Dobra popisałem odrobinkę skryptów.... nowa broń, koleś, quest i dialog. Ale gdzieś w skryptach jest jakiś błąd wczoraj spędziłem na szukanie go bardzo dużo czasu a i tak nic nie znalazłem. Czy możecie pomóc poszukać ów błędu?? Tu wysyłam napisane prze zemnie skrypty.
DIALOG:
//*********************************************************************
// Info EXIT
//*********************************************************************
INSTANCE DIA_SLD_888_Gorhim_EXIT (C_INFO)
{
npc = SLD_888_Gorhim;
nr = 999;
condition = DIA_SLD_888_Gorhim_EXIT_Condition;
information = DIA_SLD_888_Gorhim_EXIT_Info;
permanent = TRUE;
description = DIALOG_ENDE;
};
FUNC INT DIA_SLD_888_Gorhim_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Gorhim_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//*********************************************************************
// Info Hello
//*********************************************************************
INSTANCE DIA_SLD_888_Gorhim_Witaj (C_INFO)
{
npc = SLD_888_Gohrim;
nr = 1;
condition = DIA_SLD_888_Gohrim_Witaj_Condition;
information = DIA_SLD_888_Gohrim_Witaj_Info;
permanent = FALSE;
description = "Witaj";
};
FUNC INT DIA_SLD_888_Gorhim_Witaj_Condition()
{
return TRUE;
};
FUNC VOID DIA_SLD_888_Gorhim_Witaj_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Gohrim_Witaj_15_00"); //Witaj
AI_Output (self ,other,"DIA_SLD_888_Gohrim_Witaj_32_01"); //Daj mi spokój!
AI_Output (other,self ,"DIA_SLD_888_Gohrim_Witaj_15_02"); //dlaczego?
AI_Output (self ,other,"DIA_SLD_888_Gohrim_Witaj_32_03"); //Arrgghh! Moja głowa!
};
//*********************************************************************
// Zadanie
//*********************************************************************
INSTANCE DIA_SLD_888_Gorhim_zadanie (C_INFO)
{
npc = SLD_888_Gohrim;
nr = 1;
condition = DIA_SLD_888_Gohrim_Witaj_Condition;
information = DIA_SLD_888_Gohrim_Witaj_Info;
permanent = FALSE;
description = "co tam?";
};
FUNC INT DIA_SLD_888_Gorhim_zadanie_Condition()
{
if (Npc_KnowsInfo(other,DIA_SLD_888_Gorhmim_Siema))
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Gorhim_zadanie_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Gohrim_zadanie_15_00"); //Możę ci w czymś pomóc?
AI_Output (self ,other,"DIA_SLD_888_Gohrim_zadanie_32_01"); //Pomóc? Jeśli możesz...
AI_Output (other,self ,"DIA_SLD_888_Gohrim_zadanie_15_02"); //Co mam dla ciebie zrobić?
AI_Output (self ,other,"DIA_SLD_888_Gohrim_zadanie_32_03"); //Idz do tawerny i przynieś mi piwo.
AI_Output (other,self ,"DIA_SLD_888_Gohrim_zadanie_15_04"); //Co za to dostanę?
AI_Output (self ,other,"DIA_SLD_888_Gohrim_zadanie_32_05"); //To zależy jak szybko się uwiniesz.
AI_Output (other,self ,"DIA_SLD_888_Gohrim_zadanie_15_06"); //Ruszam!
Log_CreateTopic (TOPIC_piwko, LOG_MISSION);
Log_SetTopicStatus (TOPIC_piwko, LOG_RUNNING);
B_LogEntry (TOPIC_Piwko,"Gorhim potrzebuje piwa.");
};
//*********************************************************************
// Koniec zadania
//*********************************************************************
INSTANCE DIA_SLD_888_Gorhim_browar (C_INFO)
{
npc = SLD_888_Gohrim;
nr = 1;
condition = DIA_SLD_888_Gohrim_Witaj_Condition;
information = DIA_SLD_888_Gohrim_Witaj_Info;
permanent = FALSE;
description = "Mam piwo!";
};
FUNC INT DIA_SLD_888_Gorhim_browar_Condition()
{
if (Npc_KnowsInfo(other,DIA_SLD_888_Gorhmim_zadanie))
&& (npc_hasitems (other, itfo_beer) >= 1)
{
return TRUE;
};
};
FUNC VOID DIA_SLD_888_Gorhim_browar_Info()
{
AI_Output (other,self ,"DIA_SLD_888_Gohrim_browar_15_00"); //Oto twoje piwo!
AI_Output (self ,other,"DIA_SLD_888_Gohrim_browar_32_01"); //Dzięki! Nawet nie wiesz ile to dla mnie znaczy!
AI_Output (self ,other,"DIA_SLD_888_Gohrim_browar_32_03"); //No dobra, tu jest twoja nagroda.
AI_Output (other,self ,"DIA_SLD_888_Gohrim_browar_15_06"); //Dzięki! Ruszam dalej w drogę.
B_giveinvitems(other, self, itfo_beer, 1)
Createinvitems (self, itmi_gold, 50);
B_giveinvitems (self, other, itmi_gold, 50);
B_LogEntry (TOPIC_Piwko,"Dałem Gorhimowi piwo.");
Log_SetTopicStatus (TOPIC_piwko, LOG_SUCCESS);
};
MIECZ
INSTANCE ItMw_Addon_Miecz półksiężyca (C_Item)
{
name ="Miecz półksiężyca";
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_STRENGTH;
cond_value[2] =100;
visual ="ItMw_065_1h_sword_bastard_03.3DS";
description = name;
TEXT[1] = "Ten miecz jest wykonany z dziwnego metalu przypominającego srebro";
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;
};
ZADANIE :
const string TOPIC_Piwo = "Piwo dla Gorhim";
KOLES:
nstance SLD_888_Gorhim (Npc_Default) // Postać stworzył Oskar
{
// ------ NSC ------
name = "Gohrim";
guild = GIL_SLD;
id = 888;
voice = 5;
flags = 0; //NPC_FLAG_IMMORTAL oder 0
npctype = NPCTYPE_MAIN;
// ------ Attribute ------
B_SetAttributesToChapter (self, 5); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6)
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_MASTER; // MASTER / STRONG / NORMAL / COWARD;
// ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden
EquipItem (self, ItMw_addon_Miecz półksiężyca);
CreateInvItems (self, ItRw_Arrow, 10);
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_ITAR_DJG_Crawler);
Mdl_SetModelFatness (self, 1);
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, 60); //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_TAVERNE_04");
TA_Stand_ArmsCrossed (21,00,07,00,"NW_TAVERNE_04");
};
MIECZ:
INSTANCE ItMw_Addon_Miecz półksiężyca (C_Item)
{
name ="Miecz półksiężyca";
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_STRENGTH;
cond_value[2] =100;
visual ="ItMw_065_1h_sword_bastard_03.3DS";
description = name;
TEXT[1] = "Ten miecz jest wykonany z dziwnego metalu przypominającego srebro";
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;
};