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DIA_VLK_564_Jesse.d
208 lines (175 loc) · 7.15 KB
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DIA_VLK_564_Jesse.d
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// **************************************************
// EXIT
// **************************************************
INSTANCE DIA_Jesse_Exit (C_INFO)
{
npc = Vlk_564_Jesse;
nr = 999;
condition = DIA_Jesse_Exit_Condition;
information = DIA_Jesse_Exit_Info;
permanent = 1;
description = DIALOG_ENDE;
};
FUNC INT DIA_Jesse_Exit_Condition()
{
return 1;
};
FUNC VOID DIA_Jesse_Exit_Info()
{
AI_StopProcessInfos ( self );
};
// **************************************************
// Hi
// **************************************************
INSTANCE DIA_Jesse_Hallo (C_INFO)
{
npc = Vlk_564_Jesse;
nr = 1;
condition = DIA_Jesse_Hallo_Condition;
information = DIA_Jesse_Hallo_Info;
permanent = 0;
description = "How's things?";
};
FUNC INT DIA_Jesse_Hallo_Condition()
{
if (!Npc_KnowsInfo(hero,DIA_Herek_Bully))
{
return 1;
};
};
FUNC VOID DIA_Jesse_Hallo_Info()
{
AI_Output (other, self,"DIA_Jesse_Hallo_15_00"); //How's things?
AI_Output (self, other,"DIA_Jesse_Hallo_03_01"); //New here, are you? You better know that it's no good getting into trouble with the guards.
AI_Output (self, other,"DIA_Jesse_Hallo_03_02"); //When they want protection money, you better pay, otherwise half the Camp'll be against you.
};
// **************************************************
// Schutzgeld-Bully
// **************************************************
INSTANCE DIA_Jesse_Warn (C_INFO)
{
npc = Vlk_564_Jesse;
nr = 1;
condition = DIA_Jesse_Warn_Condition;
information = DIA_Jesse_Warn_Info;
permanent = 0;
important = 1;
};
FUNC INT DIA_Jesse_Warn_Condition()
{
if ( (Npc_KnowsInfo(hero,DIA_Herek_Bully)) && (Herek_ProtectionBully==TRUE) )
{
return 1;
};
};
FUNC VOID DIA_Jesse_Warn_Info()
{
AI_Output (self, other,"DIA_Jesse_Warn_03_00"); //Hey, you! I learned you didn't want to pay protection money to Bloodwyn?
AI_Output (other, self,"DIA_Jesse_Warn_15_01"); //What do you want?
AI_Output (self, other,"DIA_Jesse_Warn_03_02"); //To warn you! Bloodwyn paid some people: They're gonna do you in.
AI_Output (self, other,"DIA_Jesse_Warn_03_03"); //I saw how he talked to people like Herek over there, and God knows who else he hired!
AI_Output (other, self,"DIA_Jesse_Warn_15_04"); //Your warning about Herek is a bit late.
AI_Output (self, other,"DIA_Jesse_Warn_03_05"); //He must have talked to somebody else as well, that much I know. So do take care.
};
// **************************************************
// MISSION Pay 4 Me
// **************************************************
// ************************************************************
INSTANCE DIA_Jesse_Mission (C_INFO)
{
npc = Vlk_564_Jesse;
nr = 1;
condition = DIA_Jesse_Mission_Condition;
information = DIA_Jesse_Mission_Info;
permanent = 0;
description = "Why did you tell me the story about Bloodwyn?";
};
FUNC INT DIA_Jesse_Mission_Condition()
{
if (Npc_KnowsInfo(hero,DIA_Jesse_Mission))
{
return 1;
};
};
FUNC VOID DIA_Jesse_Mission_Info()
{
AI_Output (other, self,"DIA_Jesse_Mission_15_00"); //Why did you tell me the story about Bloodwyn?
AI_Output (self, other,"DIA_Jesse_Mission_03_01"); //Because favors can be returned. And you don't look like somebody who wouldn't understand that.
AI_Output (self, other,"DIA_Jesse_Mission_03_02"); //And because I did YOU a favor, I'd like to give you the opportunity to return it.
Info_ClearChoices (DIA_Jesse_Mission );
Info_AddChoice (DIA_Jesse_Mission,"Forget it! I don't owe you anything!",DIA_Jesse_Mission_ForgetIt);
Info_AddChoice (DIA_Jesse_Mission,"What exactly do you have in mind?",DIA_Jesse_Mission_What);
};
func void DIA_Jesse_Mission_ForgetIt()
{
AI_Output (other, self,"DIA_Jesse_Mission_ForgetIt_15_00"); //I don't owe you anything!
AI_Output (self, other,"DIA_Jesse_Mission_ForgetIt_03_01"); //Oh! Then get lost!
Npc_SetPermAttitude(self,ATT_ANGRY);
Info_ClearChoices (DIA_Jesse_Mission );
AI_StopProcessInfos (self);
};
func void DIA_Jesse_Mission_What()
{
AI_Output (other, self,"DIA_Jesse_Mission_What_15_00"); //What exactly do you have in mind?
AI_Output (self, other,"DIA_Jesse_Mission_What_03_01"); //I don't have any ore left, and Bloodwyn has already fleeced me as well.
AI_Output (self, other,"DIA_Jesse_Mission_What_03_02"); //Now that I've helped you, you could give him the 10 ore I owe him, couldn't you? Tell him it's from me.
Npc_SetTrueGuild(self,GIL_NONE); //KEIN Schutzgeld
Info_AddChoice (DIA_Jesse_Mission,"Me, pay for you? Forget it!",DIA_Jesse_Mission_NO);
Info_AddChoice (DIA_Jesse_Mission,"I'll see what I can do.",DIA_Jesse_Mission_YES);
};
//-------------------------------
func void DIA_Jesse_Mission_YES()
{
AI_Output (other, self,"DIA_Jesse_Mission_YES_15_00"); //I'll see what I can do.
AI_Output (self, other,"DIA_Jesse_Mission_YES_03_01"); //Thanks, man! You just saved my day! Tell me when things are settled, will you?
Jesse_PayForMe = LOG_RUNNING;
Info_ClearChoices (DIA_Jesse_Mission );
};
func void DIA_Jesse_Mission_NO()
{
AI_Output (other, self,"DIA_Jesse_Mission_NO_15_00"); //Me, pay for you? Forget it!
AI_Output (self, other,"DIA_Jesse_Mission_NO_03_01"); //Apparently I was wrong about you. Don't count on me in the future.
//MUSS SO - Mike
Npc_SetPermAttitude(self,ATT_ANGRY);
Info_ClearChoices (DIA_Jesse_Mission );
};
// **************************************************
// RUNNING / SUCCESS
// **************************************************
INSTANCE DIA_Jesse_MisSuccess (C_INFO)
{
npc = Vlk_564_Jesse;
nr = 1;
condition = DIA_Jesse_MisSuccess_Condition;
information = DIA_Jesse_MisSuccess_Info;
permanent = 0;
description = "I paid Bloodwyn!";
};
FUNC INT DIA_Jesse_MisSuccess_Condition()
{
if (Jesse_PayForMe == LOG_SUCCESS)
{
return 1;
};
};
FUNC VOID DIA_Jesse_MisSuccess_Info()
{
AI_Output (other, self,"DIA_Jesse_MisSuccess_15_00"); //I paid Bloodwyn!
AI_Output (self, other,"DIA_Jesse_MisSuccess_03_01"); //Yeah? Great! Then we're quits now.
Npc_SetTrueGuild(self,GIL_VLK); //Schutzgeld GEZAHLT
Info_ClearChoices (DIA_Jesse_MisSuccess );
Info_AddChoice (DIA_Jesse_MisSuccess,"WHAAAT? I spent 10 ore on a clue I knew about anyway?",DIA_Jesse_MisSuccess_Waaas);
Info_AddChoice (DIA_Jesse_MisSuccess,"Yeah. You scratch my back, I'll scratch yours.",DIA_Jesse_MisSuccess_Ok);
};
func void DIA_Jesse_MisSuccess_Waaas()
{
AI_Output (other, self,"DIA_Jesse_MisSuccess_Waaas_15_00"); //WHAAAT? I spent 10 ore on a clue I knew about anyway?
AI_Output (self, other,"DIA_Jesse_MisSuccess_Waaas_03_01"); //Apparently.
};
func void DIA_Jesse_MisSuccess_Ok()
{
AI_Output (other, self,"DIA_Jesse_MisSuccess_Ok_15_00"); //Yeah. You scratch my back, I'll scratch yours.
};
//a) <Herek tot>
//b) Herek wird versuchen,
/* */