#include "DIALOGS\Enc_RapersGirl_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_Meeting; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); switch(Dialog.CurrentNode) { case "exit_1": AddDialogExitQuest("LandEnc_RapersTalk"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; /* case "exit_Robbed": AddMoneyToCharacter(pchar, -(makeint(makeint(Pchar.money)/20)*10)); AddDialogExitQuest("LandEnc_RaidersRobbed"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "exit_fight": AddDialogExitQuest("LandEnc_RaidersFight"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "exit_RunFight": AddDialogExitQuest("LandEnc_RaidersRunAway"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "exit_noFight": AddDialogExitQuest("LandEnc_RaidersNoFight"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; */ case "Node_1": Dialog.defAni = "dialog_stay2"; Dialog.defCam = "2"; 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 = "dialogs\0\009"; dialog.snd1 = ""; dialog.snd2 = ""; dialog.snd3 = ""; d.Text = RandPhrase(DLG_TEXT[0], DLG_TEXT[1], DLG_TEXT[2], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = LinkRandPhrase(DLG_TEXT[3], DLG_TEXT[4], DLG_TEXT[5]); Link.l1.go = "Node_2"; break; case "Node_2": dialog.snd1 = ""; dialog.snd2 = ""; dialog.snd3 = ""; d.Text = RandPhrase(DLG_TEXT[6], DLG_TEXT[7], DLG_TEXT[8], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = DLG_TEXT[9]; Link.l1.go = "exit_1"; break; case "ThanksForHelp": dialog.snd1 = ""; dialog.snd2 = ""; dialog.snd3 = ""; d.Text = RandPhrase(DLG_TEXT[10], DLG_TEXT[11], DLG_TEXT[12], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = DLG_TEXT[13]; Link.l1.go = "ThanksForHelp_1"; break; case "ThanksForHelp_1": Diag.TempNode = "ThanksAgain"; if(makeint(Pchar.reputation) >= 80) { addMoneyToCharacter(Pchar, makeint(PChar.rank)*100); d.Text = DLG_TEXT[14]; Link.l1 = DLG_TEXT[15]; Link.l1.go = "Exit_1"; } else { if(Rand(1) == 0) { d.Text = DLG_TEXT[16]; Link.l1 = DLG_TEXT[17]; Link.l1.go = "exit_1"; } else { addMoneyToCharacter(Pchar, makeint(PChar.rank)*100); d.Text = DLG_TEXT[18]; Link.l1 = DLG_TEXT[19]; Link.l1.go = "Exit_1"; } } break; case "ThanksAgain": break; case "CheckSkills": if(makeint(Pchar.skill.Fencing) >= 5 && makeint(Pchar.skill.Fencing) >= makeint(Pchar.rank)) { Diag.TempNode = "GetLost"; d.Text = RandPhrase(DLG_TEXT[20], DLG_TEXT[21], DLG_TEXT[22]); Link.l1 = RandPhrase(DLG_TEXT[23], DLG_TEXT[24], DLG_TEXT[25]); Link.l1.go = "Exit_NoFight"; Link.l99 = RandPhrase(DLG_TEXT[26], DLG_TEXT[27], DLG_TEXT[28]); Link.l99.go = "Exit_RunFight"; } else { d.Text = RandPhrase(DLG_TEXT[29], DLG_TEXT[30], DLG_TEXT[31]); Link.l1 = DLG_TEXT[32]; Link.l1.go = "Exit_Fight"; } break; case "CheckMoney": if(makeint(makeint(Pchar.money)/20)*10 >= makeint(Pchar.rank)*100) { Diag.TempNode = "OnceAgain"; d.Text = RandPhrase(DLG_TEXT[33], DLG_TEXT[34], DLG_TEXT[35]); Link.l1 = DLG_TEXT[36]; Link.l1.go = "Exit_Robbed"; } else { d.Text = DLG_TEXT[37]; Link.l1 = DLG_TEXT[38]; Link.l1.go = "Exit_Fight"; } break; case "OnceAgain": Diag.TempNode = "OnceAgain"; d.Text = RandPhrase(DLG_TEXT[39], DLG_TEXT[40], DLG_TEXT[41]); Link.l1 = DLG_TEXT[42]; Link.l1.go = "Exit"; Link.l2 = DLG_TEXT[43]; Link.l2.go = "Exit_Fight"; break; case "GetLost": Diag.TempNode = "GetLost"; d.Text = RandPhrase(DLG_TEXT[44], DLG_TEXT[45], DLG_TEXT[46]); Link.l1 = DLG_TEXT[47]; Link.l1.go = "Exit"; Link.l2 = DLG_TEXT[48]; Link.l2.go = "Exit_Fight"; break; case "GetTheHellOut": Diag.TempNode = "GetTheHellOut"; d.Text = RandPhrase(DLG_TEXT[49], DLG_TEXT[50], DLG_TEXT[51]); Link.l1 = DLG_TEXT[52]; Link.l1.go = "Exit"; break; } }