/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
Name:
Location:
Description:
Log:
Please note any changes that have been made to the file in Updated. Then comment
the code which you have changed/altered/commented out. Please, do not delete any
code which was written.
Created:
Updated:
*/
/* Include Files */
/* Note, the Following Lines need to be in this order so that
the script will be compilable. The define Name is referenced
in a module from define.h and used in command.h. Please do
not change the ordering.
-rwh2 11/13/97
*/
#include "..\headers\define.h"
//#include "..\headers\<TownName.h>"
#define NAME SCRIPT_ACMORLIS
#define TOWN_REP_VAR (GVAR_TOWN_REP_ARROYO)
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
/* Standard Script Procedures */
procedure start;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure description_p_proc;
procedure use_skill_on_p_proc;
procedure damage_p_proc;
procedure map_enter_p_proc;
/* Script Specific Procedure Calls */
procedure Node998; // This Node is Always Combat
procedure Node999; // This Node is Always Ending
// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE
procedure Node001;
procedure Node002;
procedure Node003;
procedure Node004;
procedure Node005;
procedure Node006;
procedure Node007;
procedure Node008;
procedure Node009;
procedure Node010;
procedure Node011;
procedure Node012;
procedure NOde013;
procedure Node014;
procedure Node015;
procedure Node016;
procedure Node017;
procedure Node018;
//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE
// The Following lines are for anything that is not needed to be
// seen by the design Tool
/* Local Variables which are saved. All Local Variables need to be
prepended by LVAR_ */
#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
#define LVAR_Gave_Flint (7)
#define LVAR_Said_17 (8)
/* Imported variables from the Map scripts. These should only be
pointers and variables that need not be saved. If a variable
Needs to be saved, make it a map variable (MVAR_) */
/* Local variables which do not need to be saved between map changes. */
variable Only_Once:=0;
variable Caught_Stealing;
procedure start begin
end
/* This procedure will get called each time that the map is first entered. It will
set up the Team number and AI packet for this critter. This will override the
default from the prototype, and needs to be set in scripts. */
procedure map_enter_p_proc begin
Only_Once:=0;
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_ARROYO);
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_ARROYO_VILLAGER);
end
/* Every heartbeat that the critter gets, this procedure will be called. Anything from
Movement to attacking the player on sight can be placed in here.*/
procedure critter_p_proc begin
/* If the critter is mad at the player for any reason, it will attack and remember to attack
the player should the game be saved and loaded repeatedly. Additionally, if any special
actions need to be taken by the critter based on previous combat, the critter will remember
this as well. */
if ((local_var(LVAR_Hostile) == 2) and (obj_can_see_obj(self_obj,dude_obj))) then begin
set_local_var(LVAR_Hostile,1);
attack(dude_obj);
end
if (REP_ENEMY_ARROYO) then begin
attack(dude_obj);
end
end
/* Whenever the critter takes damage of any type, this procedure will be called. Things
like setting ENEMY_ and LVAR_Personal_Enemy can be set here. */
procedure damage_p_proc begin
/* If the player causes damage to this critter, then he will instantly consider the player
his personal enemy. In Critter_Proc or through dialog, actions will be taken against
the player for his evil acts. */
if (source_obj == dude_obj) then begin
set_local_var(LVAR_Personal_Enemy,1);
set_global_var(GVAR_ENEMY_ARROYO,1);
end
end
/* Any time that the player is caught stealing from this critter, Pickup_proc will be called.
In here, various things can happen. The most common response is instant hostility which
will be remembered. */
procedure pickup_p_proc begin
if ((source_obj == dude_obj) and (obj_is_carrying_obj_pid(self_obj,PID_FLINT))) then begin
Caught_Stealing:=1;
dialogue_system_enter;
end
end
/* The dialog system is setup and prepares the player to talk to this NPC. Where To Go
written by designers are placed in here. Additionally, Reactions are generated and
stored which affects player interactions. */
procedure talk_p_proc begin
Evil_Critter:=0;
Slavery_Tolerant:=SLAVE_TOLERANT;
Karma_Perception:=KARMA_PERCEPTION1;
CheckKarma;
GetReaction;
if (Caught_Stealing) then begin
Caught_Stealing:=0;
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node017;
gSay_End;
end_dialogue;
end
else if (dude_iq < 4) then begin
call Node001;
end
else if ((global_var(GVAR_ARROYO_SPEAR) == SPEAR_GET_POWDER) and
(local_var(LVAR_Gave_Flint) == 0)) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node006;
gSay_End;
end_dialogue;
end
else if (global_var(GVAR_ARROYO_SPEAR) == SPEAR_GET_FLINT) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node002;
gSay_End;
end_dialogue;
end
else if (reached_tl_4) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node014;
gSay_End;
end_dialogue;
end
else if (reached_tl_3) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node013;
gSay_End;
end_dialogue;
end
else if (reached_tl_2) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node011;
gSay_End;
end_dialogue;
end
else if (reached_tl_1) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node009;
gSay_End;
end_dialogue;
end
else begin
call Node001;
end
end
/* This procedure gets called only on the death of this NPC. Special things like
incrementing the death count for reputation purposes and Enemy Counters are placed
in here. */
procedure destroy_p_proc begin
/* Increment the aligned critter counter*/
inc_good_critter
/* Set global_variable for Enemy status*/
end
/* Look_at_p_proc gets called any time that the player passes the cursor over any object.
This should only hold the most cursory of glances for the player. */
procedure look_at_p_proc begin
script_overrides;
display_msg(mstr(100));
end
/* The player will see more indepth descriptions from this procedure. They are actively
looking at the critter and want more information. Things like names can be added here
if the critter is known to the player. */
procedure description_p_proc begin
script_overrides;
display_msg(mstr(100));
end
/* Any time a skill is used on a critter this call is made. This can be to give examinations
for things like Doctor skill or messages for various other skills. */
procedure use_skill_on_p_proc begin
end
/* Should the Player ever cause the NPC too much discomfort that he desires to attack the player,
this call will be made. Essentially, it stores the Hostile vaule so that the critter remembers
he was once hostile towards the player.*/
procedure Node998 begin
set_local_var(LVAR_Hostile,2);
end
/* Anytime that there is a need for an ending to dialog, this node is to be called. It will just
exit from the dialog system without any reprisals from the NPC. */
procedure Node999 begin
end
// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE
procedure Node001 begin
if (dude_is_male) then
floater(101);
else
floater(301);
//NOption(102,Node999,000);
end
procedure Node002 begin
Reply(103);
NOption(104,Node003,004);
end
procedure Node003 begin
Reply(105);
NOption(106,Node004,004);
end
procedure Node004 begin
Reply(107);
NOption(108,Node005,004);
end
procedure Node005 begin
set_global_var(GVAR_ARROYO_SPEAR, SPEAR_GET_POWDER);
Reply(109);
NOption(110,Node999,004);
if (obj_is_carrying_obj_pid(dude_obj,PID_HEALING_POWDER) > 2) then
NOption(118,Node007,004);
if (has_skill(dude_obj,SKILL_CONVERSANT) > 50) then
NOption(150,Node018,004);
end
procedure Node006 begin
Reply(111);
if (obj_is_carrying_obj_pid(dude_obj,PID_HEALING_POWDER) > 2) then
NOption(112,Node007,004);
else
NOption(113,Node008,004);
end
procedure Node007 begin
variable item;
variable item2;
variable JunkIt;
item:=obj_carrying_pid_obj(dude_obj,PID_HEALING_POWDER);
JunkIt:=rm_mult_objs_from_inven(dude_obj,item,3);
add_mult_objs_to_inven(self_obj,item,3);
item2:=create_object(PID_FLINT,0,0);
add_mult_objs_to_inven(dude_obj,item2,1);
set_local_var(LVAR_Gave_Flint,1);
Reply(114);
NOption(115,Node999,004);
end
procedure Node008 begin
Reply(116);
NOption(117,Node999,004);
end
procedure Node009 begin
Reply(200);
NOption(201,Node010,001);
end
procedure Node010 begin
Reply(202);
NOption(203,Node999,001);
end
procedure Node011 begin
Reply(204);
NOption(205,Node012,001);
end
procedure Node012 begin
Reply(206);
NOption(207,Node999,001);
end
procedure NOde013 begin
Reply(208);
NOption(209,Node999,001);
end
procedure Node014 begin
Reply(210);
NOption(211,Node015,001);
end
procedure Node015 begin
Reply(mstr(212)+obj_name(dude_obj)+mstr(213));
NOption(214,Node016,001);
end
procedure Node016 begin
Reply(215);
NOption(216,Node999,001);
end
procedure Node017 begin
variable item;
if (local_var(LVAR_Said_17) == 0) then begin
inc_local_var(LVAR_Said_17);
Reply(151);
end
else begin
if (obj_is_carrying_obj_pid(self_obj,PID_FLINT)) then begin
item:=obj_carrying_pid_obj(self_obj,PID_FLINT);
rm_obj_from_inven(self_obj,item);
add_obj_to_inven(dude_obj,item);
end
Reply(152);
end
NOption(153,Node999,001);
end
procedure Node018 begin
variable item;
if (skill_success(dude_obj,SKILL_CONVERSANT,0)) then begin
if (obj_is_carrying_obj_pid(self_obj,PID_FLINT)) then begin
item:=obj_carrying_pid_obj(self_obj,PID_FLINT);
rm_obj_from_inven(self_obj,item);
add_obj_to_inven(dude_obj,item);
end
if (local_var(LVAR_Gave_Flint) == 0) then begin
set_local_var(LVAR_Gave_Flint,1);
give_xp(EXP_TALK_FLINT);
end
Reply(154);
end
else begin
Reply(155);
end
NOption(156,Node999,001);
end
//xxxxxxxxxxxxxxxxxxxx