 
   
  
,    ,       .  :  ()   () 
: , !  ? 
: ,      , ? ...   ... ,  .      :   ,   - . 
:  !  . 
 ,     .       ,     . 
  . 
 ,    ,      gamedata\config\gameplay\dialogs_escape.xml 
 ,     XML        . ,   . 
 ,         .   ,    : 
1. <game_dialogs>     - </game_dialogs> 
2. <dialog id = >  - </dialog> 
3. <phrase_list> - </phrase_list> 
4. <phrase id = > - </phrase> 
5. <text> </text> 
6. <next> </next> 
 ,      ,   . , ,     ,       .  ,       ,   .      . 
,      . 
1.    (  ,   ,    ); 
2.     id = .      .       character_description_***.xml ; 
3.    XML-   ,     .  ,  <phrase_list>  </phrase_list>   ; 
4.      id = .      (:        ); 
5.            (, esc_trader_talk_info_123).       stable_dialogs_*****.xml,        .      ; 
6.      (  )   ( ) . 
   ,   -    . 
<precondition> </precondition>.   ,     (    )  ,            NPC. 
<action> </action>.     -     (,    ...       ).      -  (, dialogs. actor_set_dolg     ). 
<give_info> </give_info>.         info_portion' (,        <action>,      ). info_portion     , info_portion     info****.xml.  ,   ,    () .  ,       ,  , , ,     . <has_info> </has_info>  <dont_has_info> </dont_has_info>     /.        ,   . 
 ,     ,      .      info_portion',    . 
 info_portion'
,   gamedata\config\gameplay\ info_l01escape.xml.    ? ,     XML.        : 
<info_portion id = > </info_portion> 
<task > </task> 
   info_portion.     (  id    <task>) 
 ,  3 info_portion,      : 
<info_portion id = new_task_started> 
<task>new_task</task> 
</info_portion> 
    new_task_started.      new_task. 
<info_portion id = player_talked_with_wolf> 
</info_portion> 
<info_portion id = player_complete_new_task> 
</info_portion> 
  
      tasks_*****.xml 
  gamedata\config\gameplay\tasks_escape.xml.      XML. 
     : 
<game_task id="esc_help_wounded_from_raid" prio="485">
        <title>esc_help_wounded_from_raid</title>
<objective>
	<text>esc_help_wounded_from_raid_0</text>
	<icon>ui_iconsTotal_esc_help_wounded_from_raid</icon>
	<function_complete>escape_tasks.task_fox_complete</function_complete>
	<infoportion_set_complete>garbage_meetstalker_start</infoportion_set_complete>
        <article>esc_fox_help</article>
	</objective>
	<objective>
		<text>esc_help_wounded_from_raid_1</text>
	<map_location_type hint="esc_fox">green_location</map_location_type>
	<object_story_id>Escape_stalker_from_raid</object_story_id>
	<infoportion_complete>escape_fox_heal</infoportion_complete>
	<infoportion_fail>esc_dogs_return</infoportion_fail>
</objective>
	<objective>
	<text>esc_help_wounded_from_raid_2</text>
	<map_location_type hint="esc_fox">green_location</map_location_type>
	<object_story_id>Escape_stalker_from_raid</object_story_id>
	<infoportion_complete>escape_stalker_done</infoportion_complete>
</objective>
</game_task>
 : 
<game_task id="esc_help_wounded_from_raid" prio="485"> </game_task> 
  (id)  .   , esc_help_wounded_from_raid. prio =    .   ,    ,         . 
<title>esc_help_wounded_from_raid</title> 
  . . .  .      ,    .       ,     string_table_tasks_escape.xml. 
<function_complete>escape_tasks.task_fox_complete</function_complete> 
    escape_tasks.script   task_fox_complete.      info_portion,    ,  ,     . 
<infoportion_complete>escape_fox_heal</infoportion_complete> 
     ,      info_portion. 
<infoportion_fail>esc_dogs_return</infoportion_fail> 
     ,      info_portion. 
<map_location_type hint="esc_fox">green_location</map_location_type> 
      esc_fox   green_location. 
<object_story_id>Escape_stalker_from_raid</object_story_id> 
  sid   gamedata\config\game_story_ids.ltx 
<infoportion_set_complete>garbage_meetstalker_start</infoportion_set_complete> 
      ,      info_portion. //!!!!!!      . 
<text>esc_help_wounded_from_raid_0</text> 
  .     ,     . 
 ,     : 
<game_task id=new_task>
	<title>  </title>
	<objective>
		<text>  </text>
		<map_location_type hint="escape_trader">blue_location</map_location_type>
		<object_story_id>Escape_Trader</object_story_id>
		<infoportion_complete>player_complete_new_task</ infoportion_complete>
	</objective>
	<objective>
		<text>  </text>
		<map_location_type hint="volk">green_location</map_location_type>
		<object_story_id>Escape_novice_lager_volk</object_story_id>
		<infoportion_complete>player_talked_with_wolf</ infoportion_complete>
	</objective>
	<objective>
		<text>  </text>
		<map_location_type hint="escape_trader">blue_location</map_location_type>
		<object_story_id>Escape_Trader</object_story_id>
		<infoportion_complete>player_complete_new_task</ infoportion_complete>
	</objective>
</game_task>
      .  :       . 
<dialog id = volk_new_quest>
	<has_info> new_task_started </has_info>
	<dont_has_info> player_talked_with_wolf</dont_has_info>
<dont_has_info> player_complete_new_task </dont_has_info>
<phrase_list>
	<phrase id = 0>
		<text>esc_volk_new_quest_0</text>
		<next>1</next>
	</phrase>
	<phrase id = 1>
		<text>esc_volk_new_quest_1</text>
		<give_info>player_talked_with_wolf</give_info>
		<next>2</next>
	</phrase>
	<phrase id = 2>
		<text>esc_volk_new_quest_2</text>
		<action>dialogs.break_dialog</action>
</phrase>

</prhase_list>
</dialog>

<dialog id = esc_trader_new_quest>
<dont_has_info> player_complete_new_task </dont_has_info>
<dont_has_info> player_talked_with_wolf</dont_has_info>
<phrase_list>
	<phrase id = 0>
		<text>esc_trader_new_quest _0</text>
		<next>1</next>
	</phrase>
	<phrase id = 1>
		<text>esc_trader_new_quest _1</text>
		<give_info>new_task_started </give_info>
		<next>2</next>
	</phrase>
	<phrase id = 2>
		<text>esc_trader_new_quest _2</text>
		<action>dialogs.break_dialog</action> 
</phrase>

</prhase_list>
</dialog>

<dialog id = esc_trader_new_quest_complete>
<dont_has_info> player_complete_new_task </dont_has_info>
<phrase_list>
	<phrase id = 0>
		<text> esc_trader_new_quest_complete _0</text>
		<next>1</next>
	</phrase>
	<phrase id = 1>
		<text> esc_trader_new_quest_complete _1</text>
		<give_info>player_complete_new_task </give_info>
		<next>2</next>
	</phrase>
	<phrase id = 2>
		<text> esc_trader_new_quest_complete _2</text>
		<action>dialogs.break_dialog</action>
</phrase>
</prhase_list>
</dialog>
     dialogs_escape.xml.  <game_dialogs>  <dialog id=...>! 
:     ,         . 
    character_desc_escape.xml 
  NPC  id = escape_trader     <actor_dialog></actor_dialog>: 
<actor_dialog>esc_trader_new_quest_complete </actor_dialog>
<actor_dialog>esc_trader_new_quest </actor_dialog>
   NPC  id = esc_wolf    _: 
<actor_dialog> volk_new_quest </actor_dialog>
: <actor_dialog>  ,      .  <start_dialog>      ,   ,   . 
     ,     .   stable_dialogs_escape.xml         : 
	<string id=" esc_trader_new_quest_complete_0 ">
		<text>,    !</text>
	</string>
	<string id=" esc_trader_new_quest_complete_1 ">
		<text>, .    .</text>
	</string>
	<string id=" esc_trader_new_quest_complete_2 ">
		<text>  , .</text>
	</string>
	<string id=" esc_trader_new_quest _0 ">
		<text> , !  ?</text>
	</string>
	<string id=" esc_trader_new_quest _1 ">
		<text> ,      , ?     ,  .      
:   ,   - .</text>
	</string>
	<string id=" esc_trader_new_quest _2">
		<text>  !  .</text>
	</string>
	<string id="esc_volk_new_quest_0">
		<text>, .    ,     .</text>
	</string>
	<string id="esc_volk_new_quest_1">
		<text>, .    ,   !   .       
,   .</text>
	</string>
	<string id="esc_volk_new_quest_2">
		<text>, .</text>
	</string>
! !      . 

 : Fr3nzy 
