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DIA_GRD_200_Thorus.d
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DIA_GRD_200_Thorus.d
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// ************************************************************
// EXIT
// ************************************************************
INSTANCE Info_Thorus_EXIT(C_INFO)
{
npc = GRD_200_THORUS;
nr = 999;
condition = Info_Thorus_EXIT_Condition;
information = Info_Thorus_EXIT_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC INT Info_Thorus_EXIT_Condition()
{
return 1;
};
FUNC VOID Info_Thorus_EXIT_Info()
{
AI_StopProcessInfos (self);
};
// ************************************************************
// Nur Gomez Leute in Burg
// ************************************************************
INSTANCE Info_Thorus_EnterCastle(C_INFO) //E2
{
npc = GRD_200_THORUS;
nr = 3;
condition = Info_Thorus_EnterCastle_Condition;
information = Info_Thorus_EnterCastle_Info;
permanent = 0;
description = "You don't look as though you'd let just anyone get into the castle.";
};
FUNC INT Info_Thorus_EnterCastle_Condition()
{
if !C_NpcBelongsToOldCamp (other)
&& (Diego_GomezAudience == FALSE)
{
return 1;
};
};
FUNC VOID Info_Thorus_EnterCastle_Info()
{
AI_Output (other, self,"Info_EnterCastle_15_00"); //You don't look as though you'd let just anyone get into the castle.
AI_Output (self, other,"Info_EnterCastle_09_01"); //Only Gomez' men are allowed in the castle.
};
// ************************************************************
// Ich will für Gomez arbeiten
// ************************************************************
INSTANCE Info_Thorus_WorkForGomez(C_INFO) //E2
{
npc = GRD_200_THORUS;
nr = 3;
condition = Info_Thorus_WorkForGomez_Condition;
information = Info_Thorus_WorkForGomez_Info;
permanent = 0;
description = "I want to work for Gomez.";
};
FUNC INT Info_Thorus_WorkForGomez_Condition()
{
if ( Npc_KnowsInfo(hero,Info_Diego_JoinOldcamp) || Npc_KnowsInfo (hero,Info_Thorus_EnterCastle) )
&& (Npc_GetTrueGuild (hero) == GIL_NONE)
{
return 1;
};
};
FUNC VOID Info_Thorus_WorkForGomez_Info()
{
AI_Output (other, self,"Info_WorkForGomez_15_00"); //I want to work for Gomez.
AI_Output (self, other,"Info_WorkForGomez_09_01"); //Oh yeah? And what makes you think Gomez'll be interested in having you work for him?
};
// ************************************************************
// Diego schickt mich
// ************************************************************
INSTANCE Info_Thorus_DiegoSentMe(C_INFO) //E3
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_DiegoSentMe_Condition;
information = Info_Thorus_DiegoSentMe_Info;
permanent = 0;
description = "Diego says YOU decide who Gomez is interested in.";
};
FUNC INT Info_Thorus_DiegoSentMe_Condition()
{
if ( Npc_KnowsInfo (hero,Info_Thorus_WorkForGomez) && Npc_KnowsInfo(hero,Info_Diego_JoinOldcamp) )
{
return 1;
};
};
FUNC VOID Info_Thorus_DiegoSentMe_Info()
{
AI_Output (other, self,"Info_Thorus_DiegoSentMe_15_00"); //Diego says YOU decide who Gomez is interested in.
AI_Output (self, other,"Info_Thorus_DiegoSentMe_09_01"); //Huh... If Diego thinks you're okay, why doesn't HE take care of you?
AI_Output (self, other,"Info_Thorus_DiegoSentMe_09_02"); //Look, let me explain: Diego's gonna test you. If HE thinks you're good enough, I'll let you into the castle to see Gomez.
AI_Output (self, other,"Info_Thorus_DiegoSentMe_09_03"); //Whatever happens after that is up to you, okay?
AI_Output (other, self,"Info_Thorus_DiegoSentMe_15_04"); //I'll talk to Diego.
B_LogEntry(CH1_JoinOC,"Thorus told me that I should talk to Diego if I wanted to be admitted to the Old Camp. Diego will test me.");
};
// ************************************************************
// Try Me
// ************************************************************
INSTANCE Info_Thorus_TryMe(C_INFO) //E3
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_TryMe_Condition;
information = Info_Thorus_TryMe_Info;
permanent = 0;
description = "Why don't you give me the test?";
};
FUNC INT Info_Thorus_TryMe_Condition()
{
if ( Npc_KnowsInfo (hero,Info_Thorus_WorkForGomez) )
{
return 1;
};
};
FUNC VOID Info_Thorus_TryMe_Info()
{
AI_Output (other, self,"Info_Thorus_TryMe_15_00"); //Why don't you give me the test?
AI_Output (self, other,"Info_Thorus_TryMe_09_01"); //It ain't that easy, kid! Any newcomer who wants to get anywhere needs a patron.
AI_Output (self, other,"Info_Thorus_TryMe_09_02"); //That patron has to be one of Gomez' people. He'll test you.
AI_Output (self, other,"Info_Thorus_TryMe_09_03"); //And if you fail, you're his responsibility - that's the law around here.
};
// ************************************************************
// TryMeAgain
// ************************************************************
INSTANCE Info_Thorus_TryMeAgain(C_INFO) //E4
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_TryMeAgain_Condition;
information = Info_Thorus_TryMeAgain_Info;
permanent = 0;
description = "There must be something you want done.";
};
FUNC INT Info_Thorus_TryMeAgain_Condition()
{
if ( Npc_KnowsInfo (hero,Info_Thorus_TryMe) )
{
return 1;
};
};
FUNC VOID Info_Thorus_TryMeAgain_Info()
{
AI_Output (other, self,"Info_Thorus_TryMeAgain_15_00"); //There must be something you want done.
AI_Output (self, other,"Info_Thorus_TryMeAgain_09_01"); //No. The things we guards deal with are a bit above you, kid.
AI_Output (self, other,"Info_Thorus_TryMeAgain_09_02"); //You just stick to the tasks your patron sets for you.
};
// ************************************************************
// TryMeICanDoIt
// ************************************************************
INSTANCE Info_Thorus_TryMeICanDoIt(C_INFO) //E5
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_TryMeICanDoIt_Condition;
information = Info_Thorus_TryMeICanDoIt_Info;
permanent = 0;
description = "I'm quite capable of doing anything you tell me to.";
};
FUNC INT Info_Thorus_TryMeICanDoIt_Condition()
{
if ( Npc_KnowsInfo (hero,Info_Thorus_TryMeAgain) )
{
return 1;
};
};
FUNC VOID Info_Thorus_TryMeICanDoIt_Info()
{
AI_Output (other, self,"Info_Thorus_TryMeICanDoIt_15_00"); //I'm quite capable of doing anything you tell me to.
AI_Output (self, other,"Info_Thorus_TryMeICanDoIt_09_01"); //Oh? So you're intent on failing, eh... There is one thing that only someone who's not with Gomez can see to.
AI_Output (self, other,"Info_Thorus_TryMeICanDoIt_09_02"); //But I'm warning you: You blow this, and you'll be in mighty big trouble.
};
// **************************************************************************
// MISSION MORDRAG KO
// **************************************************************************
VAR INT Thorus_MordragKo;
// **************************************************************************
// MISSION MORDRAG KO VERGABE
// **************************************************************************
INSTANCE Info_Thorus_MordragKo_Offer (C_INFO) //E6
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_MordragKo_Offer_Condition;
information = Info_Thorus_MordragKo_Offer_Info;
permanent = 0;
description = "I'm ready for your task.";
};
FUNC INT Info_Thorus_MordragKo_Offer_Condition()
{
if ( Npc_KnowsInfo (hero,Info_Thorus_TryMeICanDoIt) )
{
return 1;
};
};
FUNC VOID Info_Thorus_MordragKo_Offer_Info()
{
AI_Output (other, self,"Info_Thorus_MordragKo_Offer_15_00"); //I'm ready for your task.
AI_Output (self, other,"Info_Thorus_MordragKo_Offer_09_01"); //What I'm about to tell you is between you and me, and nobody else must ever hear about it, understood?
AI_Output (other, self,"Info_Thorus_MordragKo_Offer_15_02"); //Sure.
AI_Output (self, other,"Info_Thorus_MordragKo_Offer_09_03"); //We have a problem with a guy from the New Camp. His name's Mordrag. He's been stealing from the Ore Barons.
AI_Output (self, other,"Info_Thorus_MordragKo_Offer_09_04"); //Of course that applies to a lot of the rogues in the New Camp, but this guy has the nerve to come to OUR camp and sell OUR stolen goods to OUR boys!
AI_Output (self, other,"Info_Thorus_MordragKo_Offer_09_05"); //He's gone too far. But he knows I can't do anything about it.
AI_Output (other, self,"Info_Thorus_MordragKo_Offer_15_06"); //Why?
AI_Output (self, other,"Info_Thorus_MordragKo_Offer_09_07"); //Because he's under the protection of the Mages.
Info_ClearChoices(Info_Thorus_MordragKo_Offer);
Info_AddChoice (Info_Thorus_MordragKo_Offer,"I'll take care of it.",Info_Thorus_MordragKo_OFFER_BACK);
Info_AddChoice (Info_Thorus_MordragKo_Offer,"D'you want me to kill the guy?",Info_Thorus_MordragKo_KillHim);
Info_AddChoice (Info_Thorus_MordragKo_Offer,"Where can I find Mordrag?",Info_Thorus_MordragKo_Where);
Info_AddChoice (Info_Thorus_MordragKo_Offer,"Why do the mages protect that Mordrag?",Info_Thorus_MordragKo_MagesProtect);
Info_AddChoice (Info_Thorus_MordragKo_Offer,"Sounds to me like the mages are your problem...",Info_Thorus_MordragKo_MageProblem);
Thorus_MordragKo = LOG_RUNNING;
Log_CreateTopic (CH1_MordragKO, LOG_MISSION);
B_LogEntry (CH1_MordragKO,"Thorus asked me to remove a rogue called Mordrag from the Camp. It's up to me how I do it. But nobody must find out that Thorus is involved.");
Log_SetTopicStatus (CH1_MordragKO, LOG_RUNNING);
var C_Npc Mordrag;
Mordrag = Hlp_GetNpc(ORG_826_Mordrag);
};
FUNC VOID Info_Thorus_MordragKo_OFFER_BACK()
{
AI_Output (other, self,"Info_Thorus_MordragKo_OFFER_BACK_15_00"); //I'll take care of it.
Info_ClearChoices(Info_Thorus_MordragKo_Offer);
};
FUNC VOID Info_Thorus_MordragKo_KillHim()
{
AI_Output (other, self,"Info_Thorus_MordragKo_KillHim_15_00"); //D'you want me to kill the guy?
AI_Output (self, other,"Info_Thorus_MordragKo_KillHim_09_01"); //I want you to make sure I never see his face around here again. I don't care how you do it.
};
FUNC VOID Info_Thorus_MordragKo_Where()
{
AI_Output (other, self,"Info_Thorus_MordragKo_Where_15_00"); //Where can I find Mordrag?
AI_Output (self, other,"Info_Thorus_MordragKo_Where_09_01"); //You'll find him at the south gate on the other side of the castle, just beyond the entrance. The bastard wouldn't dare come any further into the Camp.
B_LogEntry(CH1_MordragKO,"Mordrag is at the south gate at the back of the castle.");
};
FUNC VOID Info_Thorus_MordragKo_MagesProtect()
{
AI_Output (other, self,"Info_Thorus_MordragKo_MagesProtect_15_00"); //Why do the mages protect that Mordrag?
AI_Output (self, other,"Info_Thorus_MordragKo_MagesProtect_09_01"); //Because they use him as a gofer. Our local mages are in contact with the mages over in the New Camp. They often send gofers back and forth.
AI_Output (self, other,"Info_Thorus_MordragKo_MagesProtect_09_02"); //They're likely to become VERY unpleasant if I throw one of their gofers out of the Camp or have him killed.
AI_Output (other, self,"Info_Thorus_MordragKo_MagesProtect_15_03"); //What about ME? What do you think the mages will do to ME?
AI_Output (self, other,"Info_Thorus_MordragKo_MagesProtect_09_04"); //You're new here. You'll be okay. But I'm responsible for what my boys do. That's why it's vital that you keep your mouth shut.
Thorus_MordragMageMessenger = TRUE;
};
FUNC VOID Info_Thorus_MordragKo_MageProblem()
{
AI_Output (other, self,"Info_Thorus_MordragKo_MageProblem_15_00"); //Sounds to me like the mages are your problem...
AI_Output (self, other,"Info_Thorus_MordragKo_MageProblem_09_01"); //Yeah, but they're a problem that's hard to solve. A few years back one of the Shadows tried to stab the High Magician of the Circle of Fire while he was sleeping.
AI_Output (self, other,"Info_Thorus_MordragKo_MageProblem_09_02"); //They found him later in the Outer Ring - in fact, he was scattered ALL OVER the Outer Ring.
};
// **************************************************************************
// ANALYZE
// **************************************************************************
INSTANCE Info_Thorus_MordragKo_Analyze (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_MordragKo_Analyze_Condition;
information = Info_Thorus_MordragKo_Analyze_Info;
permanent = 1;
description = "About Mordrag...";
};
FUNC INT Info_Thorus_MordragKo_Analyze_Condition()
{
if ( (Thorus_MordragKo == LOG_RUNNING) && (MordragKO_PlayerChoseThorus != TRUE) )
{
return 1;
};
};
FUNC VOID Info_Thorus_MordragKo_Analyze_Info()
{
Info_ClearChoices (Info_Thorus_MordragKo_Analyze);
Info_AddChoice (Info_Thorus_MordragKo_Analyze,"I'll take care of it.",Info_Thorus_MordragKo_ANALYZE_BACK);
Info_AddChoice (Info_Thorus_MordragKo_Analyze,"Where can I find Mordrag?",Info_Thorus_MordragKo_Where); //SIEHE OBEN
var C_NPC Mordrag; Mordrag = Hlp_GetNpc(Org_826_Mordrag);
if (Npc_IsDead(Mordrag))
{
Info_AddChoice (Info_Thorus_MordragKo_Analyze,"Mordrag will never steal anything from anyone ever again!",Info_Thorus_MordragKo_MordragDead);
}
else if ( (MordragKO_HauAb==TRUE) || (MordragKO_StayAtNC==TRUE) )
{
Info_AddChoice (Info_Thorus_MordragKo_Analyze,"He's never gonna show his face around here again!",Info_Thorus_MordragKo_MordragGone);
};
};
FUNC VOID Info_Thorus_MordragKo_ANALYZE_BACK()
{
AI_Output (other, self,"Info_Thorus_MordragKo_ANALYZE_BACK_15_00"); //I'll take care of it.
Info_ClearChoices(Info_Thorus_MordragKo_Analyze);
};
FUNC VOID Info_Thorus_MordragKo_MordragDead()
{
AI_Output (other, self,"Info_Thorus_MordragKo_MordragDead_15_00"); //Mordrag will never steal anything from anyone ever again!
AI_Output (self, other,"Info_Thorus_MordragKo_MordragDead_09_01"); //You mean you defeated him? That's not bad, kid.
Thorus_MordragKo = LOG_SUCCESS;
Log_SetTopicStatus(CH1_MordragKO, LOG_SUCCESS);
B_LogEntry (CH1_MordragKO,"Thorus was impressed that I got Mordrag out of the way. A clear bonus for me.");
B_GiveXP(XP_Thorusmordragdead);
Info_ClearChoices(Info_Thorus_MordragKo_Analyze);
};
FUNC VOID Info_Thorus_MordragKo_MordragGone()
{
AI_Output (other, self,"Info_Thorus_MordragKo_MordragGone_15_00"); //He's never gonna show his face around here again!
AI_Output (self, other,"Info_Thorus_MordragKo_MordragGone_09_01"); //I'd have felt happier if you'd killed him.
Thorus_MordragKo = LOG_SUCCESS;
Log_SetTopicStatus(CH1_MordragKO, LOG_SUCCESS);
B_LogEntry (CH1_MordragKO,"Thorus is happy that Mordrag is not in the Camp any longer.");
B_GiveXP(XP_Thorusmordragko);
Info_ClearChoices(Info_Thorus_MordragKo_Analyze);
};
// ************************************************************
// Mordrag verplappert
// ************************************************************
INSTANCE Info_Thorus_MordragFailed (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_MordragFailed_Condition;
information = Info_Thorus_MordragFailed_Info;
permanent = 0;
important = 1;
};
FUNC INT Info_Thorus_MordragFailed_Condition()
{
if (MordragKO_PlayerChoseThorus == TRUE)
{
return 1;
};
};
FUNC VOID Info_Thorus_MordragFailed_Info()
{
AI_Output (self, other,"Info_Thorus_MordragFailed_09_00"); //You failed! I told you NOT TO MENTION MY NAME!!!
AI_Output (self, other,"Info_Thorus_MordragFailed_09_01"); //You've blown it! Just forget the whole thing! Don't you dare try to have anything else to do with the matter!
Thorus_MordragKo = LOG_FAILED;
Log_SetTopicStatus(CH1_MordragKO, LOG_FAILED);
B_LogEntry (CH1_MordragKO,"Thorus didn't like the fact that I told Mordrag his name. I don't think I need to turn up at his place for a while.");
AI_StopProcessInfos (self);
};
// ************************************************************
// Bribe Thorus
// ************************************************************
INSTANCE Info_Thorus_BribeGuard (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_BribeGuard_Condition;
information = Info_Thorus_BribeGuard_Info;
permanent = 0;
description = "If I gave you a certain amount of ore, would you let me in the castle?";
};
FUNC INT Info_Thorus_BribeGuard_Condition()
{
if (Npc_KnowsInfo(hero,Info_Thorus_EnterCastle) && (Npc_GetTrueGuild (other)!=GIL_STT) && (Npc_GetTrueGuild (other)!=GIL_GRD) )
{
return 1;
};
};
FUNC VOID Info_Thorus_BribeGuard_Info()
{
AI_Output (other, self,"Info_Thorus_BribeGuard_15_00"); //If I gave you a certain amount of ore, would you let me in the castle?
AI_Output (self, other,"Info_Thorus_BribeGuard_09_01"); //For a certain amount...
AI_Output (other, self,"Info_Thorus_BribeGuard_15_02"); //How much?
AI_Output (self, other,"Info_Thorus_BribeGuard_09_02"); //Well - it'd have to take a while to count the ore. Long enough to make sure me and my boys are busy counting while you slip by.
AI_Output (other, self,"Info_Thorus_BribeGuard_15_03"); //So tell me, how much?
AI_Output (self, other,"Info_Thorus_BribeGuard_09_03"); //1000 nuggets should be enough.
AI_Output (other, self,"Info_Thorus_BribeGuard_15_04"); //1000 nuggets?
AI_Output (self, other,"Info_Thorus_BribeGuard_09_04"); //Well, you could join up with Gomez, that'd get you in the castle for free.
};
// ************************************************************
// Give1000Ore
// ************************************************************
INSTANCE Info_Thorus_Give1000Ore (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_Give1000Ore_Condition;
information = Info_Thorus_Give1000Ore_Info;
permanent = 1;
description = "I have the 1000 nuggets of ore. Now let me go in!";
};
FUNC INT Info_Thorus_Give1000Ore_Condition()
{
if (Npc_KnowsInfo(hero,Info_Thorus_BribeGuard))
{
return 1;
};
};
FUNC VOID Info_Thorus_Give1000Ore_Info()
{
AI_Output (other, self,"Info_Thorus_Give1000Ore_15_00"); //I have the 1000 nuggets of ore. Now let me go in!
if (Npc_HasItems(other, ItMiNugget)>=1000)
{
B_GiveInvItems (other,self,ItMiNugget,1000);
AI_Output (self, other,"Info_Thorus_Give1000Ore_09_01"); //Alright, go ahead. You can go in the castle, but don't do anything stupid, okay?
var C_NPC wache212; wache212 = Hlp_GetNpc(Grd_212_Torwache);
var C_NPC wache213; wache213 = Hlp_GetNpc(Grd_213_Torwache);
wache212.aivar[AIV_PASSGATE] = TRUE;
wache213.aivar[AIV_PASSGATE] = TRUE;
}
else
{
AI_Output (self, other,"Info_Thorus_Give1000Ore_09_02"); //Don't try'n trick me, kid. You don't have 1000 nuggets of ore!
};
};
// ************************************************************
// Brief für Magier
// ************************************************************
INSTANCE Info_Thorus_LetterForMages (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_LetterForMages_Condition;
information = Info_Thorus_LetterForMages_Info;
permanent = 1;
description = "I need to get into the castle! I have a letter here for the High Mage.";
};
FUNC INT Info_Thorus_LetterForMages_Condition()
{
if Npc_KnowsInfo(hero, Info_Thorus_EnterCastle)
&& (Npc_HasItems (hero, ItWr_Fire_Letter_01) || Npc_HasItems (hero, ItWr_Fire_Letter_02))
{
return 1;
};
};
FUNC VOID Info_Thorus_LetterForMages_Info()
{
AI_Output (other, self,"Info_Thorus_LetterForMages_15_00"); //I need to get into the castle! I have a letter here for the High Fire Mage.
AI_Output (self, other,"Info_Thorus_LetterForMages_09_01"); //And you expect me to let you stroll inside the castle to hand it over and collect your reward?
AI_Output (other, self,"Info_Thorus_LetterForMages_15_02"); //Yeah.
AI_Output (self, other,"Info_Thorus_LetterForMages_09_03"); //Okay, show me the letter.
AI_Output (other, self,"Info_Thorus_LetterForMages_15_04"); //I'm not letting YOU handle it - forget it!
AI_Output (self, other,"Info_Thorus_LetterForMages_09_05"); //Okay, I've forgotten.
};
// ************************************************************
// Bereit für Gomez !!!
// ************************************************************
INSTANCE Info_Thorus_ReadyForGomez (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_ReadyForGomez_Condition;
information = Info_Thorus_ReadyForGomez_Info;
permanent = 0;//1
description = "Diego says I'm ready to see Gomez!";
};
FUNC INT Info_Thorus_ReadyForGomez_Condition()
{
if (Diego_GomezAudience == TRUE)
{
return 1;
};
};
FUNC VOID Info_Thorus_ReadyForGomez_Info()
{
AI_Output (other, self,"Info_Thorus_ReadyForGomez_15_00"); //Diego says I'm ready to see Gomez!
AI_Output (self, other,"Info_Thorus_ReadyForGomez_09_01"); //That's my decision!
AI_Output (other, self,"Info_Thorus_ReadyForGomez_15_02"); //And what do you decide?
AI_Output (self, other,"Info_Thorus_ReadyForGomez_09_03"); //Hmmm...
AI_Output (self, other,"Info_Thorus_ReadyForGomez_09_04"); //I must admit you seem to have done most things okay.
AI_Output (self, other,"Info_Thorus_ReadyForGomez_09_05"); //Okay! You can see Gomez. He alone will decide whether you get to join us or not.
AI_Output (self, other,"Info_Thorus_ReadyForGomez_09_06"); //From now on, you're on your own, kid.
var C_NPC wache212; wache212 = Hlp_GetNpc(Grd_212_Torwache);
var C_NPC wache213; wache213 = Hlp_GetNpc(Grd_213_Torwache);
var C_NPC wache218; wache218 = Hlp_GetNpc(Grd_218_Gardist);
wache212.aivar[AIV_PASSGATE] = TRUE;
wache213.aivar[AIV_PASSGATE] = TRUE;
wache218.aivar[AIV_PASSGATE] = TRUE;
};
// ************************************************************
// KRAUTBOTE von Kalom
// ************************************************************
INSTANCE Info_Thorus_Krautbote (C_INFO)
{
npc = GRD_200_THORUS;
nr = 4;
condition = Info_Thorus_Krautbote_Condition;
information = Info_Thorus_Krautbote_Info;
permanent = 0;
description = "I have a consignment of weed for Gomez from Cor Kalom.";
};
FUNC INT Info_Thorus_Krautbote_Condition()
{
if (Kalom_Krautbote == LOG_RUNNING)
{
return 1;
};
};
FUNC VOID Info_Thorus_Krautbote_Info()
{
AI_Output (other, self,"Info_Thorus_Krautbote_15_00"); //I have a consignment of weed for Gomez from Cor Kalom.
AI_Output (self, other,"Info_Thorus_Krautbote_09_01"); //Show me!
if (Npc_HasItems(other, itmijoint_3) >= 30)
{
AI_Output (self, other,"Info_Thorus_Krautbote_09_02"); //Hmmmmmmm...
AI_Output (self, other,"Info_Thorus_Krautbote_09_03"); //Alright! You can go through. Go straight to the Ore Barons' house. Bartholo will meet you there.
var C_NPC wache212; wache212 = Hlp_GetNpc(Grd_212_Torwache);
var C_NPC wache213; wache213 = Hlp_GetNpc(Grd_213_Torwache);
var C_NPC wache218; wache218 = Hlp_GetNpc(Grd_218_Gardist);
wache212.aivar[AIV_PASSGATE] = TRUE;
wache213.aivar[AIV_PASSGATE] = TRUE;
wache218.aivar[AIV_PASSGATE] = TRUE;
}
else
{
AI_Output (self, other,"Info_Thorus_Krautbote_09_04"); //You don't have enough weed to be a gofer! I hope for your sake that you haven't sold the stuff elsewhere! Come back when you have the right amount!
};
};
// ************************************************************
// SIEGEL der KdW
// ************************************************************
var int thorus_Amulettgezeigt;
// ************************************************************
INSTANCE Info_Thorus_KdWSiegel (C_INFO)
{
npc = GRD_200_THORUS;
nr = 4;
condition = Info_Thorus_KdWSiegel_Condition;
information = Info_Thorus_KdWSiegel_Info;
permanent = 1;
description = "I'm on an errand for the water mages. I need to get into the castle!";
};
FUNC INT Info_Thorus_KdWSiegel_Condition()
{
if (( (Npc_KnowsInfo(hero, Org_826_Mordrag_Courier))||(Npc_HasItems(other,KdW_Amulett)>=1) )
&& (thorus_Amulettgezeigt == FALSE)
)
{
return 1;
};
};
FUNC VOID Info_Thorus_KdWSiegel_Info()
{
AI_Output (other, self,"Info_Thorus_KdWSiegel_15_00"); //I'm on an errand for the water mages. I need to get into the castle!
if (Npc_HasItems(other,KdW_Amulett)>=1)
{
AI_Output (self, other,"Info_Thorus_KdWSiegel_09_01"); //You have a messenger's amulet with you. That'll get you past the guards.
AI_Output (self, other,"Info_Thorus_KdWSiegel_09_02"); //I want nothing to do with the mages. So stop bothering me, will you?
var C_NPC wache212; wache212 = Hlp_GetNpc(Grd_212_Torwache);
var C_NPC wache213; wache213 = Hlp_GetNpc(Grd_213_Torwache);
wache212.aivar[AIV_PASSGATE] = TRUE;
wache213.aivar[AIV_PASSGATE] = TRUE;
thorus_Amulettgezeigt = TRUE;
}
else
{
AI_Output (self, other,"Info_Thorus_KdWSiegel_09_03"); //Sure you are. I guess you must have mislaid your amulet, eh?
};
};
// ************************************************************
// Habs GESCHAFFT
// ************************************************************
INSTANCE Info_Thorus_SttGeschafft (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_SttGeschafft_Condition;
information = Info_Thorus_SttGeschafft_Info;
permanent = 0;
description = "I've done it. At last I belong to the Camp!";
};
FUNC INT Info_Thorus_SttGeschafft_Condition()
{
if (Npc_GetTrueGuild(other) == GIL_STT)
{
return 1;
};
};
FUNC VOID Info_Thorus_SttGeschafft_Info()
{
AI_Output (other, self,"Info_Thorus_SttGeschafft_15_00"); //I've done it. At last I belong to the Camp!
AI_Output (self, other,"Info_Thorus_SttGeschafft_09_01"); //Congratulations, kid! You'd better stick close to Diego from now on.
AI_Output (self, other,"Info_Thorus_SttGeschafft_09_02"); //Only go to Gomez or Raven if you have something REALLY important to say.
};
//////////////////////////////////////////////////
//////////////////////////////////////////////////
////////////// Kapitel 2 ///////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
// ************************************************************
// PERM2
// ************************************************************
INSTANCE Info_Thorus_PERM2 (C_INFO)
{
npc = GRD_200_THORUS;
nr = 1;
condition = Info_Thorus_PERM2_Condition;
information = Info_Thorus_PERM2_Info;
permanent = 0;
description = "How are you doing?";
};
FUNC INT Info_Thorus_PERM2_Condition()
{
if ( (Npc_GetTrueGuild(other) == GIL_STT) && (Kapitel < 4) )
{
return 1;
};
};
FUNC VOID Info_Thorus_PERM2_Info()
{
AI_Output (other, self,"Info_Thorus_PERM2_15_00"); //How are you doing?
AI_Output (self, other,"Info_Thorus_PERM2_09_01"); //We're not having much trouble from the New Camp. I'm more worried about those sect loonies.
};
//////////////////////////////////////////////////
//////////////////////////////////////////////////
////////////// Kapitel 3 ///////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
//-----------------------------------------------------
// GILDENAUFNAHME GARDIST
//-----------------------------------------------------
instance GRD_200_Thorus_GARDIST (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_GARDIST_Condition;
information = GRD_200_Thorus_GARDIST_Info;
important = 0;
permanent = 0;
description = "You have something to tell me?";
};
FUNC int GRD_200_Thorus_GARDIST_Condition()
{
if ( (CorKalom_BringMCQBalls == LOG_SUCCESS)
|| Npc_KnowsInfo (hero,Grd_214_Torwache_SEETHORUS)
|| Npc_KnowsInfo (hero,GRD_216_Torwache_SEETHORUS) )
&& (Npc_GetTrueGuild (hero ) == GIL_STT)
&& (!Npc_KnowsInfo (hero, GRD_200_Thorus_WANNABEMAGE))
{
return TRUE;
};
};
FUNC void GRD_200_Thorus_GARDIST_Info()
{
var C_Npc KDFWache;
KDFWache = Hlp_GetNpc(GRD_245_GARDIST);
KDFWache.aivar[AIV_PASSGATE] = TRUE;
AI_Output (other, self,"GRD_200_Thorus_GARDIST_Info_15_01"); //You have something to tell me?
AI_Output (self, other,"GRD_200_Thorus_GARDIST_Info_09_02"); //Yes. What you did in the mine not only shows some courage, but it also proves your strength and your fighting skills.
AI_Output (self, other,"GRD_200_Thorus_GARDIST_Info_09_03"); //I'm ready to accept you into the ranks of the guards.
if hero.level < 10
{
AI_Output (self, other,"GRD_200_Thorus_GARDIST_Info_09_04"); //But you're not quite ready to become a guard yet. You need to gather a little more experience before I can take you on.
AI_StopProcessInfos (self);
B_PrintGuildCondition(10);
}
else if hero.level >= 10
{
AI_Output (self, other,"GRD_200_Thorus_GARDIST_Info_09_05"); //I'm giving you a chance. What do you say?
};
};
//---------------------------------------------------------------
// GARDIST WERDEN
//---------------------------------------------------------------
instance GRD_200_Thorus_AUFNAHME (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_AUFNAHME_Condition;
information = GRD_200_Thorus_AUFNAHME_Info;
permanent = 0;
description = "I want to become a guard.";
};
FUNC int GRD_200_Thorus_AUFNAHME_Condition()
{
if (Npc_KnowsInfo (hero,GRD_200_Thorus_GARDIST))
&& (hero.level >=10)
&& (Npc_GetTrueGuild (hero) == GIL_STT)
{
return TRUE;
};
};
FUNC void GRD_200_Thorus_AUFNAHME_Info()
{
AI_Output (other, self,"GRD_200_Thorus_AUFNAHME_Info_15_01"); //I want to become a guard.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_02"); //I'm glad to hear it. But first I must tell you something that I tell all new recruits. Listen carefully, I shall say this only once.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_03"); //So far, you've tried to get by on your own. Those days are over now. My boys stick together. We guards protect the Ore Barons, the ore, the camp and the mine.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_04"); //The diggers collect the ore, but we make sure that they don't get eaten by crawlers. The Ore Barons negotiate with the King, but we're the ones that protect them.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_05"); //Day and night, we're in the mine. Day and night, we stand at the gates of the Camp and make sure folks get to sleep peacefully.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_06"); //We were a wild bunch when we started out here, but now we're a force to be reckoned with. We've all worked hard to build up this life for ourselves.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_07"); //I only expect one thing from my boys: that they stick together. Only by standing together will we be able to hold on to what we have.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_08"); //And to survive.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_09"); //You'll learn everything else in due course. Be ready and help out wherever help is needed or something needs to be done.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_10"); //Go and ask Stone to give you some armor and a sword.
AI_Output (self, other,"GRD_200_Thorus_AUFNAHME_Info_09_11"); //You'll find Stone in the blacksmith's shop in the Inner Ring.
var C_Npc KDFWache;
KDFWache = Hlp_GetNpc(GRD_245_GARDIST);
KDFWache.aivar[AIV_PASSGATE] = FALSE;
Npc_SetTrueGuild (hero,GIL_GRD);
hero.guild = GIL_GRD;
};
//---------------------------------------------------------------
// GARDIST WERDEN TEIL 2
//---------------------------------------------------------------
instance GRD_200_Thorus_NOCHWAS (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_NOCHWAS_Condition;
information = GRD_200_Thorus_NOCHWAS_Info;
important = 1;
permanent = 0;
};
FUNC int GRD_200_Thorus_NOCHWAS_Condition()
{
if (Npc_KnowsInfo (hero, GRD_200_Thorus_AUFNAHME))
&& (Npc_GetTrueGuild (hero) == GIL_GRD )
{
return TRUE;
};
};
func void GRD_200_Thorus_NOCHWAS_Info()
{
AI_Output (self, other,"GRD_200_Thorus_NOCHWAS_Info_09_01"); //Oh, one more thing...
AI_Output (self, other,"GRD_200_Thorus_NOCHWAS_Info_09_02"); //Welcome to the Guards.
AI_StopProcessInfos (self);
Log_CreateTopic (GE_BecomeGuard, LOG_NOTE);
B_LogEntry (GE_BecomeGuard,"Today Thorus has admitted me to the guards. I may go and collect my new armor from the blacksmith Stone, in the castle.");
};
//---------------------------------------------------------------
// ICH WILL MAGIER WERDEN
//---------------------------------------------------------------
instance GRD_200_Thorus_WANNABEMAGE (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_WANNABEMAGE_Condition;
information = GRD_200_Thorus_WANNABEMAGE_Info;
permanent = 0;
description = "I'm interested in the path of magic.";
};
//
FUNC int GRD_200_Thorus_WANNABEMAGE_Condition()
{
if (Npc_KnowsInfo (hero, GRD_200_Thorus_GARDIST))
&& (!Npc_KnowsInfo (hero, GRD_200_Thorus_AUFNAHME))
{
return TRUE;
};
};
FUNC void GRD_200_Thorus_WANNABEMAGE_Info()
{
AI_Output (other, self,"GRD_200_Thorus_WANNABEMAGE_Info_15_01"); //I'm interested in the path of magic.
AI_Output (self, other,"GRD_200_Thorus_WANNABEMAGE_Info_09_02"); //Well, in that case maybe you should talk to Corristo. He taught Milten. I'm sure there's nothing to stop you.
var C_NPC Corristo;
Corristo = Hlp_GetNpc (KDF_402_Corristo);
Npc_ExchangeRoutine (Corristo,"WAITFORSC");
AI_ContinueRoutine (Corristo);
};
//---------------------------------------------------------------
// STR + DEX
//---------------------------------------------------------------
INSTANCE GRD_200_Thorus_Teach(C_INFO)
{
npc = GRD_200_Thorus;
nr = 10;
condition = GRD_200_Thorus_Teach_Condition;
information = GRD_200_Thorus_Teach_Info;
permanent = 1;
description = "Can you teach me?";
};
FUNC INT GRD_200_Thorus_Teach_Condition()
{
if (Npc_GetTrueGuild (hero) == GIL_GRD)
{
return TRUE;
};
};
FUNC VOID GRD_200_Thorus_Teach_Info()
{
AI_Output(other,self,"GRD_200_Thorus_Teach_15_00"); //Can you teach me?
AI_Output(self,other,"GRD_200_Thorus_Teach_09_01"); //I can show you how to improve your skill and strength.
if (log_thorustrain == FALSE)
{
Log_CreateTopic (GE_TeacherOC,LOG_NOTE);
B_LogEntry (GE_TeacherOC,"Thorus will help me improve my STRENGTH and DEXTERITY.");
log_thorustrain = TRUE;
};
Info_ClearChoices (GRD_200_Thorus_Teach);
Info_AddChoice (GRD_200_Thorus_Teach,DIALOG_BACK ,GRD_200_Thorus_Teach_BACK);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_1);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_1);
};
func void GRD_200_Thorus_Teach_BACK()
{
Info_ClearChoices (GRD_200_Thorus_Teach);
};
func void GRD_200_Thorus_Teach_STR_1()
{
B_BuyAttributePoints (other, ATR_STRENGTH, LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (GRD_200_Thorus_Teach);
Info_AddChoice (GRD_200_Thorus_Teach,DIALOG_BACK ,GRD_200_Thorus_Teach_BACK);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_1);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_1);
};
func void GRD_200_Thorus_Teach_STR_5()
{
B_BuyAttributePoints (other, ATR_STRENGTH, 5*LPCOST_ATTRIBUTE_STRENGTH);
Info_ClearChoices (GRD_200_Thorus_Teach);
Info_AddChoice (GRD_200_Thorus_Teach,DIALOG_BACK ,GRD_200_Thorus_Teach_BACK);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_1);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_1);
};
func void GRD_200_Thorus_Teach_DEX_1()
{
B_BuyAttributePoints (other, ATR_DEXTERITY,LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (GRD_200_Thorus_Teach);
Info_AddChoice (GRD_200_Thorus_Teach,DIALOG_BACK ,GRD_200_Thorus_Teach_BACK);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_1);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_1);
};
func void GRD_200_Thorus_Teach_DEX_5()
{
B_BuyAttributePoints (other, ATR_DEXTERITY, 5*LPCOST_ATTRIBUTE_DEXTERITY);
Info_ClearChoices (GRD_200_Thorus_Teach);
Info_AddChoice (GRD_200_Thorus_Teach,DIALOG_BACK ,GRD_200_Thorus_Teach_BACK);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_5,5*LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnStrength_1,LPCOST_ATTRIBUTE_STRENGTH,0) ,GRD_200_Thorus_Teach_STR_1);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_5,5*LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_5);
Info_AddChoice (GRD_200_Thorus_Teach,B_BuildLearnString(NAME_LearnDexterity_1,LPCOST_ATTRIBUTE_DEXTERITY,0) ,GRD_200_Thorus_Teach_DEX_1);
};
//-------------------------------------------------------------------------
// ZWEIHANDKAMPF LERNEN STUFE 1
//-------------------------------------------------------------------------
instance GRD_200_Thorus_ZWEIHAND1 (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_ZWEIHAND1_Condition;
information = GRD_200_Thorus_ZWEIHAND1_Info;
important = 0;
permanent = 1;
description = B_BuildLearnString(NAME_Learn2h_1, LPCOST_TALENT_2H_1,0);
};
FUNC int GRD_200_Thorus_ZWEIHAND1_Condition()
{
if (Npc_GetTalentSkill (hero,NPC_TALENT_1H) == 2)
&& (Npc_GetTalentSkill (hero,NPC_TALENT_2H) < 1)
&& (Npc_GetTrueGuild (hero) == GIL_GRD)
{
return TRUE;
};
};
FUNC void GRD_200_Thorus_ZWEIHAND1_Info()
{
if (log_thorusfight == FALSE)
{
Log_CreateTopic (GE_TeacherOC,LOG_NOTE);
B_LogEntry (GE_TeacherOC,"Thorus can teach me the fight with TWO-HANDED WEAPONS as soon as I've mastered the ONE-HANDED fight.");
log_thorusfight = TRUE;
};
AI_Output (other, self,"GRD_200_Thorus_ZWEIHAND1_Info_15_01"); //I want to learn how to handle a two-handed sword.
if (B_GiveSkill(other,NPC_TALENT_2H , 1, LPCOST_TALENT_2H_1))
{
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_02"); //Okay, let's go through the basics first.
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_03"); //Hold the sword in a horizontal position. You'll need more swing to attack your opponent with such a heavy weapon.
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_04"); //Raise your arm and swing it straight down. That's usually enough to knock the opponent down.
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_05"); //Use the momentum of the weapon to bring it straight back up again.
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_06"); //Two-handed swords are ideal for coordinating side hits to keep opponents at a distance.
AI_Output (self, other,"GRD_200_Thorus_ZWEIHAND1_Info_09_07"); //That should do to begin with. Have a practice.
GRD_200_Thorus_ZWEIHAND1.permanent = 0;
};
};
//-------------------------------------------------------------------------
// ZWEIHANDKAMPF LERNEN STUFE 2
//-------------------------------------------------------------------------
instance GRD_200_Thorus_ZWEIHAND2 (C_INFO)
{
npc = GRD_200_Thorus;
condition = GRD_200_Thorus_ZWEIHAND2_Condition;
information = GRD_200_Thorus_ZWEIHAND2_Info;
important = 0;
permanent = 1;
description = B_BuildLearnString(NAME_Learn2h_2, LPCOST_TALENT_2H_2,0);
};
FUNC int GRD_200_Thorus_ZWEIHAND2_Condition()