale----------
fight_tactic = FAI_HUMAN_Mage;
daily_routine = Rtn_start_1500;
};
FUNC VOID Rtn_start_1500 ()
{
TA_Smoke (09,00,12,45,"WP_INTRO_W106");
TA_Smoke (12,45,9,00,"WP_INTRO_W106");
};
Skrypt dialogu:
// *Script was make in Easy Dialog Maker (EDM)
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Altus_EXIT(C_INFO)
{
npc = KDF_1500_Altus;
nr = 999;
condition = DIA_Altus_EXIT_Condition;
information = DIA_Altus_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Altus_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Altus_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Altus_HELLO1 (C_INFO)
{
npc = KDF_1500_Altus;
nr = 1;
condition = DIA_Altus_HELLO1_Condition;
information = DIA_Altus_HELLO1_Info;
permanent = FALSE;
description = "Kim jesteś?";
};
FUNC INT DIA_Altus_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Altus_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Altus_HELLO1_15_01"); //Kim jesteś?
AI_Output (self, other ,"DIA_Altus_HELLO1_03_02"); //Jestem Altus Mag Ognia
};
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Altus_HELLO2 (C_INFO)
{
npc = KDF_1500_Altus;
nr = 2;
condition = DIA_Altus_HELLO2_Condition;
information = DIA_Altus_HELLO2_Info;
permanent = FALSE;
description = "Moze ci w czyms pomoc ?";
};
FUNC INT DIA_Altus_HELLO2_Condition()
{
if (Npc_KnowsInfo (other, DIA_Altus_HELLO1))
{
return TRUE;
};
};
FUNC VOID DIA_Altus_HELLO2_Info()
{
MIS_Altus_ruda = LOG_RUNNING;
Log_CreateTopic (CH1_Altus_ruda, LOG_MISSION);
Log_SetTopicStatus (CH1_Altus_ruda, LOG_RUNNING);
B_LogEntry (CH1_Altus_ruda,"Altus chce bryłkę rudy");
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Altus_HELLO3 (C_INFO)
{
npc = KDF_1500_Altus;
nr = 3;
condition = DIA_Altus_HELLO3_Condition;
information = DIA_Altus_HELLO3_Info;
permanent = FALSE;
description = "Mam brylke";
};
FUNC INT DIA_Altus_HELLO3_Condition()
{
if (Npc_KnowsInfo (other, DIA_Altus_HELLO2))
&& (Npc_HasItems (other, ItMiNugget) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_Altus_HELLO3_Info()
{
B_GiveInvItems (other, self, ItMi_Gold, 1);
B_LogEntry (CH1_Altus_ruda,"Przynioslem Altusowi brylke rudy");
Log_SetTopicStatus (CH1_Altus_ruda, LOG_SUCCESS);
MIS_Altus_ruda = LOG_SUCCESS;
B_GiveXP (300);
CreateInvItems (self, KDF_ARMOR_H, 1);
B_GiveInvItems (self, other, KDF_ARMOR_H, 1);
};
PS: pewnie zrobilem jakis glupi blad ale prosze o wyrozumialosc
wersja Easy Dialog Makera 3.3_7