Pojawiają się setki błędów w skrypcie:
[codebox]//******************************************
// EXIT
//******************************************
instance DIA_Raptor_Exit (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 999;
condition = DIA_Raptor_Exit_Condition;
information = DIA_Raptor_Exit_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC int DIA_Raptor_Exit_Condition()
{
return 1;
};
FUNC VOID DIA_Raptor_Exit_Info()
{
AI_StopProcessInfos ( self );
};
//******************************************
// Hallo
//******************************************
instance DIA_Raptor_Hello (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 1;
condition = DIA_Raptor_Hello_Condition;
information = DIA_Raptor_Hello_Info;
permanent = 0;
description = "Kim jesteś?";
};
FUNC int DIA_Raptor_Hello_Condition()
{
if (!C_NpcBelongsToOldcamp (other))
{
return 1;
};
};
FUNC VOID DIA_Raptor_Hello_Info()
{
AI_Output (other, self,"DIA_Raptor_Hello_15_00"); //Kim jesteś?
AI_Output (self, other,"DIA_Raptor_Hello_08_01"); //Zwę się Raptor. Pilnuję nocą zamku zamiast Thorusa. A ty?
AI_Output (other, self,"DIA_Raptor_Hello_15_02"); //Jestem tu nowy. Chciałem się trochę rozejrzeć.
};
//******************************************
// Burg
//******************************************
instance DIA_Raptor_Burg (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 1;
condition = DIA_Raptor_Burg_Condition;
information = DIA_Raptor_Burg_Info;
permanent = 10;
description = "Możesz mi opowiedzieć o tym zamku?";
};
FUNC int DIA_Raptor_Burg_Condition()
{
if (Npc_KnowsInfo(hero,DIA_Raptor_Hello))
{
return 1;
};
};
FUNC VOID DIA_Raptor_Burg_Info()
{
AI_Output (other, self,"DIA_Raptor_Burg_15_00"); //Możesz mi opowiedzieć o tym zamku?
AI_Output (self, other,"DIA_Raptor_Burg_08_01"); //Co tu dużo mówić: Gomez i jego ludzie zajęli go po wielkim buncie.
AI_Output (self, other,"DIA_Raptor_Burg_08_02"); //Od początku wiedziałem, że warto będzie stanąć po jego stronie.
AI_Output (self, other,"DIA_Raptor_Burg_08_03"); //Wielu z nas, jeszcze jako więźniowie zamknięci w lochach lub zmuszani do pracy w kopalni, uznawało zwierzchnictwo Gomeza.
AI_Output (other, self,"DIA_Raptor_Burg_15_04"); //Czy te lochy znajdują się pod zamkiem?
AI_Output (self, other,"DIA_Raptor_Burg_08_05"); //Tak, ale teraz świecą pustką. Nikt tam nie schodził od czasu wielkiego buntu.
};
//******************************************
// PERM
//******************************************
instance DIA_Raptor_PERM (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 1;
condition = DIA_Raptor_PERM_Condition;
information = DIA_Raptor_PERM_Info;
permanent = 1;
description = "Jak wygląda życie strażnika?";
};
FUNC int DIA_Raptor_PERM_Condition()
{
if (Npc_KnowsInfo(hero,DIA_Raptor_Burg))
{
return 1;
};
};
FUNC VOID DIA_Raptor_PERM_Info()
{
AI_Output (other, self,"DIA_Raptor_PERM_15_00"); //Jak wygląda życie strażnika?
AI_Output (self, other,"DIA_Raptor_PERM_08_01"); //Jest spokojne. Jesteśmy największym i najsilniejszym obozem w kolonii. Nikt nie śmie nas zaczepiać.
AI_Output (other, self,"DIA_Raptor_PERM_15_02"); //Rozumiem.
AI_StopProcessInfos (self);
};
//******************************************
// NAUKA
//******************************************
// ************************************************************
var int Raptor_Merke_STR;
var int Raptor_Merke_DEX;
// ************************************************************
INSTANCE Info_Raptor_Teach(C_INFO)
{
npc = GRD_12345_Raptor;
nr = 100;
condition = Info_Raptor_Teach_Condition;
information = Info_Raptor_Teach_Info;
permanent = 1;
description = "Możesz mnie czegoś nauczyć?";
};
FUNC INT Info_Raptor_Teach_Condition()
{
return 1;
};
FUNC VOID Info_Raptor_Teach_Info()
{
if (log_Raptortrain == FALSE)
{
Log_CreateTopic (GE_TeacherOC,LOG_NOTE);
B_LogEntry (GE_TeacherOC, "Raptor może mi pomóc w zwiększeniu mojej zwinności i siły.");
log_Raptortrain = TRUE;
};
AI_Output(hero,self,"Info_Raptor_Teach_15_00"); //Możesz mnie czegoś nauczyć?
AI_Output(self,hero,"Info_Raptor_Teach_11_01"); //Tak. Mogę ci pokazać, jak zwiększyć swoją siłę lub zręczność.
Raptor_Merke_STR = hero.attribute[ATR_STRENGTH];
Raptor_Merke_DEX = hero.attribute[ATR_DEXTERITY];
Info_ClearChoices (Info_Raptor_Teach);
Info_AddChoice (Info_Raptor_Teach,DIALOG_BACK ,Info_Raptor_Teach_BACK);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_ST
RENGTH,0) ,Info_Raptor_Teach_STR_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRE
NGTH,0) ,Info_Raptor_Teach_STR_1);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_D
EXTERITY,0),Info_Raptor_Teach_DEX_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEX
TERITY,0),Info_Raptor_Teach_DEX_1);
};
func void Info_Raptor_Teach_BACK()
{
if (Raptor_Merke_STR < hero.attribute[ATR_STRENGTH])
{
AI_Output(self,hero,"Info_Raptor_Teach_BACK_11_00"); //Jesteś teraz o wiele silniejszy.
};
if (Raptor_Merke_DEX < hero.attribute[ATR_DEXTERITY])
{
AI_Output(self,hero,"Info_Raptor_Teach_BACK_11_01"); //Umiesz teraz sprawniej posługiwać się łukiem i kuszą.
};
AI_Output(self,hero,"Info_Raptor_Teach_BACK_11_02"); //Wróć niedługo. Musisz się jeszcze wiele nauczyć.
Info_ClearChoices (Info_Raptor_Teach);
};
func void Info_Raptor_Teach_STR_1()
{
B_BuyAttributePoints (hero, ATR_STRENGTH, LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (Info_Raptor_Teach);
Info_AddChoice (Info_Raptor_Teach,DIALOG_BACK ,Info_Raptor_Teach_BACK);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_5 ,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,Info_Raptor_Teach_STR_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRE
NGTH,0) ,Info_Raptor_Teach_STR_1);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_D
EXTERITY,0),Info_Raptor_Teach_DEX_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEX
TERITY,0),Info_Raptor_Teach_DEX_1);
};
func void Info_Raptor_Teach_STR_5()
{
B_BuyAttributePoints (hero, ATR_STRENGTH, 5*LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (Info_Raptor_Teach);
Info_AddChoice (Info_Raptor_Teach,DIALOG_BACK ,Info_Raptor_Teach_BACK);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_ST
RENGTH,0) ,Info_Raptor_Teach_STR_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRE
NGTH,0) ,Info_Raptor_Teach_STR_1);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_D
EXTERITY,0),Info_Raptor_Teach_DEX_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEX
TERITY,0),Info_Raptor_Teach_DEX_1);
};
func void Info_Raptor_Teach_DEX_1()
{
B_BuyAttributePoints (hero, ATR_DEXTERITY, LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (Info_Raptor_Teach);
Info_AddChoice (Info_Raptor_Teach,DIALOG_BACK ,Info_Raptor_Teach_BACK);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_ST
RENGTH,0) ,Info_Raptor_Teach_STR_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRE
NGTH,0) ,Info_Raptor_Teach_STR_1);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_D
EXTERITY,0),Info_Raptor_Teach_DEX_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEX
TERITY,0),Info_Raptor_Teach_DEX_1);
};
func void Info_Raptor_Teach_DEX_5()
{
B_BuyAttributePoints (hero, ATR_DEXTERITY, 5*LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (Info_Raptor_Teach);
Info_AddChoice (Info_Raptor_Teach,DIALOG_BACK ,Info_Raptor_Teach_BACK);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_ST
RENGTH,0) ,Info_Raptor_Teach_STR_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRE
NGTH,0) ,Info_Raptor_Teach_STR_1);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_D
EXTERITY,0),Info_Raptor_Teach_DEX_5);
Info_AddChoice (Info_Raptor_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEX
TERITY,0),Info_Raptor_Teach_DEX_1);
};
//*************************************************
// KUPNO
//*************************************************
instance DIA_Raptor_Kupno (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 1;
condition = DIA_Raptor_Kupno_Condition;
information = DIA_Raptor_Kupno_Info;
permanent = 0;
description = "Mogę coś od ciebie kupić?";
};
FUNC int DIA_Raptor_Kupno_Condition()
{
if (Npc_KnowsInfo(hero,DIA_Raptor_Hello))
{
return 1;
};
};
FUNC VOID DIA_Raptor_Kupno_Info()
{
AI_Output (other, self,"DIA_Raptor_Kupno_15_00"); //Mogę coś od ciebie kupić?
AI_Output (self, other,"DIA_Raptor_Kupno_08_01"); //Hmm... Mam tu hełm, będzie cię kosztował...
AI_Output (other, self,"DIA_Raptor_Kupno_15_02"); //Tak?
AI_Output (self, other,"DIA_Raptor_Kupno_08_03"); //1000 bryłek rudy.
AI_Output (other, self,"DIA_Raptor_Kupno_15_04"); //ILE!? 1000 BRYŁEK?! NIE PRZESADASZ?!
AI_Output (other, self,"DIA_Raptor_Kupno_08_05"); //Tyle mnie on kosztował w złocie.
AI_Output (other, self,"DIA_Raptor_Kupno_15_06"); //Dobrze, niech będzie. <do siebie, cicho> Ty skąpa świnio.
};
//***************************************
// WYMIANA // TU SIĘ ZACZYNAJĄ PROBLEMY!!!
//***************************************
instance DIA_Raptor_Wymiana (C_INFO)
{
npc = GRD_12345_Raptor;
nr = 1;
condition = DIA_Raptor_Wymiana_Condition;
information = DIA_Raptor_Wymiana_Info;
permanent = 0;
description = "(kup hełm)";
};
FUNC int DIA_Raptor_Wymiana_Condition()
{
if (Npc_KnowsInfo(hero,DIA_Raptor_Kupno))
&& (Npc_HasItems (hero,ItmiNugget) >= 1000)
{
return 1;
};
};
FUNC VOID DIA_Raptor_Wymiana_Info()
{
AI_Output (other, self,"DIA_Raptor_Wymiana_15_00"); //Wezmę ten hełm.
B_GiveInvItems (other, self, ItmiNugget, 1000);
AI_Output (self, other,"DIA_Raptor_Wymiana_08_01"); //Świetnie, trzymaj!
B_GiveInvItems (self, other, GRD_HELM, 1);
}
else
{
AI_Output (other, self,"DIA_Raptor_Wymiana_15_00"); //Wezmę ten hełm.
AI_Output (self, other,"DIA_Raptor_Wymiana_08_01"); //A gdzie ruda? Dam ci hełm jak przyniesiesz 1000 bryłek!
};[/codebox]