#include "DIALOGS\Robert Christopher Silehard_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_meeting; int Itest; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); trace ("----------------------------------" + Dialog.CurrentNode); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "exit": NPChar.quest.meeting = NPC_meeting; Diag.CurrentNode = Diag.TempNode; 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; if (NPChar.quest.meeting == "0") { d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1] + PChar.name + " " + PChar.lastname + DLG_TEXT[2] + PChar.ship.name + DLG_TEXT[3]; Link.l1.go = "meeting"; NPC_meeting = "1"; } else { dialog.snd1 = ""; dialog.snd2 = ""; dialog.snd3 = ""; d.Text = RandPhrase(DLG_TEXT[4] + PChar.name + DLG_TEXT[5], DLG_TEXT[6] + PChar.name + DLG_TEXT[7], DLG_TEXT[8] + PChar.name + DLG_TEXT[9], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = DLG_TEXT[10]; Link.l1.go = "quest lines"; Link.l2 = DLG_TEXT[11]; Link.l2.go = "random quests"; Link.l3 = DLG_TEXT[12]; Link.l3.go = "exit"; } break; case "Meeting": d.Text = DLG_TEXT[13] + PChar.name + DLG_TEXT[14]; Link.l1 = DLG_TEXT[15]; Link.l1.go = "Story_Oxbay_Captured"; break; case "Quest Lines": iTest = 0; if (pchar.quest.main_line == "blaze_again_find_rheims" && iTest < QUEST_COUNTER) { dialog.text = DLG_TEXT[16]; link.l1 = DLG_TEXT[17]; link.l1.go = "blaze_again_find_rheims_2"; iTest = iTest + 1; } else { d.Text = DLG_TEXT[18]; Link.l99 = DLG_TEXT[19]; Link.l99.go = "No quest"; if(CheckQuestAttribute("Story_1stTaskComplete", "1")) { Link.l1 = DLG_TEXT[20]; Link.l1.go = "Story_1stTaskComplete"; } if(CheckQuestAttribute("Story_1stTaskComplete", "Complete")) { Link.l1 = DLG_TEXT[21]; Link.l1.go = "Story_2ndTask"; } } break; case "Random Quests": d.Text = DLG_TEXT[22]; Link.l1 = DLG_TEXT[23]; Link.l1.go = "quest lines"; Link.l2 = DLG_TEXT[24]; Link.l2.go = "exit"; break; case "No quest": d.Text = DLG_TEXT[25] + PChar.name + DLG_TEXT[26]; Link.l2 = DLG_TEXT[27]; Link.l2.go = "random quests"; Link.l3 = DLG_TEXT[28]; Link.l3.go = "exit"; break; case "Pirates_killed": d.Text = DLG_TEXT[29]; Link.l1 = DLG_TEXT[30]; Link.l1.go = "Pirates_killed_1"; break; case "Pirates_killed_1": AddMoneyToCharacter(pchar, 5000); PChar.quest.killed.pirates = "0"; d.Text = DLG_TEXT[31]; Link.l1 = DLG_TEXT[32]; Link.l1.go = "Quest Lines"; Link.l2 = DLG_TEXT[33]; Link.l2.go = "random quests"; Link.l3 = DLG_TEXT[34] + NPChar.name + DLG_TEXT[35]; Link.l3.go = "exit"; break; case "Story_Oxbay_Captured": d.Text = DLG_TEXT[36]; Link.l1 = DLG_TEXT[37]; Link.l1.go = "Story_Oxbay_Captured_1"; break; case "Story_Oxbay_Captured_1": d.Text = DLG_TEXT[38]; Link.l1 = DLG_TEXT[39]; Link.l1.go = "Story_Oxbay_Captured_2"; break; case "Story_Oxbay_Captured_2": d.Text = DLG_TEXT[40] + PChar.name + DLG_TEXT[41]; Link.l1 = DLG_TEXT[42]; Link.l1.go = "Story_Oxbay_Captured_3"; Link.l2 = DLG_TEXT[43]; Link.l2.go = "Story_Oxbay_Captured_4"; Link.l3 = DLG_TEXT[44]; Link.l3.go = "Story_Oxbay_Captured_5"; break; case "Story_Oxbay_Captured_3": d.Text = DLG_TEXT[45]; Link.l1 = DLG_TEXT[46]; Link.l1.go = "Story_Oxbay_Captured_6"; break; case "Story_Oxbay_Captured_4": d.Text = DLG_TEXT[47]; Link.l1 = DLG_TEXT[48]; Link.l1.go = "Story_Oxbay_Captured_7"; break; case "Story_Oxbay_Captured_5": d.Text = DLG_TEXT[49] + PChar.name + DLG_TEXT[50]; Link.l1 = DLG_TEXT[51]; Link.l1.go = "Story_Oxbay_Captured_3"; break; case "Story_Oxbay_Captured_6": d.Text = DLG_TEXT[52]; Link.l1 = DLG_TEXT[53]; Link.l1.go = "Story_Oxbay_Captured_8"; Link.l2 = DLG_TEXT[54]; Link.l2.go = "Story_Oxbay_Captured_9"; break; case "Story_Oxbay_Captured_7": d.Text = DLG_TEXT[55] + PChar.name + DLG_TEXT[56]; Link.l1 = DLG_TEXT[57]; Link.l1.go = "Story_Oxbay_Captured_3"; break; case "Story_Oxbay_Captured_8": d.Text = DLG_TEXT[58] + PChar.name + DLG_TEXT[59]; Link.l1 = DLG_TEXT[60]; Link.l1.go = "Story_Oxbay_Captured_10"; break; case "Story_Oxbay_Captured_9": d.Text = DLG_TEXT[61]; Link.l1 = RandSwear() + DLG_TEXT[62]; Link.l1.go = "Story_Oxbay_Captured_8"; break; case "Story_Oxbay_Captured_10": d.Text = DLG_TEXT[63]; Link.l1 = DLG_TEXT[64]; Link.l1.go = "Story_Oxbay_Captured_11"; Link.l2 = DLG_TEXT[65]; Link.l2.go = "Story_Oxbay_Captured_12"; break; case "Story_Oxbay_Captured_11": d.Text = DLG_TEXT[66]; Link.l1 = DLG_TEXT[67]; Link.l1.go = "Story_Oxbay_Captured_13"; Link.l2 = DLG_TEXT[68]; Link.l2.go = "Story_Oxbay_Captured_12"; break; case "Story_Oxbay_Captured_12": If(makeint(Pchar.skill.commerce) > 1) { d.Text = DLG_TEXT[69]; Link.l1 = DLG_TEXT[70]; Link.l1.go = "Story_Oxbay_Captured_14"; } else { d.Text = DLG_TEXT[71] + Pchar.name + DLG_TEXT[72]; Link.l1 = DLG_TEXT[73]; Link.l1.go = "Story_Oxbay_Captured_14"; } break; case "Story_Oxbay_Captured_13": d.Text = DLG_TEXT[74]; Link.l1 = DLG_TEXT[75]; Link.l1.go = "Story_Oxbay_Captured_15"; break; case "Story_Oxbay_Captured_14": d.Text = DLG_TEXT[76]; Link.l1 = DLG_TEXT[77]; Link.l1.go = "Story_Oxbay_Captured_13"; break; case "Story_Oxbay_Captured_15": d.Text = DLG_TEXT[78] + PChar.name + DLG_TEXT[79]; Link.l1 = DLG_TEXT[80]; Link.l1.go = "exit"; AddDialogExitQuest("silehard_Story_Oxbay_Captured_15"); break; case "Story_1stTaskComplete": d.Text = DLG_TEXT[81]; Link.l1 = DLG_TEXT[82]; Link.l1.go = "Story_1stTaskComplete_1"; break; case "Story_1stTaskComplete_1": d.Text = DLG_TEXT[83]; Link.l1 = DLG_TEXT[84]; Link.l1.go = "Story_1stTaskComplete_2"; break; case "Story_1stTaskComplete_2": PChar.quest.Story_1stTaskComplete = "2"; Pchar.quest.Story_1stTaskPayment = "7000"; AddMoneyToCharacter(Pchar,3000); AddCharacterExp(pchar, 1200); AddQuestRecord("Story_1stTaskReceived", "5"); d.Text = DLG_TEXT[85] + Pchar.name + DLG_TEXT[86]; Link.l1 = DLG_TEXT[87]; Link.l1.go = "Story_1stTaskComplete_3"; break; case "Story_1stTaskComplete_3": d.Text = DLG_TEXT[88]; Link.l1 = DLG_TEXT[89]; Link.l1.go = "Story_1stTaskComplete_4"; break; case "Story_1stTaskComplete_4": d.Text = DLG_TEXT[90]; Link.l1 = DLG_TEXT[91]; Link.l1.go = "Story_1stTaskComplete_5"; Link.l1 = DLG_TEXT[92] + NPChar.lastname + DLG_TEXT[93]; Link.l1.go = "exit"; break; case "Story_1stTaskComplete_5": d.Text = DLG_TEXT[94] + PChar.name + DLG_TEXT[95]; Link.l1 = DLG_TEXT[96]; Link.l1.go = "exit"; break; case "Story_2ndTask": CloseQuestHeader("Story_1stTaskReceived"); d.Text = DLG_TEXT[97] + Pchar.name + DLG_TEXT[98]; Link.l1 = DLG_TEXT[99]; Link.l1.go = "Story_2ndTask_1"; break; case "Story_2ndTask_1": d.Text = DLG_TEXT[100]; Link.l1 = DLG_TEXT[101]; Link.l1.go = "Story_2ndTask_2"; break; case "Story_2ndTask_2": d.Text = DLG_TEXT[102]; Link.l1 = DLG_TEXT[103]; Link.l1.go = "Story_2ndTask_3"; break; case "Story_2ndTask_3": d.Text = DLG_TEXT[104]; Link.l1 = DLG_TEXT[105]; Link.l1.go = "Story_2ndTask_4"; break; case "Story_2ndTask_4": d.Text = DLG_TEXT[106] + Characters[GetCharacterIndex(DLG_TEXT[107])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[108])].lastname + DLG_TEXT[109] + Characters[GetCharacterIndex(DLG_TEXT[110])].name + DLG_TEXT[111]; Link.l1 = DLG_TEXT[112]; Link.l1.go = "Story_2ndTask_5"; break; case "Story_2ndTask_5": d.Text = DLG_TEXT[113]; Link.l1 = DLG_TEXT[114]; Link.l1.go = "Story_2ndTask_6"; break; case "Story_2ndTask_6": d.Text = DLG_TEXT[115]; Link.l1 = DLG_TEXT[116]; Link.l1.go = "Story_2ndTask_7"; break; case "Story_2ndTask_7": d.Text = Characters[GetCharacterIndex(DLG_TEXT[117])].name + DLG_TEXT[118]; Link.l1 = DLG_TEXT[119]; Link.l1.go = "Story_2ndTask_8"; break; case "Story_2ndTask_8": AddMoneyToCharacter(Pchar,makeint(Pchar.quest.Story_1stTaskPayment)); Pchar.quest.Story_1stTaskPayment.over = "yes"; d.Text = DLG_TEXT[120] + PChar.name + DLG_TEXT[121]; Link.l1 = DLG_TEXT[122]; Link.l1.go = "Story_2ndTask_9"; break; case "Story_2ndTask_9": PChar.quest.Story_1stTaskComplete.over = "yes"; ChangeCharacterAddressGroup(characterFromID("Ewan Glover"), "Redmond_port", "goto", "goto_2"); SetCharacterShipLocation(characterFromID("Ewan Glover"), "Redmond_port"); SetQuestHeader("Story_2ndTask"); AddQuestRecord("Story_2ndTask", "1"); Pchar.quest.Story_Meeting_Ewan_Glover.win_condition.l1 = "location"; Pchar.quest.Story_Meeting_Ewan_Glover.win_condition.l1.location = "Redmond_port"; Pchar.quest.Story_Meeting_Ewan_Glover.win_condition = "Story_Meeting_Ewan_Glover"; d.Text = DLG_TEXT[123]; Link.l1 = DLG_TEXT[124]; Link.l1.go = "Exit"; AddPartyExp(pchar, 4000); break; case "Story_2ndTask_complete": Diag.tempNode = "First time"; PChar.quest.Story_2ndtask.over = "yes"; AddQuestRecord("Story_2ndTask","12"); CloseQuestHeader("Story_2ndTask"); if(LAi_IsDead(characterFromID("Ewan Glover"))) { Pchar.Quest.Story_Glover_sunk.over = "yes"; d.Text = DLG_TEXT[125] + Pchar.name + DLG_TEXT[126]; Link.l1 = DLG_TEXT[127]; Link.l1.go = "2nd_task_failed"; } else { d.text = DLG_TEXT[128]; Link.l1 = DLG_TEXT[129]; Link.l1.go = "2nd_task_Complete_1"; } break; case "2nd_task_failed": d.Text = DLG_TEXT[130] + Characters[GetCharacterindex(DLG_TEXT[131])].name + DLG_TEXT[132]; Link.l1 = DLG_TEXT[133] + address_form.eng + DLG_TEXT[134]; Link.l1.go = "2nd_task_failed_1"; break; case "2nd_task_failed_1": d.Text = DLG_TEXT[135]; Link.l1 = DLG_TEXT[136]; Link.l1.go = "2nd_task_failed_2"; break; case "2nd_task_failed_2": addMoneytoCharacter(PChar, 5000); addMoneyTocharacter(Pchar, 6000); d.text = DLG_TEXT[137]; Link.l1 = DLG_TEXT[138]; Link.l1.go = "2nd_task_failed_3"; break; case "2nd_task_failed_3": d.Text = DLG_TEXT[139]; Link.l1 = DLG_TEXT[140]; Link.l1.go = "2nd_task_failed_4"; break; case "2nd_task_failed_4": d.Text = DLG_TEXT[141]; Link.l1 = DLG_TEXT[142]; Link.l1.go = "Exit"; SetQuestHeader("Blaze_out_from_silehard"); AddQuestRecord("Blaze_out_from_silehard", "1"); AddDialogExitQuest("exit_from_silehard_complete"); AddDialogExitQuest("pchar_back_to_player"); break; case "2nd_Task_Complete_1": d.Text = Characters[GetCharacterIndex(DLG_TEXT[143])].name + DLG_TEXT[144]+ Characters[GetCharacterIndex(DLG_TEXT[145])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[146])].lastname + DLG_TEXT[147]; Link.l1 = DLG_TEXT[148]; Link.l1.go = "2nd_Task_Complete_2"; break; case "2nd_Task_Complete_2": addMoneyTocharacter(Pchar, 10000); d.text = DLG_TEXT[149]; Link.l1 = DLG_TEXT[150]; Link.l1.go = "2nd_Task_Complete_3"; break; case "2nd_Task_Complete_3": d.Text = DLG_TEXT[151]; link.l1 = DLG_TEXT[152]; Link.l1.go = "2nd_Task_Complete_4"; break; case "2nd_Task_Complete_4": d.Text = DLG_TEXT[153]; Link.l1 = DLG_TEXT[154]; Link.l1.go = "exit"; SetQuestHeader("Blaze_out_from_silehard"); AddQuestRecord("Blaze_out_from_silehard", "1"); AddDialogExitQuest("exit_from_silehard_complete"); AddDialogExitQuest("pchar_back_to_player"); break; //!!!!__________BY ARTEM!!!!!!!!!!!!!! //!!!!__________BY ARTEM!!!!!!!!!!!!!! //!!!!__________BY ARTEM!!!!!!!!!!!!!! case "both_talk_with_Silehard_node": Dialog.defAni = "dialog_stay1"; Dialog.ani = "dialog_stay2"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[155] + pchar.name + DLG_TEXT[156] + characters[GetCharacterIndex(DLG_TEXT[157])].name + DLG_TEXT[158]; link.l1 = DLG_TEXT[159]; link.l1.go = "both_talk_with_Silehard_2"; Diag.TempNode = "first time"; break; case "both_talk_with_Silehard_2": dialog.text = DLG_TEXT[160]; link.l1 = DLG_TEXT[161] + npchar.lastname + DLG_TEXT[162] + characters[GetCharacterIndex(DLG_TEXT[163])].name + DLG_TEXT[164]; link.l1.go = "both_talk_with_Silehard_3"; break; case "both_talk_with_Silehard_3": dialog.text = DLG_TEXT[165] + characters[getCharacterIndex(DLG_TEXT[166])].name + DLG_TEXT[167]; link.l1 = DLG_TEXT[168]; link.l1.go = "both_talk_with_Silehard_4"; break; case "both_talk_with_Silehard_4": dialog.text = DLG_TEXT[169]; link.l1 = DLG_TEXT[170]; link.l1.go = "both_talk_with_Silehard_5"; break; case "both_talk_with_Silehard_5": dialog.text = DLG_TEXT[171]; link.l1 = DLG_TEXT[172] + characters[getCharacterIndex(DLG_TEXT[173])].name + DLG_TEXT[174]; link.l1.go = "fight_exit"; break; case "fight_exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("fight_in_residence_complete"); AddQuestRecord("search_danielle", "3"); break; case "blaze_again_find_rheims_2": dialog.text = DLG_TEXT[175]; link.l1 = DLG_TEXT[176]; link.l1.go = "blaze_again_find_rheims_3"; break; case "blaze_again_find_rheims_3": dialog.text = DLG_TEXT[177]; link.l1 = DLG_TEXT[178]; link.l1.go = "blaze_again_find_rheims_4"; break; case "blaze_again_find_rheims_4": dialog.text = DLG_TEXT[179] + pchar.name + DLG_TEXT[180]; link.l1 = DLG_TEXT[181]; link.l1.go = "blaze_again_find_rheims_5"; break; case "blaze_again_find_rheims_5": dialog.text = characters[getCharacterIndex(DLG_TEXT[182])].lastname + DLG_TEXT[183]; link.l1 = DLG_TEXT[184]; link.l1.go = "blaze_again_find_rheims_6"; break; case "blaze_again_find_rheims_6": dialog.text = DLG_TEXT[185] + pchar.name + DLG_TEXT[186]; link.l1 = DLG_TEXT[187]; link.l1.go = "exit"; pchar.quest.main_line = "blaze_search_rheims_with_danielle"; setCharacterShipLocation(&characters[GetCharacterIndex("Danielle")], "Oxbay_lighthouse"); ChangeCharacterAddress(&characters[GetCharacterIndex("Danielle")], "Oxbay_Lighthouse", "goto29"); ChangeCharacterAddress(&characters[GetCharacterIndex("Vincent Bethune")], "none", "none"); ChangeCharacterAddress(&characters[GetCharacterIndex("RESEARCHER")], "none", "none"); pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1 = "location"; pchar.quest.return_to_lighthouse_search_rheims.win_condition.l1.location = "Oxbay_lighthouse"; pchar.quest.return_to_lighthouse_search_rheims.win_condition = "return_to_lighthouse_search_rheims_complete"; AddQuestRecord("move_prisoner_from_greenford", "3"); CloseQuestHeader("move_prisoner_from_greenford"); AddQuestRecord("again_find_rheims", "2"); break; case "incas_collection_complete_node": 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = pchar.name + DLG_TEXT[188]; link.l1 = DLG_TEXT[189]; link.l1.go = "incas_collection_complete_2"; Diag.TempNode = "first time"; break; case "incas_collection_complete_2": dialog.text = DLG_TEXT[190]; link.l1 = DLG_TEXT[191]; link.l1.go = "incas_collection_complete_3"; break; case "incas_collection_complete_3": dialog.text = DLG_TEXT[192]; link.l1 = DLG_TEXT[193]; link.l1.go = "incas_collection_complete_exit"; break; case "incas_collection_complete_exit": pchar.quest.see_statuetes.win_condition = "see_statuetes_complete"; Diag.CurrentNode = Diag.TempNode; DialogExit(); characters[GetCharacterIndex("Robert Christopher Silehard")].dialog.CurrentNode = "incas_collection_complete_node_2"; break; case "incas_collection_complete_node_2": 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[194]; link.l1 = DLG_TEXT[195]; link.l1.go = "incas_collection_complete_4"; break; case "incas_collection_complete_4": dialog.text = DLG_TEXT[196] + pchar.name + DLG_TEXT[197]; link.l1 = DLG_TEXT[198]; link.l1.go = "incas_collection_complete_5"; AddMoneyToCharacter(pchar, 10000); AddPartyExp(pchar, 6000); TakeItemFromCharacter(pchar, INCAS_COLLECTION); CloseQuestHeader("blaze_to_incas_collection"); break; case "incas_collection_complete_5": dialog.text = DLG_TEXT[199] + pchar.name + DLG_TEXT[200]; link.l1 = DLG_TEXT[201]; link.l1.go = "incas_collection_complete_7"; break; case "incas_collection_complete_7": dialog.text = DLG_TEXT[202] + pchar.name + DLG_TEXT[203]; link.l1 = DLG_TEXT[204]; link.l1.go = "incas_collection_complete_8"; break; case "incas_collection_complete_8": dialog.text = DLG_TEXT[205] + characters[getCharacterIndex(DLG_TEXT[206])].name + " " + characters[getCharacterIndex(DLG_TEXT[207])].lastname + DLG_TEXT[208]; link.l1 = DLG_TEXT[209]; link.l1.go = "exit"; pchar.quest.main_line = "to_oxbay_by_prisoner"; Diag.TempNode = "first time"; SetQuestHeader("move_prisoner_from_greenford"); AddQuestRecord("move_prisoner_from_greenford", "1"); break; case "letter_to_Isenbrandt_complete_node": 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[210]; link.l1 = DLG_TEXT[211]; link.l1.go = "letter_to_Isenbrandt_complete_2"; break; case "letter_to_Isenbrandt_complete_2": dialog.text = DLG_TEXT[212] + pchar.name + DLG_TEXT[213]; link.l1 = DLG_TEXT[214]; link.l1.go = "letter_to_Isenbrandt_complete_3"; break; case "letter_to_Isenbrandt_complete_3": dialog.text = DLG_TEXT[215] + pchar.name + DLG_TEXT[216]; link.l1 = DLG_TEXT[217]; link.l1.go = "letter_to_Isenbrandt_complete_4"; AddMoneyToCharacter(pchar, 2500); AddPartyExp(pchar, 2000); CloseQuestHeader("blaze_to_Isenbrandt"); break; case "letter_to_Isenbrandt_complete_4": dialog.text = DLG_TEXT[218] + pchar.name + DLG_TEXT[219]; link.l1 = DLG_TEXT[220]; link.l1.go = "letter_to_Isenbrandt_complete_5"; break; case "letter_to_Isenbrandt_complete_5": dialog.text = DLG_TEXT[221] + pchar.name + DLG_TEXT[222]; link.l1 = DLG_TEXT[223]; link.l1.go = "letter_to_Isenbrandt_complete_6"; break; case "letter_to_Isenbrandt_complete_6": dialog.text = DLG_TEXT[224] + pchar.name + DLG_TEXT[225]; link.l1 = DLG_TEXT[226]; link.l1.go = "letter_to_Isenbrandt_complete_7"; break; case "letter_to_Isenbrandt_complete_7": dialog.text = DLG_TEXT[227] + characters[GetCharacterIndex(DLG_TEXT[228])].ship.name + DLG_TEXT[229] + characters[GetCharacterIndex(DLG_TEXT[230])].name + " " + characters[GetCharacterIndex(DLG_TEXT[231])].lastname + DLG_TEXT[232] + pchar.name + DLG_TEXT[233]; link.l1 = DLG_TEXT[234]; link.l1.go = "letter_to_Isenbrandt_complete_8"; break; case "letter_to_Isenbrandt_complete_8": dialog.text = DLG_TEXT[235] + pchar.name + DLG_TEXT[236]; link.l1 = DLG_TEXT[237]; link.l1.go = "exit"; SetQuestHeader("blaze_to_incas_collection"); AddQuestRecord("blaze_to_incas_collection", "1"); pchar.quest.main_line = "blaze_to_incas_collection_begin"; AddMoneyToCharacter(pchar, 10000); setCharacterShipLocation(&characters[GetCharacterIndex("Pirate Captain 05")], "Douwesen_shore_01"); pchar.quest.prepare_fighting_on_deck.win_condition.l1 = "location"; pchar.quest.prepare_fighting_on_deck.win_condition.l1.location = "Douwesen_shore_01"; pchar.quest.prepare_fighting_on_deck.win_condition = "prepare_fighting_on_deck_complete"; // //SetCharacterIslandLocation(&Characters[GetCharacterIndex("Pirate Captain 06")], "DOUWESEN", "quest_ships", "quest_ship_9", "stay", "runaway", ""); Group_CreateGroup("Pirate Captain 06"); Group_AddCharacter("Pirate Captain 06", "Pirate Captain 06"); Group_SetGroupCommander("Pirate Captain 06", "Pirate Captain 06"); Group_SetAddress("Pirate Captain 06", "Douwesen", "Quest_Ships","Quest_Ship_9"); pchar.quest.abording_pirate_06.win_condition.l1 = "Character_Capture"; pchar.quest.abording_pirate_06.win_condition.l1.character = "Pirate Captain 06"; pchar.quest.abording_pirate_06.win_condition = "abording_pirate_06_complete"; // pchar.quest.kill_pirate_06.win_condition.l1 = "NPC_Death"; pchar.quest.kill_pirate_06.win_condition.l1.character = "Pirate Captain 06"; pchar.quest.kill_pirate_06.win_condition = "kill_pirate_06_complete"; Diag.TempNode = "first time"; characters[GetCharacterIndex("pirate for abordage 01")].location = "ship_deck"; characters[GetCharacterIndex("pirate for abordage 02")].location = "ship_deck"; characters[GetCharacterIndex("pirate for abordage 03")].location = "ship_deck"; break; case "blaze_return_to_silehard_node": 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[238] + pchar.name + DLG_TEXT[239] + characters[GetCharacterIndex(DLG_TEXT[240])].lastname + DLG_TEXT[241]; link.l1 = DLG_TEXT[242] ; link.l1.go = "blaze_return_to_silehard_2"; break; case "blaze_return_to_silehard_2": dialog.text = DLG_TEXT[243] + pchar.name + DLG_TEXT[244]; link.l1 = DLG_TEXT[245] + characters[GetCharacterIndex(DLG_TEXT[246])].lastname + DLG_TEXT[247]; link.l1.go = "blaze_return_to_silehard_3"; break; case "blaze_return_to_silehard_3": dialog.text = DLG_TEXT[248]; link.l1 = DLG_TEXT[249]; link.l1.go = "blaze_return_to_silehard_4"; break; case "blaze_return_to_silehard_4": dialog.text = DLG_TEXT[250] + pchar.name + DLG_TEXT[251]; link.l1 = DLG_TEXT[252]; link.l1.go = "blaze_return_to_silehard_5"; break; case "blaze_return_to_silehard_5": AddMoneyToCharacter(pchar, 5000); AddPartyExp(pchar, 4000); dialog.text = DLG_TEXT[253] + pchar.name + DLG_TEXT[254] + characters[GetCharacterIndex(DLG_TEXT[255])].name + " " + characters[GetCharacterIndex(DLG_TEXT[256])].lastname + DLG_TEXT[257] + characters[GetCharacterIndex(DLG_TEXT[258])].lastname + DLG_TEXT[259]; link.l1 = DLG_TEXT[260]; link.l1.go = "blaze_return_to_silehard_6"; break; case "blaze_return_to_silehard_6": dialog.text = DLG_TEXT[261] + pchar.name + DLG_TEXT[262]; link.l1 = DLG_TEXT[263]; link.l1.go = "exit"; pchar.quest.main_line = "letter_to_Isenbrandt"; AddQuestRecord("blaze_search_rheims", "11"); CloseQuestHeader("blaze_search_rheims"); SetQuestHeader("Blaze_to_Isenbrandt"); AddQuestRecord("blaze_to_Isenbrandt", "1"); Diag.TempNode = "first time"; break; case "main_line_find_rheims_node": 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_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[264]; link.l1 = DLG_TEXT[265]; link.l1.go = "main_line_find_rheims_1"; break; case "main_line_find_rheims_1": dialog.text = DLG_TEXT[266]; link.l1 = DLG_TEXT[267]; link.l1.go = "main_line_find_rheims_2"; break; case "main_line_find_rheims_2": dialog.text = DLG_TEXT[268] + characters[GetCharacterIndex(DLG_TEXT[269])].name + " " + characters[GetCharacterIndex(DLG_TEXT[270])].lastname + DLG_TEXT[271]; link.l1 = DLG_TEXT[272]; link.l1.go = "main_line_find_rheims_3"; break; case "main_line_find_rheims_3": dialog.text = DLG_TEXT[273] + characters[GetCharacterIndex(DLG_TEXT[274])].lastname + DLG_TEXT[275]; link.l1 = DLG_TEXT[276]; link.l1.go = "main_line_find_rheims_4"; break; case "main_line_find_rheims_4": dialog.text = DLG_TEXT[277]; link.l1 = DLG_TEXT[278]; link.l1.go = "exit"; pchar.quest.main_line = "blaze_talk_with_silehard_complete"; AddMoneyToCharacter(pchar, 5000); SetQuestHeader("Blaze_search_Rheims"); AddQuestRecord("Blaze_search_Rheims", "1"); Diag.TempNode = "first time"; break; case "escape_from_prison_node": Dialog.defAni = "Dialog_stay1"; Dialog.ani = "Dialog_stay2"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[279]; link.l1 = DLG_TEXT[280]; link.l1.go = "escape_from_prison_2"; break; case "escape_from_prison_node_2": Dialog.defAni = "Dialog_stay1"; Dialog.ani = "Dialog_stay2"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[281] + pchar.name + DLG_TEXT[282]; link.l1 = DLG_TEXT[283]; link.l1.go = "escape_from_prison_9"; characters[GetCharacterIndex("Edgar Attwood")].quest.to_hire = "possible_to_hire_edgard"; break; case "escape_from_prison_2": dialog.text = DLG_TEXT[284]; if (pchar.quest.edgar_life == "death") { link.l1 = DLG_TEXT[285]; link.l1.go = "escape_from_prison_6"; } else { link.l1 = DLG_TEXT[286]; link.l1.go = "escape_from_prison_7"; link.l2 = DLG_TEXT[287]; link.l2.go = "escape_from_prison_3"; } break; case "escape_from_prison_3": dialog.text = DLG_TEXT[288] + pchar.name + DLG_TEXT[289]; link.l1 = DLG_TEXT[290]; link.l1.go = "escape_from_prison_4"; break; case "escape_from_prison_4": dialog.text = DLG_TEXT[291]; if (makeint(pchar.money) >= 1000) { link.l1 = DLG_TEXT[292]; link.l1.go = "escape_from_prison_5"; } link.l2 = DLG_TEXT[293]; link.l2.go = "escape_from_prison_7"; break; case "escape_from_prison_5": AddMoneyToCharacter(pchar, -1000); dialog.text = DLG_TEXT[294]; link.l1 = DLG_TEXT[295]; link.l1.go = "escape_from_prison_71"; //ChangeCharacterAddress(&characters[GetCharacterIndex("Edgar Attwood")], "Redmond_town_02", "goto10"); pchar.quest.exit_from_silehard_2.win_condition.l1 = "location"; pchar.quest.exit_from_silehard_2.win_condition.l1.location = "Redmond_port"; pchar.quest.exit_from_silehard_2.win_condition = "exit_from_silehard_2_complete"; break; case "escape_from_prison_6": dialog.text = DLG_TEXT[296]; link.l1 = DLG_TEXT[297]; link.l1.go = "escape_from_prison_7"; break; case "escape_from_prison_71": dialog.text = DLG_TEXT[298]; link.l1 = DLG_TEXT[299]; link.l1.go = "escape_from_prison_8"; break; case "escape_from_prison_7": dialog.text = DLG_TEXT[300]; link.l1 = DLG_TEXT[301]; link.l1.go = "escape_from_prison_8"; //убиваем Эдгара ChangeCharacterAddress(characterFromID("Edgar Attwood"), "none", "none"); characters[GetCharacterIndex("Edgar Attwood")].act.hp = 0.0; break; case "escape_from_prison_8": dialog.text = DLG_TEXT[302]; link.l1 = DLG_TEXT[303]; link.l1.go = "exit"; AddDialogExitQuest("exit_from_prison"); AddQuestRecord("Blaze_in_prison", "6"); CloseQuestHeader("Blaze_in_prison"); Diag.TempNode = "first time"; break; case "escape_from_prison_9": dialog.text = DLG_TEXT[304]; link.l1 = DLG_TEXT[305]; link.l1.go = "escape_from_prison_8"; AddMoneytoCharacter(pchar, 1000); break; } }