#include "DIALOGS\Henry Peat_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) { // -----------------------------------Диалог первый - первая встреча case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "First time": 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"; Pchar.quest.Carpenter.win_condition.l1 = "location"; Pchar.quest.Carpenter.win_condition.l1.character = "Blaze"; Pchar.quest.Carpenter.win_condition.l1.location = "Falaise_de_fleur_port_01"; Pchar.quest.Carpenter.win_condition = "about_ruby"; Pchar.quest.Carpenter1.win_condition.l1 = "location"; Pchar.quest.Carpenter1.win_condition.l1.character = "Blaze"; Pchar.quest.Carpenter1.win_condition.l1.location = "Falaise_de_fleur_Jungle"; Pchar.quest.Carpenter1.win_condition = "about_ruby"; d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1]; Link.l1.go = "meeting"; break; case "Meeting": d.Text = DLG_TEXT[2]; Link.l1 = DLG_TEXT[3]; Link.l1.go = "continue"; break; case "continue": d.Text = DLG_TEXT[4]; Link.l99 = DLG_TEXT[5]; Link.l99.go = "continue1"; break; case "continue1": d.Text = DLG_TEXT[6]; Link.l99 = DLG_TEXT[7]; Link.l99.go = "continue2"; break; case "continue2": d.Text = DLG_TEXT[8]; Link.l99 = DLG_TEXT[9]; Link.l99.go = "continue3"; break; case "continue3": AddDialogExitQuest("Story_CursedCoinsPeatSilent") d.Text = DLG_TEXT[10]; Link.l99 = DLG_TEXT[11]; Link.l99.go = "exit"; break; } }