#include "DIALOGS\Yedam Kinne_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"; Dialog.snd = "voice\YEKI\YEKI001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (characters[GetCharacterIndex("Father Bernard")].quest.church_help == "to_dautch") { link.l1 = DLG_TEXT[2]; link.l1.go = "church_help"; } NextDiag.TempNode = "first time"; break; case "church_help": Dialog.snd = "voice\YEKI\YEKI002"; dialog.text = DLG_TEXT[3]; link.l1 = DLG_TEXT[4]; link.l1.go = "good"; link.l2 = DLG_TEXT[5]; link.l2.go = "bad"; break; case "good": Dialog.snd = "voice\YEKI\YEKI003"; dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "good_2"; break; case "good_2": Dialog.snd = "voice\YEKI\YEKI004"; dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "good_3"; link.l2 = DLG_TEXT[10]; link.l2.go = "bad"; break; case "good_3": Dialog.snd = "voice\YEKI\YEKI005"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "good_4"; link.l2 = DLG_TEXT[13]; link.l2.go = "bad"; break; case "good_4": Dialog.snd = "voice\YEKI\YEKI006"; dialog.text = DLG_TEXT[14]; link.l1 = DLG_TEXT[15]; link.l1.go = "good_5"; break; case "good_5": if (GetCharacterSkill(pchar, SKILL_LEADERSHIP) > 3) { Dialog.snd = "voice\YEKI\YEKI007"; dialog.text = DLG_TEXT[16]; if (makeint(pchar.money) >=2000) link.l1 = DLG_TEXT[17]; link.l1.go = "good_6"; if (makeint(pchar.rank) > 4) { link.l2 = DLG_TEXT[18]; link.l2.go = "good_7"; } } else { Dialog.snd = "voice\YEKI\YEKI008"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "exit"; characters[GetCharacterIndex("Father Bernard")].quest.church_help = "dautch_denied"; AddQuestRecord("church_help", "9"); } break; case "good_6": Dialog.snd = "voice\YEKI\YEKI009"; AddMoneyToCharacter(pchar, -2000); dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "exit"; AddQuestRecord("church_help", "10"); AddPartyExp(pchar, 900); characters[GetCharacterIndex("Father bernard")].quest.church_help = "good_dautch"; break; case "good_7": Dialog.snd = "voice\YEKI\YEKI010"; dialog.text = DLG_TEXT[23]; link.l1 = DLG_TEXT[24]; link.l1.go = "exit"; AddQuestRecord("church_help", "10"); AddPartyExp(pchar, 1200); characters[GetCharacterIndex("Father bernard")].quest.church_help = "good_dautch"; break; case "bad": Dialog.snd = "voice\YEKI\YEKI011"; dialog.text = DLG_TEXT[25]; link.l1 = DLG_TEXT[26]; link.l1.go = "bad_2"; break; case "bad_2": Dialog.snd = "voice\YEKI\YEKI012"; dialog.text = DLG_TEXT[27]; link.l1 = DLG_TEXT[28]; link.l1.go = "exit"; AddDialogExitQuest("Yedam_kinne_attack"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }