Witam po długiej przerwie znowu zacząłem swoją przygodę z modowaniem.Napisałem dialog mojej postaci wygląda tak:
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_SLD_888_Cedrik_EXIT (C_INFO)
{
npc = SLD_888_Cedrik;
nr = 999;
condition = DIA_SLD_888_Cedrik_EXIT_Condition;
information = DIA_SLD_888_Cedrik_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_SLD_888_Cedrik_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Cedrik_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_SLD_888_Cedrik_siema (C_INFO)
{
npc = SLD_888_Cedrik;
nr = 1;
condition = DIA_SLD_888_Cedrik_siema_Condition;
information = DIA_SLD_888_Cedrik_siema_Info;
permanent = FALSE;
description = "Witaj";
};
FUNC INT DIA_SLD_888_Cedrik_siema_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Cedrik_siema_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Cedrik_siema_15_00"); //Witaj
AI_Output (self ,other,"DIA_SLD_888_Cedrik_siema_55_01"); //Czego chcesz?
AI_Output (other ,seld,"DIA_SLD_888_Cedrik_siema_15_02"); //Nic takiego, nie ważne
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_SLD_888_Cedrik_zadanie (C_INFO)
{
npc = SLD_888_Cedrik;
nr = 1;
condition = DIA_SLD_888_Cedrik_zadanie_Condition;
information = DIA_SLD_888_Cedrik_zadanie_Info;
permanent = FALSE;
description = "Mogę coś dla ciebie zrobić?";
};
FUNC INT DIA_SLD_888_Cedrik_zadanie_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Cedrik_siema))
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Cedrik_zadanie_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Cedrik_zadanie_15_00"); //Mogę coś dla ciebie zrobić
AI_Output (self ,other,"DIA_SLD_888_Cedrik_zadanie_55_01"); //Tak przynieś mi piwo, nie pogardzę groszem
AI_Output (other ,seld,"DIA_SLD_888_Cedrik_zadanie_15_02"); //Dobrze...
Log_CreateTopic (TOPIC_piwko, LOG_MISSION);
Log_SetTopicStatus (TOPIC_piwko, LOG_RUNNING);
B_LogEntry (TOPIC_piwko,"Przed bramą miasta spotkałem Cedrika.Powiedział, że mam mu przynieść piwo.");
};
//*********************************************************************
// Koniec zadania
//*********************************************************************
INSTANCE DIA_SLD_888_Cedrik_browar (C_INFO)
{
npc = SLD_888_Cedrik;
nr = 1;
condition = DIA_SLD_888_Cedrik_browar_Condition;
information = DIA_SLD_888_Cedrik_browar_Info;
permanent = FALSE;
description = "Mam piwo";
};
FUNC INT DIA_SLD_888_Cedrik_browar_Condition()
{
if (npc_knowsinfo (other, DIA_SLD_888_Cedrik_zadanie))
&& (npc_hasitems (other, itfo_beer) >= 1)
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Cedrik_browar_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Cedrik_browar_15_00"); //Mam piwo
AI_Output (self ,other,"DIA_SLD_888_Cedrik_browar_55_01"); //Dzięki masz tu kilka złociszy
B_giveinvitems (other, self, itfo_beer, 1);
Createinvitems(self, itmi_gold, 50);
B_giveinvitems(seld, other, itmi_gold, 50);
B_LogEntry (TOPIC_piwko,"Dałem Cedrikowi piwo");
Log_SetTopicStatus (TOPIC_piwko, LOG_SUCCES);
};
//*********************************************************************
// Zadanie nr.2
//*********************************************************************
instance DIA_SLD_888_Cedrik_robota (C_INFO)
{
npc = SLD_888_Cedrik;
nr = 1;
condition = DIA_SLD_888_Cedrik_robota_condition;
information = DIA_SLD_888_Cedrik_robota_info;
permanent = FALSE;
important = FALSE;
description = "Masz dla mnie jakąś robotę?";
};
FUNC int DIA_SLD_888_Cedrik_robota_condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Cedrik_robota_info()
{
AI_Output (other,self,"DIA_SLD_888_Cedrik_robota_15_00"); //Masz dla mnie jakąś robotę?
AI_Output (self, other,"DIA_SLD_888_Cedrik_robota_55_01"); //Tak, pozbądź się Wino tego farmera na farmie Lobarta.Ostatnio nieźle zalazł mi za skórę.
Log_CreateTopic (TOPIC_robota, LOG_MISSION);
Log_SetTopicStatus (TOPIC_robota, LOG_RUNNING);
B_LogEntry (TOPIC_robota,"Cedrik kazał mi zabić Vino farmera na farmie Lobarta.");
};
//*********************************************************************
// Szkodnik zabicie
//*********************************************************************
instance DIA_BAU_952_Vino_zabij (C_INFO)
{
npc = DIA_BAU_952_Vino;
nr = 1;
condition = DIA_BAU_952_Vino_zabij_condition;
information = DIA_BAU_952_Vino_zabij_info;
permanent = FALSE;
important = FALSE;
description = "Przykro mi, ale muszę cię zabić.";
};
FUNC int DIA_BAU_952_Vino_zabij_condition()
{
IF (Npc_KnowsInfo(hero, DIA_SLD_888_Cedrik_robota))
{
return TRUE;
};
};
FUNC VOID DIA_BAU_952_Vino_zabij_info()
{
AI_Output (other,self,"DIA_Szkodnik_zabij_15_00"); //Przykro mi, ale muszę cię zabić.
AI_Output (self, other,"DIA_Szkodnik_zabij_66_01"); //Ty chcesz zabić mnie? Giń, frajerze!
AI_StopProcessInfos(self);
Npc_SetTarget(self, other);
AI_StartState(self,ZS_Attack,1,"");
};
//*********************************************************************
// Zadanie nr.2 koniec
//*********************************************************************
instance DIA_SLD_888_Cedrik_zabilem (C_INFO)
{
npc = DIA_SLD_888_Cedrikt;
nr = 1;
condition = DIA_SLD_888_Cedrik_zabilem_condition;
information = DIA_SLD_888_Cedrik_zabilem_info;
permanent = FALSE;
important = FALSE;
description = "Vino nie żyje!";
};
FUNC int DIA_SLD_888_Cedrik_zabilem_condition()
{
IF (Npc_IsDead(DIA_BAU_952_Vino))
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Cedrik_zabilem_info()
{
AI_Output (other,self,"DIA_SLD_888_Cedrik_zabilem_15_00"); //Vino nie żyje!
AI_Output (self, other,"DIA_SLD_888_Cedrik_zabilem_66_01"); //To nie było za trudne, ale tak czy siak pomogłeś mi. Dziękuję.
Createinvitems(self, itmi_gold, 200);
B_giveinvitems(seld, other, itmi_gold, 200);
B_LogEntry (TOPIC_robota,"Zabiłem Vino");
Log_SetTopicStatus (TOPIC_robota, LOG_SUCCES);
var int SELD;
};
Klikam reparse script wybieram Gothic.src i wywala mi błąd : U:PAR: \_WORK\DATA\SCRIPTS\CONTENT\DIALOGE\DIA_SLD_888_CEDRIK.D: Unknown identifier : SELD.Nie mam pojęcia o co tu chodzi.Oto skrypt samej postaci ,może będzie przydatny:
instance SLD_888_Cedrik (Npc_Default) // Postać stworzył Nest0r171
{
// ------ NSC ------
name = "Cedrik";
guild = GIL_PAL;
id = 888;
voice = 5;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
B_SetAttributesToChapter (self, 3); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_STRONG; // MASTER / STRONG / NORMAL / COWARD
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, Itmw_Addon_Kosa);
CreateInvItems (self, itri_prot_fire_01, 1);
// ------ Inventory ------
B_CreateAmbientInv (self);
// ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird
B_SetNpcVisual (self, MALE, "Hum_Head_Pony", Face_N_Lee, BodyTex_N, ITAR_PAL_M);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // Tired / Militia / Mage / Arrogance / Relaxed
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt
B_SetFightSkills (self, 70); //Grenzen für Talent-Level liegen bei 30 und 60
// ------ TA anmelden ------
daily_routine = Rtn_Start_888;
};
FUNC VOID Rtn_Start_888 ()
{
TA_Stand_Eating (07,00,21,00,"NW_FARM1_CONNECT_CITY");
TA_Stand_ArmsCrossed (21,00,07,00,"NW_FARM1_CONNECT_CITY");
};