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FO76 ui roleplay team.pngThis is the transcript of a script file, which runs certain tasks in the game upon execution.
Type Source file
SCRIPTS.LST comment Generic Villager of Arroyo
MSG file N/A

        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
        Name: Arroyo Villager
        Location: Arroyo
        Description: Generic villager in Arroyo. No weapons, flees if confronted.
           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: December 01, 1997
/* 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\ArVillag.h"
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
#define MAX_TRAVEL (30)
/* 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;
procedure timed_event_p_proc;
procedure push_p_proc;
/* Script Specific Procedure Calls */
procedure Node997; // this Node handles the basic START CONDITIONS
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 Node000;
procedure Node001;
procedure Node002;
procedure Node003;
procedure Node004;
procedure Node005;
procedure Node006;
procedure Node007;
procedure Node008;
procedure Node009;
procedure Node010;
//~~~~~~~~~~~~~~~~ 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_Home_Tile (7)
/* Local variables which do not need to be saved between map changes. */
variable Only_Once:=0;
variable In_Timed_Event;
procedure start begin
   if (local_var(LVAR_Home_Tile) == 0) then begin
procedure push_p_proc begin
/* 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
/* 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 (((local_var(LVAR_Hostile) == 2)or(local_var(LVAR_Personal_Enemy) == 1)) and (obj_can_see_obj(self_obj,dude_obj))) then begin
   if (REP_ENEMY_ARROYO) then begin
   if ((random(0,100) == 1) and (In_Timed_Event == 0)) then begin
procedure timed_event_p_proc begin
   if (fixed_param == 1) then begin
       if (tile_distance(tile_num(self_obj),local_var(LVAR_Home_Tile)) < MAX_TRAVEL) then begin
       else begin
/* 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 (source_obj == dude_obj) then begin
/* 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) then begin
/* 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
   if ((REP_ENEMY_ARROYO) or (local_var(LVAR_Personal_Enemy) == 1)) then begin
      call Node009;
   end else begin
// if (map_var(MVAR_Talked_Villager) == 0) then begin
// set_map_var(MVAR_Talked_Villager,1);
// call Node000;
// end
// else
             call Node997;
/* 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*/
/* 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
   if (critter_is_male) then begin
   end else begin
/* 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
/* 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
   if (action_being_used == SKILL_STEAL) then begin
      if (is_success(roll_vs_skill(dude_obj,action_being_used,0))) then begin
// nodes
procedure Node000 begin
procedure Node001 begin
// Reply(152);
   if (reached_tl_4) then
   else if (reached_tl_3) then
   else if (reached_tl_2) then
   else if (reached_tl_1) then
procedure Node002 begin
procedure Node003 begin
procedure Node004 begin
procedure Node005 begin
procedure Node006 begin
procedure Node007 begin
procedure Node008 begin
procedure Node009 begin
procedure Node010 begin
procedure Node997 begin
   if (get_critter_stat(dude_obj,STAT_iq) <= (0-LOW_IQ)) then begin
      call Node007;
   end else if (local_var(LVAR_Herebefore) == 0) then begin
      call Node001;
   end else begin
      call Node001;
procedure Node998 begin
/* 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