O to skrypt zamiast treści wpisałem "bla bla" bo treść miała dużo błędów i była głupia .
// *Script was make in Easy Dialog Maker (EDM)
//========================================
//-----------------> OPCJA *KONIEC*
//========================================
INSTANCE DIA_Oruno_EXIT(C_INFO)
{
npc = SLD_9541_Oruno;
nr = 999;
condition = DIA_Oruno_EXIT_Condition;
information = DIA_Oruno_EXIT_Info;
permanent = TRUE;
description = "Bla bla";
};
FUNC INT DIA_Oruno_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Oruno_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Oruno_HELLO1 (C_INFO)
{
npc = SLD_9541_Oruno;
nr = 1;
condition = DIA_Oruno_HELLO1_Condition;
information = DIA_Oruno_HELLO1_Info;
permanent = TRUE;
description = "bla bla";
};
FUNC INT DIA_Oruno_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Oruno_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Oruno_HELLO1_15_01"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO1_03_02"); //bla bla ...
};
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Oruno_HELLO2 (C_INFO)
{
npc = SLD_9541_Oruno;
nr = 2;
condition = DIA_Oruno_HELLO2_Condition;
information = DIA_Oruno_HELLO2_Info;
permanent = FALSE;
description = "bla bla";
};
FUNC INT DIA_Oruno_HELLO2_Condition()
{
if (Npc_KnowsInfo (other, DIA_Oruno_HELLO1))
{
return TRUE;
};
};
FUNC VOID DIA_Oruno_HELLO2_Info()
{
AI_Output (other, self ,"DIA_Oruno_HELLO2_15_01"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO2_03_02"); //bla bla
AI_Output (other, self ,"DIA_Oruno_HELLO2_15_03"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO2_03_04"); //bla bla
AI_Output (other, self ,"DIA_Oruno_HELLO2_15_05"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO2_03_06"); //bla bla
AI_Output (other, self ,"DIA_Oruno_HELLO2_15_07"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO2_03_08"); //bla bla
AI_Output (other, self ,"DIA_Oruno_HELLO2_15_09"); //bla bla
CreateInvItems (self, ItMi_Gold, 100);
MIS_Ziele_Oruno = LOG_RUNNING;
Log_CreateTopic (TOPIC_Ziele_Oruno, LOG_MISSION);
Log_SetTopicStatus (TOPIC_Ziele_Oruno, LOG_RUNNING);
B_LogEntry (TOPIC_Ziele_Oruno,"bla bla");
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Oruno_HELLO3 (C_INFO)
{
npc = SLD_9541_Oruno;
nr = 3;
condition = DIA_Oruno_HELLO3_Condition;
information = DIA_Oruno_HELLO3_Info;
permanent = FALSE;
description = "bla bla";
};
FUNC INT DIA_Oruno_HELLO3_Condition()
{
if (Npc_HasItems (other, ItPl_SwampHerb) >=1)
{
return TRUE;
};
};
FUNC VOID DIA_Oruno_HELLO3_Info()
{
AI_Output (other, self ,"DIA_Oruno_HELLO3_15_01"); //bla bla
AI_Output (self, other ,"DIA_Oruno_HELLO3_03_02"); //bla bla
AI_Output (other, self ,"DIA_Oruno_HELLO3_15_03"); //bla bla
B_GiveInvItems (other, self, ItPl_SwampHerb, 1);
CreateInvItems (self, ItMi_Gold, 1);
B_GiveInvItems (self, other, ItMi_Gold, 50);
B_LogEntry (TOPIC_Ziele_Oruno,"bla bla");
Log_SetTopicStatus (TOPIC_Ziele_Oruno, LOG_SUCCESS);
MIS_Ziele_Oruno = LOG_SUCCESS;
B_GivePlayerXP (300);
};