Dobra,teraz nie wywala przy tym.Ale jest problem z dialogiem Bullca.A mianowicie chodzi o plik DIA_SLD_807_Bullco.Błąd o treści "Expected ';' (line 156)".Wklejam całość,ale linia 156 znajduje się po tekście "Nie wierzę! Ten koleżka wciąż tu jest!"
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instance DIA_Bullco_EXIT(C_Info)
{
npc = Sld_807_Bullco;
nr = 999;
condition = DIA_Bullco_EXIT_Condition;
information = DIA_Bullco_EXIT_Info;
permanent = TRUE;
description = Dialog_Ende;
};
func int DIA_Bullco_EXIT_Condition()
{
return TRUE;
};
func void DIA_Bullco_EXIT_Info()
{
AI_StopProcessInfos(self);
};
instance DIA_Bullco_Hallo(C_Info)
{
npc = Sld_807_Bullco;
nr = 1;
condition = DIA_Bullco_Hallo_Condition;
information = DIA_Bullco_Hallo_Info;
permanent = TRUE;
description = "Jest coś, o czym powinniśmy pogadać...";
};
func int DIA_Bullco_Hallo_Condition()
{
return TRUE;
};
func void DIA_Bullco_Hallo_Info()
{
AI_Output(other,self,"DIA_Bullco_HALLO_15_00"); //Jest coś, o czym powinniśmy pogadać...
if(self.aivar[AIV_LastFightAgainstPlayer] == FIGHT_LOST)
{
AI_Output(self,other,"DIA_Bullco_HALLO_06_01"); //Wygrałeś! A teraz idź sobie.
}
else
{
AI_Output(self,other,"DIA_Bullco_HALLO_06_02"); //Nic o tym nie wiem.
};
AI_StopProcessInfos(self);
};
instance DIA_Bullco_Quatscher(C_Info)
{
npc = Sld_807_Bullco;
nr = 2;
condition = DIA_Bullco_Quatscher_Condition;
information = DIA_Bullco_Quatscher_Info;
permanent = FALSE;
important = TRUE;
};
func int DIA_Bullco_Quatscher_Condition()
{
if((self.aivar[AIV_DefeatedByPlayer] == FALSE) && (Sylvio_angequatscht >= 2))
{
return TRUE;
};
};
func void DIA_Bullco_Quatscher_Info()
{
AI_Output(self,other,"DIA_Bullco_Quatscher_06_00"); //Silvio nie lubi, jak się do niego rozmawia. Do tej pory powinieneś to już wiedzieć.
AI_StopProcessInfos(self);
Npc_ExchangeRoutine(self,"PEE");
B_Attack(self,other,AR_NONE,1);
};
var int Bullco_Leave_Day;
var int Bullco_scharf;
instance DIA_Bullco_PleaseLeave(C_Info)
{
npc = Sld_807_Bullco;
nr = 3;
condition = DIA_Bullco_PleaseLeave_Condition;
information = DIA_Bullco_PleaseLeave_Info;
permanent = FALSE;
important = TRUE;
};
func int DIA_Bullco_PleaseLeave_Condition()
{
if(self.aivar[AIV_DefeatedByPlayer] == FALSE)
{
if((self.aivar[AIV_LastFightAgainstPlayer] != FIGHT_NONE) || (Sylvio_MenDefeated == TRUE))
{
return TRUE;
};
};
};
func void DIA_Bullco_PleaseLeave_Info()
{
AI_Output(self,other,"DIA_Bullco_PleaseLeave_06_00"); //Ty i ja musimy pogadać.
AI_Output(other,self,"DIA_Bullco_PleaseLeave_15_01"); //Czego chcesz?
AI_Output(self,other,"DIA_Bullco_PleaseLeave_06_02"); //Myślę, żebyś nie pokazywał się na farmie.
AI_Output(self,other,"DIA_Bullco_PleaseLeave_06_03"); //Jutro ma cię tu nie być. Rozumiesz?
Bullco_Leave_Day = B_GetDayPlus();
Bullco_scharf = TRUE;
AI_StopProcessInfos(self);
Npc_ExchangeRoutine(self,"PEE");
};
var int Bullco_HitCounter;
instance DIA_Bullco_DailyCheck(C_Info)
{
npc = Sld_807_Bullco;
nr = 4;
condition = DIA_Bullco_DailyCheck_Condition;
information = DIA_Bullco_DailyCheck_Info;
permanent = FALSE;
important = TRUE;
};
func int DIA_Bullco_DailyCheck_Condition()
{
if((self.aivar[AIV_DefeatedByPlayer] == FALSE) && (Bullco_scharf == TRUE) && (Wld_GetDay() > Bullco_Leave_Day))
{
return TRUE;
};
};
func void DIA_Bullco_DailyCheck_Info()
{
if(Bullco_HitCounter == 0)
{
AI_Output(self,other,"DIA_Bullco_DailyCheck_06_00"); //Dalej tu jesteś...
AI_Output(self,other,"DIA_Bullco_DailyCheck_06_01"); //Chyba ustaliliśmy, że nie będę cię zatrzymywał.
AI_Output(self,other,"DIA_Bullco_DailyCheck_06_02"); //Naprawdę trzeba było mnie słuchać.
}
else
{
AI_Output(self,other,"DIA_Bullco_DailyCheck_06_03"); //Nie wierzę! Ten koleżka wciąż tu jest!
};
Bullco_HitCounter = Bullco_HitCounter + 1;
B_GetDayPlus();
AI_StopProcessInfos(self)Bullco_Leave_Day == ;
B_Attack(self,other,AR_NONE,1);
};
instance DIA_Bullco_WontLeave(C_Info)
{
npc = Sld_807_Bullco;
nr = 5;
condition = DIA_Bullco_WontLeave_Condition;
information = DIA_Bullco_WontLeave_Info;
permanent = FALSE;
description = "NIE zamierzam stąd odejść!";
};
func int DIA_Bullco_WontLeave_Condition()
{
if(Bullco_scharf == TRUE)
{
return TRUE;
};
};
func void DIA_Bullco_WontLeave_Info()
{
AI_Output(other,self,"DIA_Bullco_WontLeave_15_00"); //NIE zamierzam stąd odejść!
if(self.aivar[AIV_DefeatedByPlayer] == FALSE)
{
AI_Output(self,other,"DIA_Bullco_WontLeave_06_01"); //No to chyba będziemy gadali o tym jeszcze raz.
AI_StopProcessInfos(self);
B_Attack(self,other,AR_NONE,1);
}
else
{
AI_Output(self,other,"DIA_Bullco_WontLeave_06_02"); //Taak, taak, idź to powiedz komuś, kogo to obchodzi.
Bullco_scharf = FALSE;
AI_StopProcessInfos(self);
};
};
instance DIA_Bullco_PepesSchafe(C_Info)
{
npc = Sld_807_Bullco;
nr = 6;
condition = DIA_Bullco_PepesSchafe_Condition;
information = DIA_Bullco_PepesSchafe_Info;
permanent = FALSE;
description = "Czy imię Pepe coś ci mówi?";
};
func int DIA_Bullco_PepesSchafe_Condition()
{
if((MIS_Pepe_KillWolves == LOG_SUCCESS) && (Bullco_scharf == TRUE) && (Onar_WegenPepe == TRUE))
{
return TRUE;
};
};
func void DIA_Bullco_PepesSchafe_Info()
{
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_00"); //Czy imię Pepe coś ci mówi?
AI_Output(self,other,"DIA_Bullco_PepesSchafe_06_01"); //Nie rozumiem, co gadasz, ale nie widzi mi się, jak to gadasz.
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_02"); //Miałeś pilnować jego owiec.
AI_Output(self,other,"DIA_Bullco_PepesSchafe_06_03"); //A co mnie obchodzą jego owce?
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_04"); //Lee obchodzą.
AI_Output(self,other,"DIA_Bullco_PepesSchafe_06_05"); //No i...?
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_06"); //Jeśli dalej będziesz mnie wkurzać, zadbam o to, żebyś musiał zapłacić za te owce.
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_07"); //Więc jeśli interesuje cię twoje wynagrodzenie, to daj mi spokój!
AI_Output(self,other,"DIA_Bullco_PepesSchafe_06_08"); //Ty, ty...
AI_Output(other,self,"DIA_Bullco_PepesSchafe_15_09"); //Tak?
AI_Output(self,other,"DIA_Bullco_PepesSchafe_06_10"); //Ty wstrętna kreaturo...
Bullco_scharf = FALSE;
B_GivePlayerXP(XP_Ambient);
AI_StopProcessInfos(self);
};
instance DIA_BullcoSLD_PICKPOCKET(C_Info)
{
npc = Sld_807_Bullco;
nr = 900;
condition = DIA_BullcoSLD_PICKPOCKET_Condition;
information = DIA_BullcoSLD_PICKPOCKET_Info;
permanent = TRUE;
description = Pickpocket_60;
};
func int DIA_BullcoSLD_PICKPOCKET_Condition()
{
return C_Beklauen(56,35);
};
func void DIA_BullcoSLD_PICKPOCKET_Info()
{
Info_ClearChoices(DIA_BullcoSLD_PICKPOCKET);
Info_AddChoice(DIA_BullcoSLD_PICKPOCKET,Dialog_Back,DIA_BullcoSLD_PICKPOCKET_BACK);
Info_AddChoice(DIA_BullcoSLD_PICKPOCKET,DIALOG_PICKPOCKET,DIA_BullcoSLD_PICKPOCKET_DoIt);
};
func void DIA_BullcoSLD_PICKPOCKET_DoIt()
{
B_Beklauen();
Info_ClearChoices(DIA_BullcoSLD_PICKPOCKET);
};
func void DIA_BullcoSLD_PICKPOCKET_BACK()
{
Info_ClearChoices(DIA_BullcoSLD_PICKPOCKET);
};