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Spacer / [G1] Wstawianie budynków
« dnia: 2010-10-27, 08:28 »
OK, będę miał chwilkę czasu to przeglądnę WOG'a...Dzięki za info...
Ta sekcja pozwala Ci zobaczyć wszystkie wiadomości wysłane przez tego użytkownika. Zwróć uwagę, że możesz widzieć tylko wiadomości wysłane w działach do których masz aktualnie dostęp.
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Yurishi_EXIT(C_INFO)
{
npc = SLD_888_Yurishi;
nr = 999;
condition = DIA_Yurishi_EXIT_Condition;
information = DIA_Yurishi_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Yurishi_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Yurishi_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Yurishi_HELLO1 (C_INFO)
{
npc = SLD_888_Yurishi;
nr = 1;
condition = DIA_Yurishi_HELLO1_Condition;
information = DIA_Yurishi_HELLO1_Info;
permanent = FALSE;
description = "Kim jesteś?";
};
FUNC INT DIA_Yurishi_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Yurishi_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Yurishi_HELLO1_15_01"); //Kim jesteś?
AI_Output (self, other ,"DIA_Yurishi_HELLO1_03_02"); //Myśliwym, poluję na dzikie zwierzęta i staram się jakoś przeżyć w tej dziczy.
AI_Output (other, self ,"DIA_Yurishi_HELLO1_15_03"); //Możesz mnie czegoś nauczyć?
AI_Output (self, other ,"DIA_Yurishi_HELLO1_03_04"); //Nie, swoją wiedzę trzymam dla siebie.
};
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Yurishi_HELLO2 (C_INFO)
{
npc = SLD_888_Yurishi;
nr = 2;
condition = DIA_Yurishi_HELLO2_Condition;
information = DIA_Yurishi_HELLO2_Info;
permanent = FALSE;
description = "Masz dla mnie jakieś zadanie?";
};
FUNC INT DIA_Yurishi_HELLO2_Condition()
{
return TRUE;
};
FUNC VOID DIA_Yurishi_HELLO2_Info()
{
AI_Output (other, self ,"DIA_Yurishi_HELLO2_15_01"); //Masz dla mnie jakieś zadanie, potrzebuję trochę grosza?
AI_Output (self, other ,"DIA_Yurishi_HELLO2_03_02"); //No pewnie.Przynieś mi piwo.
AI_Output (other, self ,"DIA_Yurishi_HELLO2_15_03"); //Ok postaram się.
AI_Output (self, other ,"DIA_Yurishi_HELLO2_03_04"); //Tylko się pośpiesz!
Log_CreateTopic (TOPIC_Piwo_Yurishiego, LOG_MISSION);
Log_SetTopicStatus (TOPIC_Piwo_Yurishiego, LOG_RUNNING);
B_LogEntry (TOPIC_Piwo_Yurishiego,"Mam przynieść Yurishiemu piwo");
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Yurishi_HELLO3 (C_INFO)
{
npc = SLD_888_Yurishi;
nr = 3;
condition = DIA_Yurishi_HELLO3_Condition;
information = DIA_Yurishi_HELLO3_Info;
permanent = FALSE;
description = "Mam piwo.";
};
FUNC INT DIA_Yurishi_HELLO3_Condition()
{
if (Npc_KnowsInfo (other, DIA_Yurishi_HELLO2))
&& (Npc_HasItems (other, ItFo_Beer) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_Yurishi_HELLO3_Info()
{
AI_Output (other, self ,"DIA_Yurishi_HELLO3_15_01"); //Mam piwo.
AI_Output (self, other ,"DIA_Yurishi_HELLO3_03_02"); //To dawaj.
AI_Output (other, self ,"DIA_Yurishi_HELLO3_15_03"); //Trzymaj.
AI_Output (self, other ,"DIA_Yurishi_HELLO3_03_04"); //Jednak na coś się przydałeś.
AI_Output (self, other ,"DIA_Yurishi_HELLO3_03_05"); //Masz w nagrodę 50 sztuk złota.
B_LogEntry (TOPIC_Piwo_Yurishiego,"Przyniosłem piwo Yurishiemu");
Log_SetTopicStatus (TOPIC_Piwo_Yurishiego, LOG_SUCCESS);
B_GivePlayerXP (500);
B_GiveInvItems (other, self, ItFo_Beer, 1);
CreateInvItems (self, ItMi_Gold, 50);
B_GiveInvItems (self, other, ItMi_Gold, 50);
};
Nie wiem czy to jest przyczyną problemów, ale napewno jest błąd w linijce
Createinvitems (self, itmi_gold 150);
musi być przecinek pomiędzy itmi_gold a 150: Createinvitems (self, itmi_gold, 150);
Z tego co widze to reszta skryptu jest chyba dobrze.
Co do tych itemów to poszukaj tutaj:
\_Work\data\Scripts\content\Items
nie wiem czy o to ci chodziło.
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_SLD_888_Yurishi_EXIT (C_INFO)
{
npc = SLD_888_Yurishi;
nr = 999;
condition = DIA_SLD_888_Yurishi_EXIT_Condition;
information = DIA_SLD_888_Yurishi_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_SLD_888_Yurishi_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Yurishi_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_SLD_888_Yurishi_siema (C_INFO)
{
npc = SLD_888_Yurishi_siema;
nr = 1;
condition = DIA_SLD_888_Yurishi_siema_Condition;
information = DIA_SLD_888_Yurishi_siema_Info;
permanent = FALSE;
description = "Co słychać?";
};
FUNC INT DIA_SLD_888_Yurishi_siema_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Yurishi_siema_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Yurishi_siema_15_00"); //Co słychać?
AI_Output (self ,other,"DIA_SLD_888_Yurishi_siema_55_01"); //Umieram...
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_SLD_888_Yurishi_zadanie (C_INFO)
{
npc = SLD_888_Yurishi_zadanie;
nr = 1;
condition = DIA_SLD_888_Yurishi_zadanie_Condition;
information = DIA_SLD_888_Yurishi_zadanie_Info;
permanent = FALSE;
description = "Umierasz?";
};
FUNC INT DIA_SLD_888_Yurishi_zadanie_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Yurishi_Siema))
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Yurishi_zadanie_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Yurishi_zadanie_15_00"); //Jak to umierasz?
AI_Output (self ,other,"DIA_SLD_888_Yurishi_zadanie_55_01"); //Umieram, bo od jakiś 10 min nie piłem żadnego browara i nie mam wystarczająco dużo sił by dojść do tawerny,a w okolicy nie ma żadnego sklepu gdzie mógłbym kupić jakiegoś browca.
AI_Output (self ,other,"DIA_SLD_888_Yurishi_zadanie_55_02"); //Jeżeli mógłbyś przynieść mi jakiegoś browca byłbym Ci dozgonnie wdzięczny!
Log_CreateTopic (TOPIC_piwko, LOG_MISSION); Log_SetTopicStatus (TOPIC_piwko, LOG_RUNNING);
B_LogEntry (TOPIC_piwko, "Wiesław potrzebuje piwa.");
};
//*********************************************************************
// Koniec zadania
//*********************************************************************
INSTANCE DIA_SLD_888_Yurishi_browar (C_INFO)
{
npc = SLD_888_Yurishi_browar;
nr = 1;
condition = DIA_SLD_888_Yurishi_browar_Condition;
information = DIA_SLD_888_Yurishi_browar_Info;
permanent = FALSE;
description = "Mam browara";
};
FUNC INT DIA_SLD_888_Yurishi_browar_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Yurishi_zadanie))
&& (npc_hasitems (other, itfo_beer) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Yurishi_browar_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Yurishi_browar_15_00"); //Mam piwo.
AI_Output (self ,other,"DIA_SLD_888_Yurishi_browar_55_01"); //Bożesz Ty mój! Chłopie! Ratujesz mi życie!
AI_Output (self ,other,"DIA_SLD_888_Yurishi_browar_55_02"); //Naprawdę wielkie dzięki! Weź te kilka złociszy w nagrodę przyjacielu!
B_giveinvitems (other, self, itfo_beer, 1);
Createinvitems (self, itmi_gold, 150);
B_giveinvitems (self, other, itmi_gold, 150);
B_LogEntry (TOPIC_piwko, "Dałem Wiechowi piwo.");
Log_SetTopicStatus (TOPIC_piwko, LOG_SUCCESS);
};
INSTANCE ItMw_Addon_naszakosa (C_Item)
{
name = "Kosa";
mainflag = ITEM_KAT_NF;
flags = ITEM_2HD_SWD|ITEM_MISSION;
material = MAT_METAL;
value = 1000;
damageTotal = 120;
damagetype = DAM_EDGE;
range = 110;
cond_atr[2] = ATR_STRENGHT;
cond_value[2] = 100;
visual = "ItMw_065_1h_sword_bastard_03.3DS";
description = name;
TEXT[1] = "Ta broń ładnie kosi";
TEXT[2] = NAME_Damage; COUNT[2] = damageTotal;
TEXT[3] = NAME_Str_needed; COUNT[3] = cond_value[2];
TEXT[4] = NAME_TwoHanded;
TEXT[5] = NAME_Value; COUNT[5] = value;
};
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_SLD_888_Wiechu_EXIT (C_INFO)
{
npc = SLD_888_Wiechu;
nr = 999;
condition = DIA_SLD_888_Wiechu_EXIT_Condition;
information = DIA_SLD_888_Wiechu_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_SLD_888_Wiechu_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Wiechu_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_SLD_888_Wiechu_siema (C_INFO)
{
npc = SLD_888_Wiechu_siema;
nr = 1;
condition = DIA_SLD_888_Wiechu_siema_Condition;
information = DIA_SLD_888_Wiechu_siema_Info;
permanent = FALSE;
description = "Co słychać?";
};
FUNC INT DIA_SLD_888_Wiechu_siema_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Wiechu_siema_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Wiechu_siema_15_00"); //Co słychać?
AI_Output (self ,other,"DIA_SLD_888_Wiechu_siema_55_01"); //Umieram...
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_SLD_888_Wiechu_zadanie (C_INFO)
{
npc = SLD_888_Wiechu_zadanie;
nr = 1;
condition = DIA_SLD_888_Wiechu_zadanie_Condition;
information = DIA_SLD_888_Wiechu_zadanie_Info;
permanent = FALSE;
description = "Umierasz?";
};
FUNC INT DIA_SLD_888_Wiechu_zadanie_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Wiechu_Siema))
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Wiechu_zadanie_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Wiechu_zadanie_15_00"); //Jak to umierasz?
AI_Output (self ,other,"DIA_SLD_888_Wiechu_zadanie_55_01"); //Umieram, bo od jakiś 10 min nie piłem żadnego browara i nie mam wystarczająco dużo sił by dojść do tawerny,a w okolicy nie ma żadnego sklepu gdzie mógłbym kupić jakiegoś browca.
AI_Output (self ,other,"DIA_SLD_888_Wiechu_zadanie_55_02"); //Jeżeli mógłbyś przynieść mi jakiegoś browca byłbym Ci dozgonnie wdzięczny!
Log_CreateTopic (TOPIC_piwko, LOG_MISSION); Log_SetTopicStatus (TOPIC_piwko, LOG_RUNNING);
B_LogEntry (TOPIC_piwko, "Wiesław potrzebuje piwa.");
};
//*********************************************************************
// Koniec zadania
//*********************************************************************
INSTANCE DIA_SLD_888_Wiechu_browar (C_INFO)
{
npc = SLD_888_Wiechu_browar;
nr = 1;
condition = DIA_SLD_888_Wiechu_browar_Condition;
information = DIA_SLD_888_Wiechu_browar_Info;
permanent = FALSE;
description = "Mam browara";
};
FUNC INT DIA_SLD_888_Wiechu_browar_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Wiechu_zadanie))
&& (npc_hasitems (other, itfo_beer) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Wiechu_browar_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Wiechu_browar_15_00"); //Mam piwo.
AI_Output (self ,other,"DIA_SLD_888_Wiechu_browar_55_01"); //Bożesz Ty mój! Chłopie! Ratujesz mi życie!
AI_Output (self ,other,"DIA_SLD_888_Wiechu_browar_55_02"); //Naprawdę wielkie dzięki! Weź te kilka złociszy w nagrodę przyjacielu!
B_giveinvitems (other, self, itfo_beer, 1);
Createinvitems (self, itmi_gold 150);
B_giveinvitems (self, other, itmi_gold, 150);
B_LogEntry (TOPIC_piwko, "Dałem Wiechowi piwo.");
Log_SetTopicStatus (TOPIC_piwko, LOG_SUCCESS);
};