  ( )

          " ". 
 ,  ,     : 
-       -      -   ,     (      ,      ,       -  ,  ,       ?) -       gamedata,     :   ""        ;   Repair Mod,      .  ,     ,       , .  4. 
  
       . 
  gamedata\config\gameplay\character_desc_escape.xml    : 
-   "<actor_dialog>escape_trader_done_blockpost_box</actor_dialog>" -     - "<actor_dialog>escape_trader_oops</actor_dialog>" -   
       , ,    .        gamedata\config\gameplay\dialogs_escape.xml,     : 
-        </dialog>  <dialog id="..."> -    : 
 <dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
        <phrase_list>
<phrase id="0">
<text>escape_trader_oops_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>escape_trader_oops_1</text>
<next>2</next>
</phrase>
<phrase id="2">
<text>escape_trader_oops_2</text>
<next>1</next>
</phrase>
<phrase id="3">
<text>escape_trader_oops_3</text>
</phrase>
</phrase_list>
</dialog>
-   
       .      -  ,     "escape_trader_oops_...". 
    gamedata\config\text\rus\stable_dialogs_escape.xml   : 
-      </string>  <string id="..."> -    : 
<string id="escape_trader_oops_0">
		<text>,   ... .</text>
	</string>
	<string id="escape_trader_oops_1">
		<text> ?   ?    , .      , - 
   ... , ?</text>

	</string>
	<string id="escape_trader_oops_2">
		<text>   , ... , .</text>
	</string>
	<string id="escape_trader_oops_3">
		<text>, ...    .</text>
	</string>
-   
.  .     ,    .         ""  ". 

  
      .    gamedata\config\gameplay\ dialogs_escape.xml  : 
-    <phrase id="2"> : 
 
<phrase id="2">
<text>escape_trader_oops_2</text>
<give_info>kvest_vodka_started</give_info>
<next>3</next>
                     </phrase>
-   
    "   , ..."      " ".     .       ,     . 
  .   gamedata\config\gameplay\tasks_escape.xml       : 
<game_task id="esc_test_vodka_task">
        	<title> </title> <!--   -->
        	<objective>
            		<text>  </text>
            		<icon>ui_iconsTotal_find_item</icon>
            		<infoportion_complete>test_quest_vodka_otdana</infoportion_complete>        	</objective>
        	<objective>
            		<text>   </text> 
            		<map_location_type hint="esc_dinamit_to_volk">green_location</map_location_type> 
            		<object_story_id>Escape_novice_lager_volk</object_story_id>
            		<infoportion_complete>test_quest_vodka_otdana</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>test_quest_vodka_otdana</infoportion_complete>
        	</objective>
</game_task>
    : , ,  ,    .. 
     , ..          .   ,    "   "   PDA,    -     ... , , ,      .      -  . . 
  gamedata\config\gameplay\info_l01escape.xml          (        ): 
-   <game_information_portions> : 
<info_portion id="test_quest_vodka_otdana"></info_portion>

<info_portion id="kvest_vodka_started">
<task>esc_test_vodka_task</task>
</info_portion>

<info_portion id="otkazalsya_prinesty_vodku"></info_portion>
   - . 
   ,    -   ,    / / . 
    gamedata\config\text\rus\string_table_tasks_escape.xml   : 
    <string id="esc_test_prinesti_vodku">
        <text>  </text>
    </string>
    <string id="esc_test_prinesti_vodku_1">
        <text>     </text>
    </string>
    <string id="esc_test_prinesti_vodku_2">
        <text>  </text>
    </string>
  ,  .  : 
-           -      (   ,   ) -        
    .   ?  -   . 

   
   -  .    ..   ,      .     ,     : 
0. ,   ... . (   1) 
1.  ?   ?    , .      , -     ... , ? (  -   2, 4, 5;    2  ) 
2.    , ... , . (  ,   3,      ) 
3. , ...    . ( ,      ) 
4.  ,   . , ,  ,  ... (       ,     ,  ,    7 ) 
5. , ,     , ... (     ,   6 ) 
6.    !   ... , ... (   8 ) 
7.   , !     . , ...  . (  ,   8 ) 
8.    ... ( ,      ) 
        gamedata\config\gameplay\dialogs_escape.xml: 
<dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
        <phrase_list>
                     <phrase id="0">
                             	<text>escape_trader_oops_0</text>
                              	<next>1</next>
                     </phrase>
                     <phrase id="1">
                               	<text>escape_trader_oops_1</text>
                                <next>2</next>
				<next>4</next>
				<next>5</next>
                     </phrase>
                     <phrase id="2">
				<dont_has_info>kvest_vodka_started</dont_has_info>
                                <text>escape_trader_oops_2</text>
				<give_info>kvest_vodka_started</give_info>
                                <next>3</next>
                     </phrase>
                     <phrase id="3">
                                <text>escape_trader_oops_3</text>
				<action>dialogs.break_dialog</action>
                     </phrase>
		     <phrase id="4">
                             	<text>escape_trader_oops_4</text>
				<precondition>escape_dialog.have_a_vodka</precondition>
				<action>escape_dialog.otday_vodku</action>
                              	<next>7</next>
		     </phrase>
		     <phrase id="5">
				<has_info>kvest_vodka_started</has_info>
                             	<text>escape_trader_oops_5</text>
                              	<next>6</next>
		     </phrase>
		     <phrase id="6">
                             	<text>escape_trader_oops_6</text>
                              	<next>8</next>
		     </phrase>
		     <phrase id="7">
                             	<text>escape_trader_oops_7</text>
				<give_info>test_quest_vodka_otdana</give_info>
				<action>escape_dialog.transfer_deneg</action>
                              	<next>8</next>
		     </phrase>
		     <phrase id="8">
                             	<text>escape_trader_oops_8</text>
		     </phrase>
        </phrase_list>
    </dialog>
     " "  " ".   gamedata\scripts\escape_dialog.script    "Trader"    : 
function transfer_deneg(first_speaker, second_speaker)
    dialogs.relocate_money(second_speaker, 4000, "in")
end
   
function otday_vodku (npc, actor)
    dialogs.relocate_item_section(npc, "vodka", "out")
end

function have_a_vodka (stalker, player)
    return stalker:object ("vodka") ~= nil
end
.    . 
 ,     -     ,       . 

 
-           ?  ,   dialogs_escape.xml      .       : 
 dialogs_escape.xml     - dialogs_new.xml  stable_dialogs_escape.xml     stable_dialogs_new.xml (!   ,      text\...,    text\rus\...) 
,          ( ),      . 
,        Repair Mod' -        character_desc_escape.xml.          -     . 
              -        ?  - . 
  gamedata\config\localization.ltx    stable_dialogs_escape.ltx.    gamedata\config\system.ltx    "Dialogs"    ( dialogs_aes)  dialogs_new ( ".ltx"!). 
.        . 

 : 
XiaNi -    ,    ,         =) 
Keha        

1.        dialogs_escape.xml     ,      : 
<dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
<dont_has_info>test_quest_vodka_otdana</dont_has_info>
          <phrase_list>
... 
 .    =) 
,  ...  ,  =) 

 : BAC9-FLCL 
