AI_Output (self, other "Info_TPL_1439_GorNaDrak_09_01"); // Jungchen, I would not go any further, there are undead orcs back there, they do not understand fun.
AI_Output (other, self, "Info_TPL_1439_GorNaDrak1_15_01"); // Did the orcs attack you?
AI_Output (self, other "Info_TPL_1439_GorNaDrak1_09_02"); // Yes, although they are under the influence of the priests supporting Kalom, they are attacking us. This is probably because of the awakening of the sleeper.
AI_Output (other, self, "Info_TPL_1439_GorNaDrak2_15_01"); // What do they mean by the influence of the priests?
AI_Output (self, other "Info_TPL_1439_GorNaDrak2_09_02"); // Well, the priests were and are powerful, they have brought the sleeper to our world and they have kept the temple guard alive for hundreds of years with their power, but now that the sleeper wakes, their power and influence on them is dwindling others.
AI_Output (other, self, "Info_TPL_1439_GorNaDrak3_15_01"); // Why are you telling me all this?
AI_Output (self, other "Info_TPL_1439_GorNaDrak3_09_02"); // I do not really know either, just have a feeling .... do not tell anybody that I've told you, go now and do not talk anymore
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AI_Output (self, other "Info_Gorn_09_01"); // You're the one Diego pulled out of the water, if you have questions do not force you.
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AI_Output (other, self, "Info_NOV_1301_Caine_15_01"); // I thought everyone would help raise the sleeper.
AI_Output (self, other "Info_NOV_1301_Caine_13_02"); //No! Kalom took only a select novice and templar with me and he overlooked me, so I have to wait here until the sleeper wakes up and starts his triumph over the infidels.
AI_Output (other, self, "Info_NOV_1301_Caine1_15_01"); // Kalom missed you?
AI_Output (self, other "Info_NOV_1301_Caine1_13_02"); //YES! I have worked so hard and always prayed and done everything that has been said to me and then I am not one of the chosen ones who are allowed to approach the sleeper. Master Kalom has certainly overlooked me, that's the only explanation for me.
AI_Output (other, self, "Info_NOV_1301_Caine2_15_01"); // He did not want to have you with you!
AI_Output (self, other "Info_NOV_1301_Caine2_13_02"); //Liar!!! How can YOU just say that about Master Kalom ?! Get lost, leave me alone!
AI_Output (other, self, "Info_NOV_1301_Caine3_15_01"); // You're right, he probably overlooked you.
AI_Output (self, other "Info_NOV_1301_Caine3_13_02"); //Certainly. That's why I'm sitting here away from the others and pray to the sleeper, so maybe I can support Master Kalom.
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AI_Output (other, self, "Org_818_Ratford_Exit_Thanks_15_00"); //Thanks for your help.
AI_Output (self, other "Org_818_Ratford_Exit_Thanks_07_01"); // Do not think that everyone here is so nice to you, kid!
AI_Output (self, other "Org_818_Ratford_Exit_Thanks_07_02"); // There's not much to get from a new one, but some of us would beat your soul out of a used pickaxe too.
AI_Output (self, other "Org_818_Ratford_Exit_Thanks_07_03"); // So watch out when you meet people from the New Camp. But do not worry - some of them are fine!
AI_Output (other, self, "Org_818_Ratford_Exit_Thanks_15_04"); // I realize that - we'll see each other.
AI_Output (self, other "Org_818_Ratford_Exit_Thanks_07_03"); // So watch out when you meet people from the New Camp. But do not worry - some of them are fine!
AI_Output (other, self, "Org_818_Ratford_Exit_Thanks_15_04"); // I realize that - we'll see each other.
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AI_Output (self, other "DIA_SLD_709_Cord_14_01"); // You've probably heard of me, I'm Cord, the best swordsman in the barrier.
AI_Output (self, other "DIA_SLD_709_Cord3_14_01"); // You're lucky, I'm in a good mood, give me 50 ore and we get into business.
AI_Output (self, other "DIA_SLD_709_Cord3_14_02"); // I can teach you masterly swordplay too, but you do not only have to pay 200 ore, but also belong to the New Camp.
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AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_01"); // The end ... the sleeper ... I saw ... HIM!
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_02"); // Who ... you are it, good. Listen to me....
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_03"); // You can not wake the sleeper, ... the water mage, ...
AI_Output (other, self, "GUR_1200_Yberion_LASTWORDS_Info_15_04"); // What about the water mages?
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_05"); // You have to go to the water mages. They will manage to get out of here.
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_06"); // The sleeper ... I saw him. He is a ... a .... demon!
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_07"); // If you still want to destroy the barrier, ... go to the New Camp. Reports them from focus. Tell them...
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_08"); // ... tell them that we have figured out how to top up the foci, they should ... destroy the barrier ...... you have to ....
AI_Output (self, other, "GUR_1200_Yberion_LASTWORDS_Info_12_09"); //... the evil .... may not wake up ....
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AI_Output (self, hero, "Info_Diego_Gamestart_11_01"); // Why did they throw you in here?
Info_ClearChoices (Info_Diego_Gamestart);
Info_AddChoice (Info_Diego_Gamestart, "Wise Assault (+3 Dexterity)", Info_Diego_Gamestart_Choice_Dex);
Info_AddChoice (Info_Diego_Gamestart, "Fight with episodes (+3 strength)", Info_Diego_Gamestart_Choice_Str);
Info_AddChoice (Info_Diego_Gamestart, "True words to the wrong man (+3 mana)", Info_Diego_Gamestart_Choice_Man);
Info_AddChoice (Info_Diego_Gamestart, "Innocent (+1 to all attributes)", Info_Diego_Gamestart_Choice_All);
};
// -------------------------------------------- CHOICES --- -------------------------------------------------
FUNC VOID Info_Diego_Gamestart_Choice_Dex ()
{
AI_Output (hero, self, "Info_Diego_Gamestart_Choice_Dex_15_00"); // I got a load of ore disappeared.
AI_Output (hero, self, "Info_Diego_Gamestart_Choice_Dex_15_01"); // Unfortunately, the guy I hid them prefered to get the reward for me instead of sharing the ore with me.
PrintScreen ("Skill +3", -1, -1, "FONT_OLD_20_WHITE.TGA", 3);
hero.attribute [ATR_DEXTERITY] = hero.attribute [ATR_DEXTERITY] +3;
Info_ClearChoices (Info_Diego_Gamestart);
};
FUNC VOID Info_Diego_Gamestart_Choice_Str ()
{
AI_Output (hero, self, "Info_Diego_Gamestart_Choice_Str_15_00"); // I could never refuse a challenge. Not even from the king's guardsman. Unfortunately, the king has many guardsmen.
AI_Output (hero, self, "Info_Diego_Gamestart_Choice_Str_15_01"); //Too many.
PrintScreen ("Strength +3", -1, -1, "FONT_OLD_20_WHITE.TGA", 3);
hero.attribute [ATR_STRENGTH] = hero.attribute [ATR_STRENGTH] +3;
Info_ClearChoices (Info_Diego_Gamestart);
};