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 Mi Gran Problema

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huloiiuy
Gobernador General de la Armada
Gobernador General de la Armada


Mensajes : 490
Fecha de inscripción : 12/09/2012
Edad : 44
Localización : En Alta Mar

MensajeTema: Mi Gran Problema   Sáb Nov 23 2013, 09:25

Bueno amigos\as aqui tengo mi gran problema haber si alguno me puede dar un empujon porque no me aclaro en esto.
Este es el archivo de la quest de Ascold, se que tengo que crear uno para las nuevas misiones pero no se ni jota que significa nada de esto.


#include "TEXT\DIALOGS\Quest\Ascold.h"
void ProcessDialogEvent()
{
ref NPChar, sld;
aref Link, NextDiag;

DeleteAttribute(&Dialog,"Links");

makeref(NPChar,CharacterRef);
makearef(Link, Dialog.Links);
makearef(NextDiag, NPChar.Dialog);

switch(Dialog.CurrentNode)
{
// ----------------------------------- Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à
case "First time":
if (npchar.quest.meeting == "0")
{
dialog.text = DLG_TEXT_Q[0];
link.l1 = DLG_TEXT_Q[1] + GetFullName(pchar) + ".";
link.l1.go = "Step_1";
npchar.quest.meeting = "1";
}
else
{
dialog.text = DLG_TEXT_Q[2];
link.l1 = DLG_TEXT_Q[3];
link.l1.go = "exit";
link.l2 = DLG_TEXT_Q[4];
link.l2.go = "Step_3";
NextDiag.TempNode = "First time";
}
break;

case "Exit":
NextDiag.CurrentNode = NextDiag.TempNode;
DialogExit();
break;

case "Step_1":
dialog.text = DLG_TEXT_Q[5];
link.l1 = DLG_TEXT_Q[6];
link.l1.go = "Step_2";
break;

case "Step_2":
dialog.text = DLG_TEXT_Q[7];
link.l1 = DLG_TEXT_Q[8];
link.l1.go = "First time";
break;

case "Step_3":
if (npchar.quest.meeting == "1")
{
dialog.text = DLG_TEXT_Q[9];
link.l1 = "...";
npchar.quest.meeting = "2";
}
else
{
dialog.text = RandPhraseSimple(DLG_TEXT_Q[10], DLG_TEXT_Q[11]);
link.l1 = RandPhraseSimple(DLG_TEXT_Q[12], DLG_TEXT_Q[13]);
}
link.l1.go = "Step_4";
break;

case "Step_4":
DoReloadCharacterToLocation("BasTer_town", "reload", "houseSp1");
NextDiag.CurrentNode = NextDiag.TempNode;
DialogExit();
break;

case "HaveRecomendation":
sld = characterFromId(pchar.questTemp.Ascold.TraderId);
if (npchar.quest.meeting == "0")
{
dialog.text = DLG_TEXT_Q[14];
link.l1 = DLG_TEXT_Q[15] + GetFullName(pchar) + DLG_TEXT_Q[16] + GetFullName(sld) + DLG_TEXT_Q[17] + XI_ConvertString("Colony" + sld.City + "Dat") + ".";
npchar.quest.meeting = "1";
}
else
{
dialog.text = DLG_TEXT_Q[18];
link.l1 = DLG_TEXT_Q[19] + GetFullName(sld) + DLG_TEXT_Q[20] + XI_ConvertString("Colony" + sld.City + "Dat") + ".";
}
link.l1.go = "Step_5";
break;

case "Step_5":
sld = characterFromId(pchar.questTemp.Ascold.TraderId);
dialog.text = DLG_TEXT_Q[21]+
DLG_TEXT_Q[22]+
DLG_TEXT_Q[23];
link.l1 = sld.lastname + DLG_TEXT_Q[24];
link.l1.go = "Step_6";
break;

case "Step_6":
dialog.text = DLG_TEXT_Q[25];
link.l1 = DLG_TEXT_Q[26];
if (CheckCharacterItem(pchar, "Powder_mummie"))
{
link.l1.go = "Step_7";
TakeItemFromCharacter(pchar, "Powder_mummie");
AddMoneyToCharacter(pchar, 30000);
}
else
{
link.l1.go = "No_Powder";
}
break;

case "No_Powder":
dialog.text = DLG_TEXT_Q[27]+
DLG_TEXT_Q[28];
link.l1 = DLG_TEXT_Q[29];
link.l1.go = "Step_4";
NextDiag.TempNode = "First time";
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "BreakeQuest";
break;

case "Step_7":
dialog.text = DLG_TEXT_Q[30];
link.l1 = DLG_TEXT_Q[31];
link.l1.go = "Step_8";
break;

case "Step_8":
dialog.text = DLG_TEXT_Q[32]+
DLG_TEXT_Q[33]+
DLG_TEXT_Q[34];
link.l1 = DLG_TEXT_Q[35];
link.l1.go = "Step_9";
break;

case "Step_9":
dialog.text = DLG_TEXT_Q[36]+
DLG_TEXT_Q[37];
link.l1 = DLG_TEXT_Q[38];
link.l1.go = "Step_10";
link.l2 = DLG_TEXT_Q[39];
link.l2.go = "No_Work";
break;

case "No_Work":
dialog.text = DLG_TEXT_Q[40];
link.l1 = DLG_TEXT_Q[41];
link.l1.go = "Step_4";
NextDiag.TempNode = "First time";
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "BreakeQuest";
group_DeleteGroup("Ascold_Spa_Attack");
DeleteAttribute(PChar, "questTemp.Ascold.Ship");
break;

case "Step_10":
dialog.text = DLG_TEXT_Q[42]+
DLG_TEXT_Q[43];
link.l1 = DLG_TEXT_Q[44];
link.l1.go = "exit";
pchar.questTemp.Ascold = "SeekThreeObject";
NextDiag.TempNode = "ResultOfSeek";
AddQuestRecord("Ascold", "3");
break;

case "ResultOfSeek":
dialog.text = DLG_TEXT_Q[45];
link.l1 = DLG_TEXT_Q[46];
link.l1.go = "exit";
NextDiag.TempNode = "ResultOfSeek";
if (CheckCharacterItem(pchar, "indian19") && CheckCharacterItem(pchar, "indian20") && CheckCharacterItem(pchar, "indian21"))
{
link.l2 = DLG_TEXT_Q[47];
link.l2.go = "Step_11";
}
break;

case "Step_11":
dialog.text = DLG_TEXT_Q[48];
link.l1 = DLG_TEXT_Q[49];
if (pchar.questTemp.Ascold == "SoughtThreeObject")
{
link.l1 = DLG_TEXT_Q[50];
}
link.l1.go = "Step_12";
link.l2 = DLG_TEXT_Q[51];
link.l2.go = "WantMoreMoney";
break;

case "WantMoreMoney":
dialog.text = DLG_TEXT_Q[52]+
DLG_TEXT_Q[53];
link.l1 = DLG_TEXT_Q[54];
link.l1.go = "Step_4";
NextDiag.TempNode = "First time";
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "BreakeQuest";
break;

case "Step_12":
dialog.text = DLG_TEXT_Q[55];
link.l1 = DLG_TEXT_Q[56];
link.l1.go = "Step_13";
break;

case "Step_13":
dialog.text = DLG_TEXT_Q[57];
link.l1 = DLG_TEXT_Q[58];
link.l1.go = "exit";
TakeItemFromCharacter(pchar, "indian19");
TakeItemFromCharacter(pchar, "indian20");
TakeItemFromCharacter(pchar, "indian21");
AddMoneyToCharacter(pchar, 90000);
pchar.questTemp.Ascold = "TakenThreeObject";
SaveCurrentQuestDateParam("questTemp.Ascold");
NextDiag.TempNode = "WalkTwoMounth";
AddQuestRecord("Ascold", "4");
break;

case "WalkTwoMounth":
if (GetQuestPastDayParam("questTemp.Ascold") > 62)
{
dialog.text = DLG_TEXT_Q[59] + GetFullName(pchar) + ".";
link.l1 = DLG_TEXT_Q[60];
link.l1.go = "Step_14";
}
else
{
dialog.text = DLG_TEXT_Q[61] + GetFullName(pchar) + DLG_TEXT_Q[62];
link.l1 = DLG_TEXT_Q[63];
link.l1.go = "exit";
NextDiag.TempNode = "WalkTwoMounth";
}
break;

case "Step_14":
dialog.text = DLG_TEXT_Q[64];
link.l1 = DLG_TEXT_Q[65];
link.l1.go = "Step_15";
break;

case "Step_15":
dialog.text = DLG_TEXT_Q[66]+
DLG_TEXT_Q[67]+
DLG_TEXT_Q[68]+
DLG_TEXT_Q[69];
link.l1 = DLG_TEXT_Q[70];
link.l1.go = "Step_16";
link.l2 = DLG_TEXT_Q[71];
link.l2.go = "No_Work";
break;

case "Step_16":
dialog.text = DLG_TEXT_Q[72];
link.l1 = DLG_TEXT_Q[73];
link.l1.go = "exit";
SaveCurrentQuestDateParam("questTemp.Ascold");
NextDiag.TempNode = "AfterManowarsBattle";
pchar.questTemp.Ascold = "ToHavanna";
AddQuestRecord("Ascold", "5");
break;

case "AfterManowarsBattle":
dialog.text = DLG_TEXT_Q[74];
link.l1 = DLG_TEXT_Q[75];
link.l1.go = "exit";
link.l2 = DLG_TEXT_Q[76];
link.l2.go = "No_Work";
if (pchar.questTemp.Ascold == "SeekInformatorHavanna")
{
link.l1 = DLG_TEXT_Q[77];
link.l1.go = "Step_17";
}
if (pchar.questTemp.Ascold == "ReciveInformationManowar")
{
link.l1 = DLG_TEXT_Q[78];
link.l1.go = "Step_20";
}
if (pchar.questTemp.Ascold == "ILookedThisAss" && !CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[79];
link.l1.go = "Step_24";
}
if (pchar.questTemp.Ascold == "ILookedThisAss" && CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[80];
link.l1.go = "Step_25";
}
if (pchar.questTemp.Ascold == "2ILookedThisAss" && CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[81];
link.l1.go = "Step_25";
}
if (pchar.questTemp.Ascold == "Ascold_ManowarsDead" && !CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[82];
link.l1.go = "NoFoundList";
}
if (CheckCharacterItem(pchar, "ShipsJournal") && pchar.questTemp.Ascold == "ILookedThisAss")
{
link.l1 = DLG_TEXT_Q[83];
link.l1.go = "Step_26";
}
if (CheckCharacterItem(pchar, "ShipsJournal") && pchar.questTemp.Ascold == "2ILookedThisAss")
{
link.l1 = DLG_TEXT_Q[84];
link.l1.go = "Step_26";
}
if (CheckCharacterItem(pchar, "ShipsJournal") && pchar.questTemp.Ascold == "Ascold_ManowarsDead")
{
link.l1 = DLG_TEXT_Q[85];
link.l1.go = "ManowarGoodWork";
}
if (pchar.questTemp.Ascold == "Ascold_ManowarsDead" && CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[86];
link.l1.go = "ManowarGoodWork";
}
break;

case "Step_17":
dialog.text = DLG_TEXT_Q[87];
link.l1 = DLG_TEXT_Q[88];
link.l1.go = "Step_18";
break;

case "Step_18":
dialog.text = DLG_TEXT_Q[89];
link.l1 = DLG_TEXT_Q[90];
link.l1.go = "Step_19";
break;

case "Step_19":
dialog.text = DLG_TEXT_Q[91];
link.l1 = DLG_TEXT_Q[92];
link.l1.go = "exit";
pchar.questTemp.Ascold = "2SeekInformatorHavanna";
NextDiag.TempNode = "AfterManowarsBattle";
break;

case "Step_20":
dialog.text = DLG_TEXT_Q[93];
link.l1 = DLG_TEXT_Q[94];
link.l1.go = "Step_21";
break;

case "Step_21":
dialog.text = DLG_TEXT_Q[95];
link.l1 = DLG_TEXT_Q[96];
link.l1.go = "Step_22";
break;

case "Step_22":
dialog.text = DLG_TEXT_Q[97]+
DLG_TEXT_Q[98];
link.l1 = DLG_TEXT_Q[99];
link.l1.go = "Step_23";
link.l2 = DLG_TEXT_Q[100];
link.l2.go = "No_Work";
break;

case "Step_23":
dialog.text = DLG_TEXT_Q[101];
link.l1 = DLG_TEXT_Q[102];
link.l1.go = "exit";
AddQuestRecord("Ascold", "8");
pchar.questTemp.Ascold = "IMustKillAll";
NextDiag.TempNode = "AfterManowarsBattle";
break;

case "Step_24":
dialog.text = DLG_TEXT_Q[103];
link.l1 = DLG_TEXT_Q[104];
link.l1.go = "Step_25";
link.l2 = DLG_TEXT_Q[105];
link.l2.go = "No_Work";
break;

case "Step_25":
dialog.text = DLG_TEXT_Q[106];
link.l1 = DLG_TEXT_Q[107];
link.l1.go = "exit";
pchar.questTemp.Ascold = "2ILookedThisAss";
NextDiag.TempNode = "AfterManowarsBattle";
break;

case "NoFoundList":
dialog.text = DLG_TEXT_Q[108]+
DLG_TEXT_Q[109];
link.l1 = DLG_TEXT_Q[110];
link.l1.go = "Step_4";
NextDiag.TempNode = "First time";
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "BreakeQuest";
break;

case "Step_26":
dialog.text = DLG_TEXT_Q[111];
link.l1 = DLG_TEXT_Q[112];
link.l1.go = "Step_27";
link.l2 = DLG_TEXT_Q[113];
link.l2.go = "No_Work";
link.l3 = DLG_TEXT_Q[114];
link.l3.go = "WantMoreMoney";
BackItemDescribe("ShipsJournal");
TakeItemFromCharacter(pchar, "ShipsJournal");
pchar.questTemp.Ascold.list = 1;
break;

case "Step_27":
dialog.text = DLG_TEXT_Q[115];
link.l1 = DLG_TEXT_Q[116];
link.l1.go = "exit";
AddQuestRecord("Ascold", "10");
break;

case "ManowarGoodWork":
dialog.text = DLG_TEXT_Q[117];
link.l1 = DLG_TEXT_Q[118];
link.l1.go = "exit";
link.l2 = DLG_TEXT_Q[119];
link.l2.go = "Step_28";
NextDiag.TempNode = "ManowarGoodWork";
break;

case "Step_28":
dialog.text = DLG_TEXT_Q[120];
link.l1 = DLG_TEXT_Q[121];
link.l1.go = "Step_4";
NextDiag.TempNode = "First time";
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "BreakeQuest";
pchar.quest.Ascold_FightNearTemple.over = "yes";
break;

case "Ascold_KilledTemple":
dialog.text = DLG_TEXT_Q[122];
link.l1 = DLG_TEXT_Q[123];
link.l1.go = "NoFoundList";
if (CheckCharacterItem(pchar, "ShipsJournal") || CheckAttribute(PChar, "questTemp.Ascold.List"))
{
link.l1 = DLG_TEXT_Q[124];
link.l1.go = "Step_29";
BackItemDescribe("ShipsJournal");
TakeItemFromCharacter(pchar, "ShipsJournal");
DeleteAttribute(PChar, "questTemp.Ascold.List");
}
break;

case "Step_29":
dialog.text = DLG_TEXT_Q[125];
link.l1 = DLG_TEXT_Q[126];
link.l1.go = "Step_30";
break;

case "Step_30":
dialog.text = DLG_TEXT_Q[127];
link.l1 = DLG_TEXT_Q[128];
link.l1.go = "Step_31";
break;

case "Step_31":
dialog.text = DLG_TEXT_Q[129];
link.l1 = DLG_TEXT_Q[130];
link.l1.go = "exit";
NextDiag.TempNode = "Mummie_begin";
SaveCurrentQuestDateParam("questTemp.Ascold");
AddQuestRecord("Ascold", "12");
break;

case "Mummie_begin":
dialog.text = DLG_TEXT_Q[131]+ GetFullName(pchar) + DLG_TEXT_Q[132];
link.l1 = DLG_TEXT_Q[133];
link.l1.go = "exit";
NextDiag.TempNode = "Mummie_begin";
if (GetQuestPastDayParam("questTemp.Ascold") > 40)
{
dialog.text = DLG_TEXT_Q[134]+ GetFullName(pchar) + "...";
link.l1 = DLG_TEXT_Q[135];
link.l1.go = "Step_31A";
}
break;

case "Step_31A":
dialog.text = DLG_TEXT_Q[136];
link.l1 = DLG_TEXT_Q[137];
link.l1.go = "Step_32";
break;

case "Step_32":
dialog.text = DLG_TEXT_Q[138];
link.l1 = DLG_TEXT_Q[139];
link.l1.go = "Step_33";
break;

case "Step_33":
dialog.text = DLG_TEXT_Q[140];
link.l1 = DLG_TEXT_Q[141];
link.l1.go = "Step_34";
link.l2 = DLG_TEXT_Q[142];
link.l2.go = "No_Work";
break;

case "Step_34":
dialog.text = DLG_TEXT_Q[143]+
DLG_TEXT_Q[144];
link.l1 = DLG_TEXT_Q[145];
link.l1.go = "Step_35";
link.l2 = DLG_TEXT_Q[146];
link.l2.go = "No_Work";
break;

case "Step_35":
dialog.text = DLG_TEXT_Q[147];
link.l1 = DLG_TEXT_Q[148];
link.l1.go = "exit";
NextDiag.TempNode = "Seek_Grave";
AddQuestRecord("Ascold", "13");
CloseQuestHeader("Ascold");
pchar.questTemp.Ascold = "Ascold_SeekGrave";
break;

case "Seek_Grave":
dialog.text = DLG_TEXT_Q[149];
link.l1 = DLG_TEXT_Q[150];
link.l1.go = "exit";
NextDiag.TempNode = "Seek_Grave";
if (pchar.questTemp.Ascold == "Ascold_SeekGrave")
{
dialog.text = DLG_TEXT_Q[151];
link.l1 = DLG_TEXT_Q[152];
link.l1.go = "Step_36";
}
if (pchar.questTemp.Ascold == "Ascold_CantSeekGrave")
{
dialog.text = DLG_TEXT_Q[153];
link.l1 = DLG_TEXT_Q[154];
link.l1.go = "Step_37";
}
if (pchar.questTemp.Ascold == "Ascold_NotEnterFoundGrave")
{
dialog.text = DLG_TEXT_Q[155];
link.l1 = DLG_TEXT_Q[156];
link.l1.go = "Step_38";
}
if (pchar.questTemp.Ascold == "Ascold_SeekRockLetter" && !CheckCharacterItem(pchar, "Rock_letter"))
{
dialog.text = DLG_TEXT_Q[157];
link.l1 = DLG_TEXT_Q[158];
link.l1.go = "exit";
}
if (pchar.questTemp.Ascold == "Ascold_SeekRockLetter" && CheckCharacterItem(pchar, "Rock_letter"))
{
dialog.text = DLG_TEXT_Q[159];
link.l1 = DLG_TEXT_Q[160];
link.l1.go = "Step_45";
}
if (pchar.questTemp.Ascold == "Ascold_EnterGrave")
{
dialog.text = DLG_TEXT_Q[161];
link.l1 = DLG_TEXT_Q[162];
link.l1.go = "exit";
}
break;

case "Step_36":
dialog.text = DLG_TEXT_Q[163]+
DLG_TEXT_Q[164];
link.l1 = DLG_TEXT_Q[165];
link.l1.go = "exit";
pchar.questTemp.Ascold = "Ascold_CantSeekGrave";
break;

case "Step_37":
dialog.text = DLG_TEXT_Q[166];
link.l1 = DLG_TEXT_Q[167];
link.l1.go = "exit";
break;

case "Step_38":
dialog.text = DLG_TEXT_Q[168]+
DLG_TEXT_Q[169];
link.l1 = DLG_TEXT_Q[170];
link.l1.go = "Step_40";
break;

case "Step_40":
dialog.text = DLG_TEXT_Q[171]+
DLG_TEXT_Q[172]+
DLG_TEXT_Q[173];
link.l1 = DLG_TEXT_Q[174];
link.l1.go = "Step_41";
break;

case "Step_41":
dialog.text = DLG_TEXT_Q[175]+
DLG_TEXT_Q[176]+
DLG_TEXT_Q[177];
link.l1 = DLG_TEXT_Q[178];
link.l1.go = "Step_42";
break;

case "Step_42":
dialog.text = DLG_TEXT_Q[179];
link.l1 = DLG_TEXT_Q[180];
link.l1.go = "Step_43";
break;

case "Step_43":
dialog.text = DLG_TEXT_Q[181]+
DLG_TEXT_Q[182];
link.l1 = DLG_TEXT_Q[183];
link.l1.go = "Step_44";
link.l2 = DLG_TEXT_Q[184];
link.l2.go = "No_Work";
break;

case "Step_44":
dialog.text = DLG_TEXT_Q[185];
link.l1 = DLG_TEXT_Q[186];
link.l1.go = "exit";
pchar.questTemp.Ascold = "Ascold_SeekRockLetter";
// ==> Äåëàåì ñêðèæàëè âèäèìûìè, òåïåðü èõ ìîæíî íàéòè.
sld = ItemsFromID("Rock_letter");
sld.shown = 1;
break;

case "Step_45":
dialog.text = DLG_TEXT_Q[187];
link.l1 = DLG_TEXT_Q[188];
link.l1.go = "exit";
bDisableLandEncounters = true; //çàêðîåì ýíêàóíòåðîâ, ëó÷øå ðàíüøå, ÷åì áàãè.
pchar.questTemp.Ascold = "Ascold_EnterGrave";
break;

case "Found_Grave":
if (pchar.questTemp.Ascold == "Ascold_FoundMummy")
{
dialog.text = DLG_TEXT_Q[189] + GetFullName(pchar) + DLG_TEXT_Q[190];
link.l1 = DLG_TEXT_Q[191];
link.l1.go = "Step_46";
}
break;

case "Step_46":
dialog.text = DLG_TEXT_Q[192];
link.l1 = DLG_TEXT_Q[193];
link.l1.go = "Step_47";
break;

case "Step_47":
dialog.text = DLG_TEXT_Q[194];
link.l1 = DLG_TEXT_Q[195];
link.l1.go = "Step_48";
break;

case "Step_48":
dialog.text = DLG_TEXT_Q[196]+
DLG_TEXT_Q[197];
link.l1 = DLG_TEXT_Q[198];
link.l1.go = "Step_49";
break;

case "Step_49":
dialog.text = DLG_TEXT_Q[199];
link.l1 = DLG_TEXT_Q[200];
link.l1.go = "Step_50";
break;

case "Step_50":
dialog.text = DLG_TEXT_Q[201];
link.l1 = DLG_TEXT_Q[202];
link.l1.go = "Step_51";
break;

case "Step_51":
dialog.text = DLG_TEXT_Q[203];
link.l1 = DLG_TEXT_Q[204];
link.l1.go = "exit";
pchar.questTemp.Ascold = "Ascold_WateringMummy";
GiveItem2Character(Pchar,"Ascold_rabble");
break;

case "AfterAttackMummy":
dialog.text = DLG_TEXT_Q[205];
link.l1 = DLG_TEXT_Q[206];
link.l1.go = "Step_52";
if (pchar.questTemp.Ascold == "Ascold_SaveWorld")
{
dialog.text = DLG_TEXT_Q[207];
link.l1 = DLG_TEXT_Q[208];
link.l1.go = "exit";
NextDiag.TempNode = "AfterAttackMummy";
}
if (GetCharacterIndex("LeifEricson") == -1)
{
dialog.text = DLG_TEXT_Q[209];
link.l1 = DLG_TEXT_Q[210];
link.l1.go = "Step_60";
}
break;

case "Step_52":
dialog.text = DLG_TEXT_Q[211]+
DLG_TEXT_Q[212];
link.l1 = DLG_TEXT_Q[213];
link.l1.go = "Step_53";
break;

case "Step_53":
dialog.text = DLG_TEXT_Q[214];
link.l1 = DLG_TEXT_Q[215];
link.l1.go = "Step_54";
break;

case "Step_54":
dialog.text = DLG_TEXT_Q[216]+
DLG_TEXT_Q[217];
link.l1 = DLG_TEXT_Q[218];
link.l1.go = "Step_55";
break;

case "Step_55":
dialog.text = DLG_TEXT_Q[219];
link.l1 = DLG_TEXT_Q[220];
link.l1.go = "Step_56";
break;

case "Step_56":
dialog.text = DLG_TEXT_Q[221]+
DLG_TEXT_Q[222];
link.l1 = DLG_TEXT_Q[223];
link.l1.go = "Step_57";
break;

case "Step_57":
dialog.text = DLG_TEXT_Q[224];
link.l1 = DLG_TEXT_Q[225];
link.l1.go = "Step_58";
break;

case "Step_58":
dialog.text = DLG_TEXT_Q[226]+
DLG_TEXT_Q[227];
link.l1 = DLG_TEXT_Q[228];
link.l1.go = "Step_59";
break;

case "Step_59":
dialog.text = DLG_TEXT_Q[229];
link.l1 = DLG_TEXT_Q[230];
link.l1.go = "exit";
LocatorReloadEnterDisable("Guadeloupe_Cave", "reload3_back", true);
LAi_LocationFightDisable(&Locations[FindLocation("Guadeloupe_Cave")], false);
pchar.quest.Ascold_LeifIsDead.win_condition.l1 = "NPC_Death";
pchar.quest.Ascold_LeifIsDead.win_condition.l1.character = "LeifEricson";
pchar.quest.Ascold_LeifIsDead.function = "Ascold_LeifIsDead";
NextDiag.TempNode = "AfterAttackMummy";
pchar.questTemp.Ascold = "Ascold_SaveWorld";
sld = characterFromId("LeifEricson");
LAi_SetImmortal(sld, false);
LAi_SetWarriorType(sld);
LAi_warrior_SetStay(sld, true);
LAi_group_MoveCharacter(sld, LAI_GROUP_MONSTERS);
break;

case "Step_60":
dialog.text = DLG_TEXT_Q[231]+
DLG_TEXT_Q[232];
link.l1 = DLG_TEXT_Q[233];
link.l1.go = "Step_61";
if (CheckCharacterItem(pchar, "Azzy_bottle"))
{
link.l2 = DLG_TEXT_Q[234];
link.l2.go = "Step_63";
}
break;

case "Step_61":
dialog.text = DLG_TEXT_Q[235]+
DLG_TEXT_Q[236];
link.l1 = DLG_TEXT_Q[237];
link.l1.go = "Step_62";
break;

case "Step_62":
dialog.text = DLG_TEXT_Q[238];
link.l1 = DLG_TEXT_Q[239];
link.l1.go = "exit";
NextDiag.TempNode = "GoodFriends";
pchar.questTemp.Ascold = "Ascold_OverBusiness";
break;

case "GoodFriends":
dialog.text = DLG_TEXT_Q[240] + GetFullName(pchar) + DLG_TEXT_Q[241];
link.l1 = DLG_TEXT_Q[242];
link.l1.go = "exit";
NextDiag.TempNode = "GoodFriends";
if (pchar.questTemp.Azzy == "HowToKnowAzzy")
{
link.l1 = DLG_TEXT_Q[243];
link.l1.go = "Step_64";
}
break;

case "Step_63":
dialog.text = DLG_TEXT_Q[244];
link.l1 = DLG_TEXT_Q[245];
link.l1.go = "BuyAzzy";
link.l2 = DLG_TEXT_Q[246];
link.l2.go = "Step_62";
break;

case "BuyAzzy":
dialog.text = DLG_TEXT_Q[247];
link.l1 = DLG_TEXT_Q[248];
link.l1.go = "Step_62";
TakeItemFromCharacter(pchar, "Azzy_bottle");
AddMoneyToCharacter(pchar, 50000);
break;

case "Step_64":
dialog.text = DLG_TEXT_Q[249];
link.l1 = DLG_TEXT_Q[250];
link.l1.go = "Step_65";
break;

case "Step_65":
dialog.text = DLG_TEXT_Q[251];
link.l1 = DLG_TEXT_Q[252];
link.l1.go = "Step_66";
break;

case "Step_66":
dialog.text = DLG_TEXT_Q[253];
link.l1 = DLG_TEXT_Q[254];
link.l1.go = "Step_67";
break;

case "Step_67":
dialog.text = DLG_TEXT_Q[255];
link.l1 = DLG_TEXT_Q[256];
link.l1.go = "Step_68";
break;

case "Step_68":
dialog.text = DLG_TEXT_Q[257];
link.l1 = DLG_TEXT_Q[258];
link.l1.go = "Step_69";
break;

case "Step_69":
dialog.text = DLG_TEXT_Q[259];
link.l1 = DLG_TEXT_Q[260];
link.l1.go = "Step_70";
break;

case "Step_70":
dialog.text = DLG_TEXT_Q[261];
link.l1 = DLG_TEXT_Q[262];
link.l1.go = "exit";
pchar.questTemp.Azzy = "DestrContract";
if (sti(pchar.questTemp.Azzy.Immortal.Penalty) >= 15 && GetQuestPastDayParam("questTemp.Azzy") > 90)
{
dialog.text = DLG_TEXT_Q[263];
link.l1 = DLG_TEXT_Q[264];
link.l1.go = "Step_71";
}
break;

case "Step_71":
dialog.text = DLG_TEXT_Q[265];
link.l1 = DLG_TEXT_Q[266];
link.l1.go = "Step_72";
GiveItem2Character(pchar, "sculMa1");
GiveItem2Character(pchar, "sculMa2");
GiveItem2Character(pchar, "sculMa3");
GiveItem2Character(pchar, "indian22");
break;

case "Step_72":
dialog.text = DLG_TEXT_Q[267];
link.l1 = DLG_TEXT_Q[268];
link.l1.go = "exit";
break;
}
}

Espero que alguno me podais dar el empujon y decirme que tengo que hacer de todo esto solo entiendo lo de dialog.text = DLG_TEXT que supongo que es la linea del dialogo del personaje.


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