Mělo by to dělat něco z tohohle hlavně v tý druhý půlce po tom pasdialogue tam to vždycky spadne
on "Talk"
{
actor.GoTo(339, 487);
actor.TurnTo(DI_UP);
Game.Interactive = false;
Sleep(100);
if(Statehospoda.b==3)
{
if(Statehospoda.bb==1)
{
actor.Talk("/bla0123/");
this.Talk("/bla0127/");
actor.Talk("/bla0128/");
this.Talk("/bla0129/");
this.Talk("/bla0130/");
actor.Talk("/bla0131/");
}
else
{
actor.Talk("/bla0132/");
this.Talk("/bla0127/");
actor.Talk("/bla0128/");
this.Talk("/bla0129/");
this.Talk("/bla0130/");
actor.Talk("/bla0131/");
}
}
if(Statehospoda.b==1)
{
if(Statehospoda.bb==1)
{
actor.Talk("/bla0123/");
this.Talk("/bla0124/");
}
else
{
actor.Talk("/bla0125/");
this.Talk("/bla0126/");
}
}
if(Statehospoda.b==2)
{
if(Statehospoda.bb==1)
{
actor.Talk("/bla0123/");
this.Talk("/bla0124/");
}
else
{
actor.Talk("/bla0125/");
this.Talk("/bla0126/");
}
}
Sleep(100);
pasDialogue();
Game.Interactive = true;
}
////////////////////////////////////////////////////////////////////////////////
function pasDialogue()
{
var Responses;
var Selected;
var Loop = true;
while(Loop)
{
if(Stateulice.b=2)
{
Responses[1] = "/bla0133/";
}
Responses[2] = "/bla0134/";
Responses[3] = "/bla0135/";
if(Stateulice.b==2)
{
Game.AddResponse(1, Responses[1]);
}
Game.AddResponse(2, Responses[2]);
Game.AddResponse(3, Responses[3]);
Selected = Game.GetResponse();
actor.Talk(Responses[Selected]);
if(Selected==1)
{
this.Talk("/bla0136/");
}
if(Selected==2)
{
this.Talk("/bla0137/");
actor.Talk("/bla0138/");
this.Talk("/bla0139/");
}
if(Selected==3)
{
this.Talk("/bla0140/");
Loop = false;
}
}
}