#include "DIALOGS\Wilfred Bythesea_dialog.h" void ProcessDialogEvent() { ref NPChar; aref Link, NextDiag; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); ref PChar; PChar = GetMainCharacter(); switch(Dialog.CurrentNode) { // ----------------------------------- Диалог первый - первая встреча 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"; if (npchar.quest.kill_ogario == "0") { Dialog.snd = "voice\WIBY\WIBY001"; dialog.text = DLG_TEXT[0] + pchar.name + DLG_TEXT[1]; link.l1 = DLG_TEXT[2]; link.l1.go = "talk_in_tavern"; } if (npchar.quest.kill_ogario == "Almost_complete") { Dialog.snd = "voice\WIBY\WIBY002"; dialog.text = DLG_TEXT[3]; link.l1 = DLG_TEXT[4]; link.l1.go = "killing_complete_2"; } NextDiag.TempNode = "first time"; break; case "killing_complete_2": Dialog.snd = "voice\WIBY\WIBY003"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "exit"; AddPartyExp(pchar, 700); CloseQuestHeader("Kill_Ogario"); break; case "talk_in_tavern": Dialog.snd = "voice\WIBY\WIBY004"; Dialog.Text = DLG_TEXT[7]; Link.l1 = DLG_TEXT[8]; Link.l1.go = "talk_in_tavern_2"; break; case "talk_in_tavern_2": Dialog.snd = "voice\WIBY\WIBY005"; dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "talk_in_tavern_3"; break; case "talk_in_tavern_3": Dialog.snd = "voice\WIBY\WIBY006"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "talk_in_tavern_4"; break; case "talk_in_tavern_4": Dialog.snd = "voice\WIBY\WIBY007"; dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "talk_in_tavern_5"; break; case "talk_in_tavern_5": Dialog.snd = "voice\WIBY\WIBY008"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "talk_in_tavern_6"; break; case "talk_in_tavern_6": Dialog.snd = "voice\WIBY\WIBY009"; dialog.text = DLG_TEXT[17]; link.l1 = DLG_TEXT[18]; link.l1.go = "talk_in_tavern_7"; break; case "talk_in_tavern_7": Dialog.snd = "voice\WIBY\WIBY010"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "talk_in_tavern_8"; break; case "talk_in_tavern_8": Dialog.snd = "voice\WIBY\WIBY011"; dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "talk_in_tavern_9"; break; case "talk_in_tavern_9": Dialog.snd = "voice\WIBY\WIBY012"; dialog.text = DLG_TEXT[23] + characters[GetCharacterIndex(DLG_TEXT[24])].name + " " + characters[GetCharacterIndex(DLG_TEXT[25])].lastname + DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; link.l1.go = "exit"; AddDialogExitQuest("Wifred_give_to_us_ship"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }