code\:
// **************************************************
// EXIT
// **************************************************
INSTANCE DIA_Mud_Exit (C_INFO)
{
npc = Vlk_574_Mud;
nr = 999;
condition = DIA_Mud_Exit_Condition;
information = DIA_Mud_Exit_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC INT DIA_Mud_Exit_Condition()
{
//if (Npc_KnowsInfo(hero, DIA_Mud_FirstEXIT))
//{
return 1;
//};
};
FUNC VOID DIA_Mud_Exit_Info()
{
AI_StopProcessInfos ( self );
};
// **************************************************
// First + EXIT
// **************************************************
INSTANCE DIA_Mud_FirstEXIT (C_INFO)
{
npc = Vlk_574_Mud;
nr = 1;
condition = DIA_Mud_FirstEXIT_Condition;
information = DIA_Mud_FirstEXIT_Info;
permanent = 0;
important = 1;
};
FUNC INT DIA_Mud_FirstEXIT_Condition()
{
if (Npc_GetDistToNpc(self,hero) < ZivilAnquatschDist)
{
return 1;
};
};
FUNC VOID DIA_Mud_FirstEXIT_Info()
{
AI_Output (self, other,"DIA_Mud_FirstEXIT_07_00"); //Hey, Mann! Neu hier? Dich hab' ich hier noch nie gesehen.
AI_Output (self, other,"DIA_Mud_FirstEXIT_07_01"); //Wenn du nichts dagegen hast, komme ich ein Stück mit. Du kannst sicher einen Freund brauchen.
Info_ClearChoices(DIA_Mud_FirstEXIT);
Info_AddChoice (DIA_Mud_FirstEXIT, "Verpiss dich!" ,DIA_Mud_FirstEXIT_Verpiss);
Info_AddChoice (DIA_Mud_FirstEXIT, "Warum nicht - komm mit!" ,DIA_Mud_FirstEXIT_Komm);
};
func void DIA_Mud_FirstEXIT_Verpiss()
{
AI_Output (other, self,"DIA_Mud_FirstEXIT_Verpiss_15_00"); //Verpiss dich!
AI_Output (self, other,"DIA_Mud_FirstEXIT_Verpiss_07_01"); //Bist heute nicht so gut drauf, was? Ich glaub', ich komm' mal besser mit ...
Info_ClearChoices(DIA_Mud_FirstEXIT);
AI_StopProcessInfos ( self );
Npc_ExchangeRoutine (self,"FOLLOW");
};
func void DIA_Mud_FirstEXIT_Komm()
{
AI_Output (other, self,"DIA_Mud_FirstEXIT_Komm_15_00"); //Warum nicht - komm mit!
AI_Output (self, other,"DIA_Mud_FirstEXIT_Komm_07_01"); //Großartig! Wir können uns ja auf dem Weg etwas unterhalten.
Info_ClearChoices(DIA_Mud_FirstEXIT);
AI_StopProcessInfos ( self );
Npc_ExchangeRoutine (self,"FOLLOW");
};
// **************************************************
// Shut Up!
// **************************************************
INSTANCE DIA_Mud_ShutUp (C_INFO)
{
npc = Vlk_574_Mud;
nr = 3;
condition = DIA_Mud_ShutUp_Condition;
information = DIA_Mud_ShutUp_Info;
permanent = 1;
description = "Kannst du mal BITTE einen Moment die Klappe halten?";
};
FUNC INT DIA_Mud_ShutUp_Condition()
{
if (Mud_NerveRealized == TRUE)
{
return 1;
};
};
FUNC VOID DIA_Mud_ShutUp_Info()
{
AI_Output (other, self,"DIA_Mud_ShutUp_15_00"); //Kannst du mal BITTE einen Moment die Klappe halten?
AI_Output (self, other,"DIA_Mud_ShutUp_07_01"); //Klar.
Npc_SetRefuseTalk(self, 300);
};
// **************************************************
// Verpiß dich
// **************************************************
INSTANCE DIA_Mud_GetLost (C_INFO)
{
npc = Vlk_574_Mud;
nr = 2;
condition = DIA_Mud_GetLost_Condition;
information = DIA_Mud_GetLost_Info;
permanent = 1;
description = "Verpiss dich!";
};
FUNC INT DIA_Mud_GetLost_Condition()
{
return 1;
};
FUNC VOID DIA_Mud_GetLost_Info()
{
AI_Output (other, self,"DIA_Mud_GetLost_15_00"); //Verpiss dich!
AI_Output (self, other,"DIA_Mud_GetLost_07_01"); //Willst 'nen Moment allein sein, hm? Kann ich verstehen ... Ich halt mich im Hintergrund ...
};
// **************************************************
// DEFEATED
// **************************************************
INSTANCE DIA_Mud_Defeated (C_INFO)
{
npc = Vlk_574_Mud;
nr = 1;
condition = DIA_Mud_Defeated_Condition;
information = DIA_Mud_Defeated_Info;
permanent = 0;
important = 1;
};
FUNC INT DIA_Mud_Defeated_Condition()
{
if (self.aivar[AIV_WASDEFEATEDBYSC]==TRUE)
{
return 1;
};
};
FUNC VOID DIA_Mud_Defeated_Info()
{
AI_Output (self, other,"DIA_Mud_GetLost_07_00"); //Hey, Mann, du hast mich geschlagen! Was sollte das?
AI_Output (other, self,"DIA_Mud_GetLost_15_01"); //Ich schlag' dich gleich noch mal! Ich steh' auf Schlagen!
AI_Output (self, other,"DIA_Mud_GetLost_07_02"); //Mann, was bist DU denn für'n Freak! Mit dir will ich nichts mehr zu tun haben!
AI_StopProcessInfos (self);
Npc_ExchangeRoutine(self,"START");
};
// **************************************************
// Nerve 0
// **************************************************
INSTANCE DIA_Mud_Nerve_0 (C_INFO)
{
npc = Vlk_574_Mud;
nr = 999;
condition = DIA_Mud_Nerve_0_Condition;
information = DIA_Mud_Nerve_0_Info;
permanent = 1;
important = 1;
};
FUNC INT DIA_Mud_Nerve_0_Condition()
{
if ( (Mud_Nerve==0) && (Npc_RefuseTalk(self)==FALSE) && (Npc_GetDistToNpc(self,hero) < ZivilAnquatschDist) && (self.aivar[AIV_WASDEFEATEDBYSC] == FALSE )) { return 1; };
};
FUNC VOID DIA_Mud_Nerve_0_Info()
{
AI_Output (self, other,"DIA_Mud_Nerve_0_07_00"); //Sag mal, wohin geht es eigentlich? Oder ist das eine Überraschung für mich? Ich mag Überraschungen.
Npc_SetRefuseTalk(self, NerveSec);
Mud_Nerve = 1;
AI_StopProcessInfos ( self );
};
// **************************************************
// Nerve 1
// **************************************************
INSTANCE DIA_Mud_Nerve_1 (C_INFO)
{
npc = Vlk_574_Mud;
nr = 999;
condition = DIA_Mud_Nerve_1_Condition;
information = DIA_Mud_Nerve_1_Info;
permanent = 1;
important = 1;
};
FUNC INT DIA_Mud_Nerve_1_Condition()
{
if ( (Mud_Nerve==1) && (Npc_RefuseTalk(self)==FALSE) && (Npc_GetDistToNpc(self,hero) < ZivilAnquatschDist) && (self.aivar[AIV_WASDEFEATEDBYSC] == FALSE )) { return 1; };
};
FUNC VOID DIA_Mud_Nerve_1_Info()
{
AI_Output (self, other,"DIA_Mud_Nerve_1_07_00"); //Lass dich von mir nicht stören. Ich bleib' einfach bei dir, keine Sorge.
Npc_SetRefuseTalk(self, NerveSec);
Mud_Nerve = 2;
Mud_NerveRealized = TRUE;
AI_StopProcessInfos ( self );
};
Jetzt würde nurnoch nerv 2-19 kommen was aber bis aufden Text genau das selbe wie nerv 1 ist. Gibt es noch eine andere möglichkeit Ai Variablen auf True zu setzen ? ich meien übrigens die AIV_WASDEFEATEDBYSC.
Edit:
:D