forked from Mirrors/openclonk
tutorial 3: lumberjack directs to other villagers when needed (#1596)
parent
cbc37ebb79
commit
1ab3fdc104
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@ -203,7 +203,7 @@ private func InitAI()
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barrel->SetFilled("Water", 300);
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npc_fireman->SetObjectLayer(npc_fireman);
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npc_fireman->SetDir(DIR_Left);
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npc_fireman->SetDialogue("Fireman", true);
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npc_fireman->SetDialogue("Fireman", false);
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npc_fireman->SetAlternativeSkin("MaleDarkHair");
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// A builder which tells you where to place the flagpole.
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@ -212,7 +212,7 @@ private func InitAI()
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npc_builder->CreateContents(Hammer);
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npc_builder->SetObjectLayer(npc_builder);
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npc_builder->SetDir(DIR_Left);
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npc_builder->SetDialogue("Builder", true);
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npc_builder->SetDialogue("Builder", false);
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npc_builder->SetAlternativeSkin("Carpenter");
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// A farmer near the grain field.
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@ -414,7 +414,9 @@ global func FxTutorialSawmillFinishedTimer(object target, proplist effect)
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// Notify lumberjack the sawmill is done.
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var dialogue_lumberjack = Dialogue->FindByName("Lumberjack");
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if (dialogue_lumberjack)
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dialogue_lumberjack->SetDialogueProgress(5, nil, true);
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dialogue_lumberjack->SetDialogueProgress(5, nil, false);
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Dialogue->FindByName("Fireman")->AddAttention();
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Dialogue->FindByName("Builder")->AddAttention();
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return FX_Execute_Kill;
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}
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return FX_OK;
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@ -457,6 +459,10 @@ global func FxTutorialPlacedFlagpoleTimer(object target, proplist effect)
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guide->ShowGuideMessage();
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var new_effect = AddEffect("TutorialTalkedToLumberjack2", nil, 100, 5);
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new_effect.plr = effect.plr;
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// Notify lumberjack that player talked to other npc's.
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var dialogue_lumberjack = Dialogue->FindByName("Lumberjack");
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if (dialogue_lumberjack)
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dialogue_lumberjack->SetDialogueProgress(6, nil, true);
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return FX_Execute_Kill;
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}
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return FX_OK;
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@ -35,27 +35,35 @@ public func Dlg_Lumberjack_4(object clonk)
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public func Dlg_Lumberjack_5(object clonk)
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{
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MessageBox("$DlgLumberjackWellDone$", clonk, dlg_target);
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MessageBox("$DlgLumberjackTalkToOthers$", clonk, dlg_target);
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StopDialogue();
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SetDialogueProgress(5);
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return true;
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}
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public func Dlg_Lumberjack_6(object clonk)
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{
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MessageBox("$DlgLumberjackFavor$", clonk, clonk);
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MessageBox("$DlgLumberjackWellDone$", clonk, dlg_target);
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return true;
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}
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public func Dlg_Lumberjack_7(object clonk)
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{
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MessageBox("$DlgLumberjackMines$", clonk, dlg_target);
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MessageBox("$DlgLumberjackFavor$", clonk, clonk);
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return true;
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}
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public func Dlg_Lumberjack_8(object clonk)
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{
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MessageBox("$DlgLumberjackMines$", clonk, dlg_target);
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return true;
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}
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public func Dlg_Lumberjack_9(object clonk)
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{
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MessageBox("$DlgLumberjackLook$", clonk, clonk);
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StopDialogue();
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SetDialogueProgress(5);
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SetDialogueProgress(6);
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return true;
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}
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@ -3,6 +3,7 @@ DlgLumberjackHello=Hallo, ich bin %s, die Holzfällerin des Dorfes.
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DlgLumberjackReply=Ich heiße %s. Du schaust traurig aus.
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DlgLumberjackSawmill=Ja, das stimmt. Mein Sägewerk wurde zerstört und ich finde keine Steine, um es wieder aufzubauen. Kannst du mir helfen?
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DlgLumberjackRock=Ja, ich werde dir Steine finden.
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DlgLumberjackTalkToOthers=Danke, vielleicht kannst du jetzt einem der anderen Dorfbewohner helfen.
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DlgLumberjackWellDone=Danke vielmals, dass du das Sägewerk aufgebaut hast. Kann ich irgendwas für dich tun?
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DlgLumberjackFavor=Tatsächlich kannst du das, ja. Ich brauche Holz, du hast nicht zufällig eine Axt?
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DlgLumberjackMines=Nein, leider nicht. Ich habe meine Axt in der Mine fallen gelassen, als ich mich während des Angriffes versteckt habe.
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@ -3,6 +3,7 @@ DlgLumberjackHello=Hello I am %s, the lumberjack of this small village.
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DlgLumberjackReply=My name is %s, you seem sad.
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DlgLumberjackSawmill=Yes, indeed. My sawmill got destroyed and I can't find any rock to rebuild it. Can you help me?
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DlgLumberjackRock=Yes, I'll find you some rock.
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DlgLumberjackTalkToOthers=Thank you, maybe you can help one of the other villagers now.
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DlgLumberjackWellDone=Thanks a lot, for constructing the sawmill. Can I do anything for you?
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DlgLumberjackFavor=Actually you can, I need wood, do you happen to have an axe?
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DlgLumberjackMines=No, I don't, but I have dropped my axe in the mines when I was hiding there during the attack.
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