#include "DIALOGS\Counterspy_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_Meeting, TempInfoCharacterID_1, TempInfoCharacterID_2; int DonationSize; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); switch(Dialog.CurrentNode) { case "Exit_FirstMetCounterspy": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("Fem_JoinCounterSpy"); break; case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_meeting; DialogExit(); break; case "First time": Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; dialog.snd = "Voice\COUN\COUN001"; d.Text = DLG_TEXT[0] + Pchar.lastname + DLG_TEXT[1]; link.l1 = DLG_TEXT[2]; link.l1.go = "Meeting_1"; break; case "Meeting_1": dialog.snd = "Voice\COUN\COUN002"; d.Text = DLG_TEXT[3] + Npchar.name + DLG_TEXT[4]; link.l1 = DLG_TEXT[5]; link.l1.go = "Meeting_2"; break; case "Meeting_2": dialog.snd = "Voice\COUN\COUN003"; d.Text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "Meeting_3"; break; case "Meeting_3": Diag.TempNode = "Travelling"; dialog.snd = "Voice\COUN\COUN004"; d.Text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "Exit_FirstMetCounterspy"; break; case "Travelling": dialog.snd = "Voice\COUN\COUN005"; d.Text = DLG_TEXT[10]; link.l1 = DLG_TEXT[11]; link.l1.go = "Travelling_1"; break; case "Travelling_1": Diag.TempNode = "Travelling"; dialog.snd = "Voice\COUN\COUN006"; d.Text = DLG_TEXT[12]; link.l1 = DLG_TEXT[13]; link.l1.go = "Exit"; break; case "LooksLikeTrouble": dialog.snd = "Voice\COUN\COUN007"; d.text = DLG_TEXT[14]; Link.l1 = DLG_TEXT[15]; Link.l1.go = "exit"; break; case "Met_Blaze": Dialog.defAni = "Sit_HeadonHand"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_HeadonHand"; Dialog.cam = "1"; Diag.TempNode = "LooksLikeTrouble"; Pchar.quest.Story_2ndTask = "Second_task_in_progress"; dialog.snd = "Voice\COUN\COUN008"; d.Text = DLG_TEXT[16]; Link.l1 = DLG_TEXT[17]; Link.l1.go = "Met_Blaze_1"; break; case "Met_Blaze_1": dialog.snd = "Voice\COUN\COUN009"; d.text = DLG_TEXT[18]; Link.l1 = DLG_TEXT[19]; Link.l1.go = "Met_Blaze_2"; break; case "Met_Blaze_2": dialog.snd = "Voice\COUN\COUN010"; d.Text = DLG_TEXT[20]; Link.l1 = DLG_TEXT[21]; Link.l1.go = "Met_Blaze_3"; break; case "Met_Blaze_3": dialog.snd = "Voice\COUN\COUN011"; d.Text = DLG_TEXT[22]; Link.l1 = DLG_TEXT[23]; Link.l1.go = "Met_Blaze_4"; break; case "Met_Blaze_4": AddQuestRecord("Story_2ndTask", "9"); dialog.snd = "Voice\COUN\COUN012"; d.Text = DLG_TEXT[24]; Link.l1 = DLG_TEXT[25]; Link.l1.go = "exit"; AddDialogExitQuest("Counterspy_Exit_fight"); break; case "After_Fight": Diag.TempNode = "to_Shipyard"; dialog.snd = "Voice\COUN\COUN013"; d.Text = DLG_TEXT[26]; Link.l1 = DLG_TEXT[27]; Link.l1.go = "After_Fight_1"; break; case "After_Fight_1": dialog.snd = "Voice\COUN\COUN014"; d.Text = DLG_TEXT[28]; Link.l1 = DLG_TEXT[29]; Link.l1.go = "After_Fight_2"; break; case "After_Fight_2": dialog.snd = "Voice\COUN\COUN015"; d.Text = DLG_TEXT[30] + Characters[getCharacterIndex(DLG_TEXT[31])].name + " " + Characters[getCharacterIndex(DLG_TEXT[32])].lastname + DLG_TEXT[33]; Link.l1 = DLG_TEXT[34]; Link.l1.go = "After_Fight_3"; break; case "After_Fight_3": dialog.snd = "Voice\COUN\COUN016"; d.Text = DLG_TEXT[35]; Link.l1 = DLG_TEXT[36]; link.l1.go ="exit"; AddDialogExitQuest("Counterspy_After_Fight_Exit"); break; case "to_Shipyard": dialog.snd = "Voice\COUN\COUN017"; Diag.Tempnode = "to_Shipyard"; d.Text = DLG_TEXT[37]; Link.l1 = DLG_TEXT[38]; link.l1.go = "Exit"; break; case "Officer_money": dialog.snd = "Voice\COUN\COUN018"; Diag.Tempnode = "Ready_for_meeting"; d.Text = DLG_TEXT[39]; Link.l1 = DLG_TEXT[40]; Link.l1.go = "Officer_money_1"; break; case "Officer_money_1": dialog.snd = "Voice\COUN\COUN019"; d.Text = DLG_TEXT[41]; Link.l1 = DLG_TEXT[42]; Link.l1.go = "Officer_money_2"; break; case "Officer_money_2": dialog.snd = "Voice\COUN\COUN020"; d.Text = DLG_TEXT[43]; Link.l1 = DLG_TEXT[44]; Link.l1.go= "Officer_money_3"; break; case "Officer_money_3": dialog.snd = "Voice\COUN\COUN021"; d.Text = DLG_TEXT[45];; Link.l1 = DLG_TEXT[46]; Link.l1.go = "Officer_money_4"; break; case "Officer_money_4": dialog.snd = "Voice\COUN\COUN022"; d.Text = DLG_TEXT[47] + Characters[GetCharacterIndex(DLG_TEXT[48])].name + DLG_TEXT[49]; link.l1 = DLG_TEXT[50]; Link.l1.go = "Officer_money_5"; break; case "Officer_money_5": AddQuestRecord("Story_2ndTask","10"); dialog.snd = "Voice\COUN\COUN023"; d.Text = Characters[GetCharacterIndex(DLG_TEXT[51])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[52])].lastname + DLG_TEXT[53]; Link.l1 = DLG_TEXT[54]; Link.l1.go = "exit"; AddDialogExitQuest("counterspy_Officer_money_exit"); break; case "Ready_for_meeting": dialog.snd = "Voice\COUN\COUN024"; d.Text = DLG_TEXT[55]; Link.l1 = DLG_TEXT[56]; Link.l1.go = "Ready_for_meeting_1"; break; case "Ready_for_meeting_1": dialog.snd = "Voice\COUN\COUN025"; Diag.TempNode = "Go_to_meeting"; d.Text = DLG_TEXT[57]; Link.l1 = DLG_TEXT[58]; link.l1.go = "exit"; AddDialogExitQuest("CounterSpy_Ready_for_meeting_exit"); break; case "Go_to_meeting": dialog.snd = "Voice\COUN\COUN026"; d.Text = DLG_TEXT[59]; Link.l1 = DLG_TEXT[60]; link.l1.go = "exit"; break; case "Talk_AfterTavern": Dialog.defAni = "Dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Dialog_stay2"; Dialog.cam = "1"; dialog.snd = "Voice\COUN\COUN027"; d.Text = DLG_TEXT[61] + Characters[GetCharacterIndex(DLG_TEXT[62])].name + DLG_TEXT[63]; Link.l1 = DLG_TEXT[64] + Characters[GetCharacterIndex(DLG_TEXT[65])].lastname + DLG_TEXT[66]; Link.l1.go = "Talk_AfterTavern_1"; break; case "Talk_AfterTavern_1": dialog.snd = "Voice\COUN\COUN028"; d.Text = DLG_TEXT[67] + Characters[GetCharacterIndex(DLG_TEXT[68])].name + DLG_TEXT[69]; Link.l1 = DLG_TEXT[70]; Link.l1.go = "Talk_AfterTavern_2"; break; case "Talk_AfterTavern_2": dialog.snd = "Voice\COUN\COUN029"; Diag.Tempnode = "Just_A_talk"; Characters[GetCharacterIndex("Rabel Iverneau")].Dialog.CurrentNode = "Just_A_talk"; d.Text = DLG_TEXT[71]; Link.l1 = DLG_TEXT[72]; Link.l1.go = "exit"; AddDialogExitQuest("CounterSpy_Talk_AfterTavern_exit"); break; case "Just_a_talk": dialog.snd = "Voice\COUN\COUN030"; Diag.Tempnode = "Just_A_talk"; d.Text = DLG_TEXT[73]; Link.l1 = DLG_TEXT[74]; Link.l1.go = "Exit"; break; } }