#include "DIALOGS\Story_French Soldier_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": NPChar.quest.meeting = NPC_meeting; Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("fra_soldiers_in_oxbay_exit_returned_to_post"); break; case "exit_fight": NPChar.quest.meeting = NPC_meeting; Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("fight_before_enter_to_oxbay"); break; case "first time": Dialog.snd = "voice\STFR\STFR001"; d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1]; Link.l1.go = "node_2"; Link.l2 = DLG_TEXT[2]; Link.l2.go = "node_3"; Link.l3 = Pchar.name + " " + PChar.lastname + DLG_TEXT[3]; Link.l3.go = "exit_fight"; break; case "node_2": Dialog.snd = "voice\STFR\STFR002"; d.Text = DLG_TEXT[4]; Link.l1 = DLG_TEXT[5]; Link.l1.go = "node_3"; Link.l2 = DLG_TEXT[6]; Link.l2.go = "node_4"; Link.l3 = Pchar.name + " " + PChar.lastname + DLG_TEXT[7]; Link.l3.go = "exit_fight"; break; case "node_3": Dialog.snd = "voice\STFR\STFR003"; d.Text = DLG_TEXT[8]; Link.l1 = DLG_TEXT[9]; Link.l1.go = "exit_fight"; break; case "node_4": if(makeint(PChar.skill.Leadership) >= 3) { Dialog.snd = "voice\STFR\STFR004"; d.Text = DLG_TEXT[10] + address_form.fra + DLG_TEXT[11]; Link.l1 = DLG_TEXT[12]; Link.l1.go = "exit"; } else { Dialog.snd = "voice\STFR\STFR005"; d.Text = DLG_TEXT[13]; Link.l2 = DLG_TEXT[14]); Link.l2.go = "exit_fight"; } break; } }