//========================================
//-----------------> EXIT
//========================================
INSTANCE DIA_Greex_EXIT(C_INFO)
{
npc = VLK_9005_Greex;
nr = 999;
condition = DIA_Greex_EXIT_Condition;
information = DIA_Greex_EXIT_Info;
permanent = TRUE;
description = "KONIEC";
};
FUNC INT DIA_Greex_EXIT_Condition()
{
return TRUE;
};
FUNC VOID DIA_Greex_EXIT_Info()
{
AI_StopProcessInfos (self);
};
//========================================
//-----------------> KRADZIEŻ
//========================================
INSTANCE DIA_Greex_PICKPOCKET(C_INFO)
{
npc = VLK_9005_Greex;
nr = 900;
condition = DIA_Greex_PICKPOCKET_Condition;
information = DIA_Greex_PICKPOCKET_Info;
permanent = TRUE;
description = Pickpocket_80;
};
FUNC INT DIA_Greex_PICKPOCKET_Condition()
{
C_Beklauen (80, 205);
};
FUNC VOID DIA_Greex_PICKPOCKET_Info()
{
Info_ClearChoices (DIA_Greex_PICKPOCKET);
Info_AddChoice (DIA_Greex_PICKPOCKET, DIALOG_BACK ,DIA_Greex_PICKPOCKET_BACK);
Info_AddChoice (DIA_Greex_PICKPOCKET, DIALOG_PICKPOCKET ,DIA_Greex_PICKPOCKET_DoIt);
};
FUNC VOID DIA_Greex_PICKPOCKET_DoIt()
{
B_Beklauen ();
Info_ClearChoices (DIA_Greex_PICKPOCKET);
};
FUNC VOID DIA_Greex_PICKPOCKET_BACK()
{
Info_ClearChoices (DIA_Greex_PICKPOCKET);
};
//========================================
//-----------------> HELLO1
//========================================
INSTANCE DIA_Greex_HELLO1 (C_INFO)
{
npc = VLK_9005_Greex;
nr = 1;
condition = DIA_Greex_HELLO1_Condition;
information = DIA_Greex_HELLO1_Info;
permanent = FALSE;
description = "Kim jesteś?";
};
FUNC INT DIA_Greex_HELLO1_Condition()
{
return TRUE;
};
FUNC VOID DIA_Greex_HELLO1_Info()
{
AI_Output (other, self ,"DIA_Greex_HELLO1_15_01"); //Kim jesteś?
AI_Output (self, other ,"DIA_Greex_HELLO1_03_02"); //Nazywam się Greex. Zajmuję się zbieraniem oraz sprzedażą roślin.
AI_Output (self, other ,"DIA_Greex_HELLO1_03_03"); //To stoisko odziedziczyłem po moich rodzicach.
Log_CreateTopic (Topic_CityTrader,LOG_NOTE);
B_LogEntry (Topic_CityTrader,"Greex sprzedaje zioła niedaleko bramy do górnego miasta.");
};
//========================================
//-----------------> HELLO2
//========================================
INSTANCE DIA_Greex_HELLO2 (C_INFO)
{
npc = VLK_9005_Greex;
nr = 2;
condition = DIA_Greex_HELLO2_Condition;
information = DIA_Greex_HELLO2_Info;
permanent = TRUE;
trade = TRUE;
description = "Pokaż mi swoje towary.";
};
FUNC INT DIA_Greex_HELLO2_Condition()
{
return TRUE;
};
FUNC VOID DIA_Greex_HELLO2_Info()
{
};
//========================================
//-----------------> HELLO3
//========================================
INSTANCE DIA_Greex_HELLO3 (C_INFO)
{
npc = VLK_9005_Greex;
nr = 3;
condition = DIA_Greex_HELLO3_Condition;
information = DIA_Greex_HELLO3_Info;
permanent = TRUE;
description = "Co słychać?";
};
FUNC INT DIA_Greex_HELLO3_Condition()
{
return TRUE;
};
FUNC VOID DIA_Greex_HELLO3_Info()
{
if (Npc_KnowsInfo (other, DIA_Greex_HELLO1_Info))
{
AI_Output (other, self ,"DIA_Greex_HELLO3_15_01"); //Co słychać?
AI_Output (self, other ,"DIA_Greex_HELLO3_03_02"); //Źle, na terenach wokół miasta coraz bardziej niebezpiecznie. Pełno potworów i bandytów.
AI_Output (self, other ,"DIA_Greex_HELLO3_03_03"); //W dodatku dałbym sobie głowę uciąć, że ostatnio widziałem orka!
};
};
//========================================
//-----------------> HELLO4
//========================================
INSTANCE DIA_Greex_HELLO4 (C_INFO)
{
npc = VLK_9005_Greex;
nr = 4;
condition = DIA_Greex_HELLO4_Condition;
information = DIA_Greex_HELLO4_Info;
permanent = FALSE;
Important = TRUE;
};
FUNC INT DIA_Greex_HELLO4_Condition()
{
if (Kapitel >= 3)
{
return TRUE;
};
};
FUNC VOID DIA_Greex_HELLO4_Info()
{
if (Kapitel >= 3)
{
AI_Output (self, other ,"DIA_Greex_HELLO4_03_01"); //Mam dla ciebie zadanie, wchodzisz w to?
Info_ClearChoices (DIA_Greex_HELLO4);
Info_AddChoice (DIA_Greex_HELLO4, "Wchodzę w to.", DIA_Greex_YES);
Info_AddChoice (DIA_Greex_HELLO4, "Znajdź sobie kogoś innego.", DIA_Greex_NO);
};
};
FUNC VOID DIA_Greex_YES()
{
AI_Output (other, self ,"DIA_Greex_YES_15_01"); //Wchodzę w to!
AI_Output (self, other ,"DIA_Greex_YES_03_02"); //Świetnie. A więc słuchaj:
AI_Output (self, other ,"DIA_Greex_YES_03_03"); //Ostatnio wertując pewną książkę natknąłem się na pewną wzmiankę.
AI_Output (self, other ,"DIA_Greex_YES_03_04"); //Dotyczy ona rzadkiej odmiany Szczawiu Królewskiego - Szczawiu Szlachetnego.
AI_Output (self, other ,"DIA_Greex_YES_03_05"); //Według tej wzmianki Szczaw rośnie w lasach niedaleko latarni morskiej.
AI_Output (self, other ,"DIA_Greex_YES_03_06"); //Podejrzewam, że głęboko w lasach.
AI_Output (self, other ,"DIA_Greex_YES_03_07"); //Gdy zdobędziesz Szczaw przynieś mi go - dostaniesz za niego 500 sztuk złota.
MIS_SzczawSzlachetny = LOG_RUNNING;
Log_CreateTopic (TOPIC_SzczawSzlachetny, LOG_MISSION);
Log_SetTopicStatus (TOPIC_SzczawSzlachetny, LOG_RUNNING);
B_LogEntry (TOPIC_SzczawSzlachetny,"Zielarz Greex dał mi mapę z zaznaczoną lokalizacją Szczawiu Szlachetnego. Mam znaleźć roślinę i przynieść mu ją.");
};
FUNC VOID DIA_Greex_NO()
{
AI_Output (other, self ,"DIA_Greex_NO_00"); //Znajdź sobie kogoś innego.
AI_Output (self, orger ,"DIA_Greex_NO_01"); //Cóż, jak chcesz.
AI_StopProcessInfos (self);
};
//========================================
//-----------------> HELLO10
//========================================
INSTANCE DIA_Greex_HELLO10 (C_INFO)
{
npc = VLK_9005_Greex;
nr = 10;
condition = DIA_Greex_HELLO10_Condition;
information = DIA_Greex_HELLO10_Info;
permanent = FALSE;
description = "Mam Szczaw!";
};
FUNC INT DIA_Greex_HELLO10_Condition()
{
return TRUE;
};
FUNC VOID DIA_Greex_HELLO10_Info()
{
if (Npc_HasItems (other, ItPl_Perm_Herb2) >=1)
{
AI_Output (other, self ,"DIA_Greex_HELLO10_15_08"); //Mam Szczaw!
AI_Output (self, other ,"DIA_Greex_HELLO10_03_09"); //Znakomicie! Nareście będę mógł zabłysnąć przed Constantino.
AI_Output (self, other ,"DIA_Greex_HELLO10_03_10"); //Oto twoja nagroda.
CreateInvItems (self, ItMi_Gold, 500);
B_GiveInvItems (self, other, ItMi_Gold, 500);
B_GiveInvItems (other, self, ItPI_Perm_Herb2, 1);
B_LogEntry (TOPIC_SzczawSzlachetny,"Znalazłem Szczaw i zanisołem go do zielarza.");
Log_SetTopicStatus (TOPIC_SzczawSzlachetny, LOG_SUCCESS);
MIS_SzczawSzlachetny = LOG_SUCCESS;
B_GivePlayerXP (500);
};
};