case "npctraining":
dialog.text = "What do you mean captain?";
link.l1 = "You must sharpen your skills...";
link.l1.go = "npctraining1";
link.l2 = "You must learn something usefull...";
link.l2.go = "npctraining2";
link.l3 = "You need some power training...";
link.l3.go = "npctraining3";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining1":
dialog.text = "On wchich kind of skills shall i work on?";
link.l1 = "Personal skills...";
link.l1.go = "npctraining1a";
link.l2 = "Ship skills...";
link.l2.go = "npctraining1b";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining1a":
dialog.text = "Wchich skill shall i train?";
link.l1 = "You need to get better with guns";
link.l1.go = "npctraining1a1";
link.l2 = "You need to get better with sabres";
link.l2.go = "npctraining1a2";
link.l3 = "You need to get better with rapiers";
link.l3.go = "npctraining1a3";
link.l4 = "You need to get better with swords";
link.l4.go = "npctraining1a4";
link.l5 = "You need to get better at sneaking";
link.l5.go = "npctraining1a5";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining1a1":
Log_Info("Officer gained 1500xp to Pistol.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Pistol", 1500);
break;
case "npctraining1a2":
Log_Info("Officer gained 1500xp to Sabres.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "FencingS", 1500);
break;
case "npctraining1a3":
Log_Info("Officer gained 1500xp to Rapiers.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "FencingL", 1500);
break;
case "npctraining1a4":
Log_Info("Officer gained 1500xp to Swords.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "FencingH", 1500);
break;
case "npctraining1a5":
Log_Info("Officer gained 1500xp to Sneak.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Sneak", 1500);
break;
case "npctraining1b":
dialog.text = "Wchich skill shall i train?";
link.l1 = "You need to get better at navigating";
link.l1.go = "npctraining1b1";
link.l2 = "You need to get better at shooting";
link.l2.go = "npctraining1b2";
link.l3 = "You need to get better at boarding";
link.l3.go = "npctraining1b3";
link.l4 = "You need to get better at repairing";
link.l4.go = "npctraining1b4";
link.l5 = "You need to get better at defense";
link.l5.go = "npctraining1b5";
link.l6 = "You need to get better at commerce";
link.l6.go = "npctraining1b6";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining1b1":
Log_Info("Officer gained 1500xp to Sailing.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Sailing", 1500);
break;
case "npctraining1b2":
Log_Info("Officer gained 1000xp to Cannons.");
Log_Info("Officer gained 1000xp to Accuracy.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Cannons", 1000);
AddCharacterExpToSkill(npchar, "Accuracy", 1000);
break;
case "npctraining1b3":
Log_Info("Officer gained 1500xp to Grappling.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Grappling", 1500);
break;
case "npctraining1b4":
Log_Info("Officer gained 1500xp to Repair.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Repair", 1500);
break;
case "npctraining1b5":
Log_Info("Officer gained 1500xp to Defence.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Defence", 1500);
break;
case "npctraining1b6":
Log_Info("Officer gained 1500xp to Commerce.");
PlaySound("interface\important_item.wav");
DialogExit();
AddCharacterExpToSkill(npchar, "Commerce", 1500);
break;
case "npctraining2":
dialog.text = "On wchich talents i shall work on?";
link.l1 = "Personal...";
link.l1.go = "npctraining2a";
link.l2 = "Ship...";
link.l2.go = "npctraining2b";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining2a":
Log_Info("Officer gained 3 personal perks.");
PlaySound("interface\important_item.wav");
DialogExit();
npchar.perks.FreePoints_self = sti(npchar.perks.FreePoints_self) + 3;
break;
case "npctraining2b":
Log_Info("Officer gained 5 ship perks.");
PlaySound("interface\important_item.wav");
DialogExit();
npchar.perks.FreePoints_ship = sti(npchar.perks.FreePoints_ship) + 5;
break;
case "npctraining3":
dialog.text = "What kind of power training?";
link.l1 = "You are to squishy";
link.l1.go = "npctraining3a";
link.l2 = "You are to sturdy";
link.l2.go = "npctraining3b";
link.l3 = "Your stats are ...";
link.l3.go = "npctraining3c";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining3a":
Log_Info("Officer become immortal.");
PlaySound("interface\important_item.wav");
DialogExit();
LAi_SetImmortal(npchar, true);
break;
case "npctraining3b":
Log_Info("Officer become mortal.");
PlaySound("interface\important_item.wav");
DialogExit();
LAi_SetImmortal(npchar, false);
break;
case "npctraining3c":
dialog.text = "What is with my stats?";
link.l2 = "Reroll your SPECIAL 6 + rnd 4";
link.l2.go = "npctraining3c2";
link.l3 = "Reroll your SPECIAL 7 + rnd 3 ";
link.l3.go = "npctraining3c3";
link.l4 = "Reroll your SPECIAL 8 + rnd 2";
link.l4.go = "npctraining3c4";
link.l5 = "Reroll your SPECIAL 9 + rnd 1 ";
link.l5.go = "npctraining3c5";
link.l6 = "Max your SPECIAL";
link.l6.go = "npctraining3c6";
link.l19 = "Ah... forget it...";
link.l19.go = "Exit";
break;
case "npctraining3c2":
Log_Info("Officers SPECIAL rerolled.");
PlaySound("interface\important_item.wav");
DialogExit();
SetSPECIAL(npchar, 6+rand(4), 6+rand(4), 6+rand(4), 6+rand(4), 6+rand(4), 6+rand(4), 6+rand(4));
break;
case "npctraining3c3":
Log_Info("Officers SPECIAL rerolled.");
PlaySound("interface\important_item.wav");
DialogExit();
SetSPECIAL(npchar, 7+rand(3), 7+rand(3), 7+rand(3), 7+rand(3), 7+rand(3), 7+rand(3), 7+rand(3));
break;
case "npctraining3c4":
Log_Info("Officers SPECIAL rerolled.");
PlaySound("interface\important_item.wav");
DialogExit();
SetSPECIAL(npchar, 8+rand(2), 8+rand(2), 8+rand(2), 8+rand(2), 8+rand(2), 8+rand(2), 8+rand(2));
break;
case "npctraining3c5":
Log_Info("Officers SPECIAL rerolled.");
PlaySound("interface\important_item.wav");
DialogExit();
SetSPECIAL(npchar, 9+rand(1), 9+rand(1), 9+rand(1), 9+rand(1), 9+rand(1), 9+rand(1), 9+rand(1));
break;
case "npctraining3c6":
Log_Info("Officers SPECIAL maxed.");
PlaySound("interface\important_item.wav");
DialogExit();
SetSPECIAL(npchar, 10, 10, 10, 10, 10, 10, 10);
break;