siema to jest skrypt dialogu
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_NONE_10000_itachi_EXIT (C_INFO)
{
npc = NONE_10000_itachi;
nr = 999;
condition = DIA_NONE_10000_itachi_EXIT_Condition;
information = DIA_NONE_10000_itachi_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_NONE_10000_itachi_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_NONE_10000_itachi_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_NONE_10000_itachi_siema (C_INFO)
{
npc = NONE_10000_itachi;
nr = 1;
condition = NONE_10000_itachi_siema_Condition;
information = NONE_10000_itachi_siema_Info;
permanent = FALSE;
description = "co słychać?";
};
FUNC INT DIA_NONE_10000_itachi_siema_Condition()
{
return TRUE;
};
FUNC VOID NONE_10000_itachi_siema_Info()
{
AI_Output (other,self ,"NONE_10000_itachi_siema_15_00"); //Co słychać?
AI_Output (self,other ,"NONE_10000_itachi_siema_55_01"); //umieram...
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_NONE_10000_itachi_zadanie (C_INFO)
{
npc = NONE_10000_itachi;
nr = 1;
condition = NONE_10000_itachi_zadanie_Condition;
information = NONE_10000_itachi_zadanie_Info;
permanent = FALSE;
description = "umierasz?";
};
FUNC INT DIA_NONE_10000_itachi_zadanie_Condition()
{
if (npc_knowsinfo (other, DIA_NONE_10000_itachi_siema))
{
return TRUE;
};
};
FUNC VOID NONE_10000_itachi_zadanie_Info()
{
AI_Output (other,self ,"NONE_10000_itachi_zadanie_15_00"); //Jak to umierasz?
AI_Output (self,other ,"NONE_10000_itachi_zadanie_55_01"); //Umieram,bo od jakichś 10 minut nie piłem żanego browara i nie mam wystarczjąco dużo sił,by dojść do tawerny,a w okolicy niema rzadnego teszczaka czy stonki gdzie mógłbym kupić jakiś browar
AI_Output (self,other ,"NONE_10000_itachi_zadanie_55_02"); //Czy mógłbyś przynieść mi jakieś piwo?,byłbym ci dozgonnie wdzięczny
Log_CreateTopic (TOPIC_piwko, LOG_MISSION);
Log_SetTopicStatus (TOPIC_piwko, LOG_RUNNING);
B_LogEntry (TOPIC_piwko, "Itachi potrzebuje piwa");
};
//*********************************************************************
// Koniec zadania
//*********************************************************************
INSTANCE DIA_NONE_10000_itachi_browar (C_INFO)
{
npc = NONE_10000_itachi;
nr = 1;
condition = NONE_10000_itachi_browar_Condition;
information = NONE_10000_itachi_browar_Info;
permanent = FALSE;
description = "Mam browara";
};
FUNC INT DIA_NONE_10000_itachi_browar_Condition()
{
if (npc_knowsinfo (other, DIA_NONE_10000_itachi_zadanie))
&& (npc_hasitems (other, itfo_beer) >= 1)
{
return TRUE;
};
};
FUNC VOID NONE_10000_itachi_browar_Info()
{
AI_Output (other,self ,"NONE_10000_itachi_browar_15_00"); //Mam piwo.
AI_Output (self,other ,"NONE_10000_itachi_browar_55_01"); //No kurwa to jest gość a już miałem cię znaleść i złapać w genjutsu
AI_Output (self,other ,"NONE_10000_itachi_browar_55_02"); //Serio dziękówa,trzymaj pare złoty w nagrode
B_giveinvitems (other, self, itfo_beer, 1);
Createinvitems (self, itmi_gold, 300)
B_giveinvitems (self, other, itmi_gold, 300);
B_LogEntry (TOPIC_piwko, "Itachi dostał swoje piwo");
Log_SetTopicStatus (TOPIC_piwko, LOG_SUCCESS);
};
a to postaci
INSTANCE SLD_10000_itachi (Npc_Default)
{
// ------ NSC ------
name = "itachi";
guild = GIL_SLD;
id = 10000;
voice = 14;
flags = 0;
npctype = NPCTYPE_MAIN;
// ------ AIVARS ------
aivar[AIV_ToughGuy] = TRUE;
aivar[AIV_ToughGuyNewsOverride] = TRUE;
aivar[AIV_IGNORE_Murder] = TRUE;
aivar[AIV_IGNORE_Theft] = TRUE;
aivar[AIV_IGNORE_Sheepkiller] = TRUE;
aivar[AIV_IgnoresArmor] = TRUE;
// ------ Attribute ------
B_SetAttributesToChapter (self, 6);
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_MASTER;
// ------ Equippte Waffen ------
// ------ Inventory ------
//B_CreateAmbientInv (self);
// ------ visuals ------
B_SetNpcVisual (self, MALE, "Hum_Head_Psionic",Face_N_Xardas , BodyTex_N, itar_akatsuki);
Mdl_SetModelFatness (self, 0);
Mdl_ApplyOverlayMds (self, "Humans_Mage.mds");
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------
B_SetFightSkills (self, 30);
aivar[AIV_MagicUser] = MAGIC_ALWAYS;
// ------ TA anmelden ------
daily_routine = Rtn_PreStart_10000;
};
FUNC VOID Rtn_PreStart_10000 ()
{
TA_Stand_ArmsCrossed (08,00,23,00,"ITACHI");
TA_Stand_ArmsCrossed (23,00,08,00,"ITACHI");
};
postać działa gdy niema dialogu a gdy dodam jej ten dialog to wyskakuje mi taki błąd ( U:PAR: CONTENT\STORY\DIALOGE\DIA_NONE_ITACHI_.D: Unknown identifier :NONE_10000_ITACHI)
robiłem wszystko tak jak w poradniku czipa na yt