procedure start;
procedure critter_p_proc;
procedure damage_p_proc;
procedure destroy_p_proc;
procedure map_enter_p_proc;
procedure pickup_p_proc;
procedure timed_event_p_proc;
procedure do_dialogue;
procedure pre_dialogue;
procedure guard00a;
procedure guard01a;
procedure guard02a;
procedure guard00;
procedure guard00i;
procedure guard00ii;
procedure guard01;
procedure guard01i;
procedure guard02;
procedure guard02i;
procedure guard03;
procedure guard04;
procedure guard05;
procedure guard06;
procedure guard06i;
procedure guard07;
procedure guard08;
procedure guard08i;
procedure guard09;
procedure guard10;
procedure guard11;
procedure guard12;
procedure guard12i;
procedure guard13;
procedure guard14;
procedure guard15;
procedure guard16;
procedure guard17;
procedure Guard18;
procedure guard00N;
procedure guard00Na;
procedure guard01N;
procedure guard02N;
procedure guard03N;
procedure guard04N;
procedure guardend;
variable sneaking;
variable RoundCounter;
variable hostile;
variable warned;
variable line166flag;
import variable weapon_checked;
import variable sneak_checked;
import variable times_caught_sneaking;
procedure get_reaction;
procedure ReactToLevel;
procedure LevelToReact;
procedure UpReact;
procedure DownReact;
procedure BottomReact;
procedure TopReact;
procedure BigUpReact;
procedure BigDownReact;
procedure UpReactLevel;
procedure DownReactLevel;
procedure Goodbyes;
variable exit_line;
procedure start
begin
if (script_action == 12) then begin
call critter_p_proc;
end
else begin
if (script_action == 14) then begin
call damage_p_proc;
end
else begin
if (script_action == 18) then begin
call destroy_p_proc;
end
else begin
if (script_action == 15) then begin
call map_enter_p_proc;
end
else begin
if (script_action == 4) then begin
call pickup_p_proc;
end
else begin
if (script_action == 11) then begin
call pre_dialogue;
end
else begin
if (script_action == 21) then begin
script_overrides;
display_msg(message_str(135, 100));
end
else begin
if (script_action == 22) then begin
call timed_event_p_proc;
end
end
end
end
end
end
end
end
end
procedure critter_p_proc
begin
if (hostile and not(local_var(4))) then begin
hostile := 0;
set_local_var(4, 1);
attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
end
else begin
if (obj_can_see_obj(self_obj, dude_obj)) then begin
if (global_var(247) == 1) then begin
if (line166flag == 0) then begin
dialogue_system_enter;
end
end
else begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3) and not(local_var(4)) and (global_var(36) == 0) and (global_var(104) == 0)) then begin
if (not(weapon_checked)) then begin
weapon_checked := 1;
rm_timer_event(self_obj);
add_timer_event(self_obj, game_ticks(5), 1);
dialogue_system_enter;
end
end
else begin
if (using_skill(dude_obj, 8) and not(sneak_checked)) then begin
sneaking := 1;
sneak_checked := 1;
rm_timer_event(self_obj);
add_timer_event(self_obj, game_ticks(5), 2);
dialogue_system_enter;
end
end
end
end
if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
if (tile_distance(tile_num(dude_obj), 27106) > tile_distance(tile_num(dude_obj), 25905)) then begin
if (local_var(5) == 0) then begin
if (tile_distance_objs(self_obj, dude_obj) < 12) then begin
if (not(warned)) then begin
if (not(using_skill(dude_obj, 8))) then begin
warned := 1;
dialogue_system_enter;
rm_timer_event(self_obj);
add_timer_event(self_obj, game_ticks(3), 4);
end
end
end
end
end
end
end
end
procedure damage_p_proc
begin
if (source_obj == dude_obj) then begin
set_global_var(247, 1);
set_local_var(6, 1);
end
end
procedure destroy_p_proc
begin
if (source_obj == dude_obj) then begin
set_global_var(247, 1);
if (source_obj == dude_obj) then begin
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
set_global_var(156, 1);
set_global_var(157, 0);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
set_global_var(157, 1);
set_global_var(156, 0);
end
set_global_var(159, global_var(159) + 1);
if ((global_var(159) % 2) == 0) then begin
set_global_var(155, global_var(155) - 1);
end
end
end
end
procedure map_enter_p_proc
begin
if (global_var(15) == 1) then begin
kill_critter(self_obj, 59);
end
end
procedure pickup_p_proc
begin
hostile := 1;
end
procedure timed_event_p_proc
begin
if (fixed_param == 1) then begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3)) then begin
hostile := 1;
end
else begin
weapon_checked := 0;
end
end
else begin
if (fixed_param == 2) then begin
sneak_checked := 0;
end
else begin
if (fixed_param == 3) then begin
hostile := 1;
end
else begin
if (fixed_param == 4) then begin
if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
if (tile_distance(tile_num(dude_obj), 27106) > tile_distance(tile_num(dude_obj), 25905)) then begin
if (local_var(5) == 0) then begin
if (not(using_skill(dude_obj, 8))) then begin
hostile := 1;
end
end
end
else begin
warned := 0;
end
end
end
end
end
end
end
procedure do_dialogue
begin
call get_reaction;
if ((game_time_hour >= 1900) or (game_time_hour < 600) and (local_var(7) == 1)) then begin
if (local_var(5) == 1) then begin
float_msg(self_obj, message_str(135, 167), 0);
end
else begin
float_msg(self_obj, message_str(135, 156), 0);
end
end
else begin
start_gdialog(135, self_obj, 4, -1, -1);
gsay_start;
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3) and not(local_var(4))) then begin
call guard00;
end
else begin
if (sneaking) then begin
call guard06;
end
else begin
if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
call guard00N;
end
else begin
if (local_var(8) == 0) then begin
call guard10;
end
end
end
end
gsay_end;
end_dialogue;
end
end
procedure pre_dialogue
begin
if ((global_var(247) == 1) and (line166flag == 0)) then begin
call Guard18;
end
else begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3) and not(local_var(4))) then begin
call do_dialogue;
end
else begin
if (sneaking) then begin
call do_dialogue;
end
else begin
if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
call do_dialogue;
end
else begin
if (local_var(8) == 0) then begin
call do_dialogue;
end
else begin
call guard02a;
end
end
end
end
end
end
procedure guard00a
begin
float_msg(self_obj, message_str(135, random(101, 103)), 2);
end
procedure guard01a
begin
float_msg(self_obj, message_str(135, random(104, 106)), 3);
end
procedure guard02a
begin
float_msg(self_obj, message_str(135, random(107, 109)), 0);
end
procedure guard00
begin
gsay_reply(135, 110);
giq_option(4, 135, 111, guard01, 50);
giq_option(4, 135, 112, guard00i, 51);
giq_option(4, 634, 105, guardend, 50);
giq_option(6, 135, 113, guard00ii, 49);
giq_option(-3, 135, 114, guard05, 50);
end
procedure guard00i
begin
call BigDownReact;
call guard02;
end
procedure guard00ii
begin
call BigUpReact;
call guard04;
end
procedure guard01
begin
gsay_reply(135, 115);
giq_option(4, 135, 116, guard02, 50);
giq_option(4, 135, 117, guard01i, 50);
end
procedure guard01i
begin
if (is_success(roll_vs_skill(dude_obj, 14, -30))) then begin
call guard03;
end
else begin
call guard02;
end
end
procedure guard02
begin
gsay_reply(135, 118);
giq_option(4, 135, 119, guardend, 50);
giq_option(4, 135, 120, guard02i, 51);
end
procedure guard02i
begin
hostile := 1;
end
procedure guard03
begin
set_local_var(4, 1);
gsay_message(135, 121, 50);
end
procedure guard04
begin
gsay_message(135, 122, 50);
end
procedure guard05
begin
gsay_message(135, 123, 50);
end
procedure guard06
begin
sneaking := 0;
gsay_reply(135, 124);
giq_option(4, 135, 125, guard07, 50);
giq_option(5, 135, 126, guard06i, 50);
giq_option(-3, 135, 127, guard07, 50);
end
procedure guard06i
begin
variable LVar0 := 0;
times_caught_sneaking := times_caught_sneaking + 1;
LVar0 := -5 * times_caught_sneaking;
if (is_success(roll_vs_skill(dude_obj, 14, LVar0))) then begin
call guard08;
end
else begin
call guard07;
end
end
procedure guard07
begin
if (times_caught_sneaking > 3) then begin
gsay_message(135, 129, 51);
add_timer_event(self_obj, game_ticks(10), 3);
end
else begin
gsay_message(135, 128, 51);
end
end
procedure guard08
begin
gsay_reply(135, 130);
giq_option(5, 135, 131, guardend, 50);
if (get_critter_stat(dude_obj, 34) == 0) then begin
giq_option(5, 135, 132, guard08i, 50);
end
else begin
giq_option(5, 135, 133, guard08i, 50);
end
end
procedure guard08i
begin
if (random(0, 1)) then begin
call UpReact;
end
else begin
call DownReact;
end
end
procedure guard09
begin
gsay_message(135, 134, 50);
end
procedure guard10
begin
set_local_var(8, 1);
gsay_reply(135, 135);
giq_option(4, 135, 136, guardend, 50);
giq_option(5, 135, 137, guard12, 50);
giq_option(6, 135, 138, guard15, 50);
giq_option(-3, 135, 139, guard11, 50);
end
procedure guard11
begin
gsay_message(135, 140, 50);
end
procedure guard12
begin
gsay_reply(135, 141);
giq_option(5, 135, 142, guard12i, 50);
giq_option(5, 135, 143, guard14, 50);
end
procedure guard12i
begin
if (is_success(roll_vs_skill(dude_obj, 14, 15))) then begin
call guard13;
end
else begin
call guard14;
end
end
procedure guard13
begin
gsay_reply(135, 144);
giq_option(5, 135, 145, guardend, 50);
giq_option(5, 135, 146, BigDownReact, 51);
end
procedure guard14
begin
gsay_message(135, 147, 50);
end
procedure guard15
begin
gsay_reply(135, 148);
giq_option(5, 135, 149, guardend, 50);
if (get_critter_stat(dude_obj, 34) == 1) then begin
giq_option(5, 135, 150, guard16, 50);
end
end
procedure guard16
begin
gsay_message(135, 152, 50);
end
procedure guard17
begin
gsay_message(135, random(153, 155), 50);
end
procedure Guard18
begin
float_msg(self_obj, message_str(135, 166), 2);
rm_timer_event(self_obj);
add_timer_event(self_obj, game_ticks(5), 3);
end
procedure guard00N
begin
set_local_var(7, 1);
gsay_reply(135, 156);
giq_option(4, 135, 157, guard02N, 50);
giq_option(4, 135, 158, guardend, 50);
giq_option(5, 135, 159, guard00Na, 50);
giq_option(-3, 135, 160, guard01N, 50);
end
procedure guard00Na
begin
if (is_success(roll_vs_skill(dude_obj, 14, 0))) then begin
call guard03N;
end
else begin
call guard02N;
end
end
procedure guard01N
begin
gsay_message(135, 161, 50);
end
procedure guard02N
begin
gsay_message(135, 162, 50);
end
procedure guard03N
begin
set_local_var(5, 1);
gsay_message(135, 163, 50);
end
procedure guard04N
begin
set_local_var(5, 1);
gsay_message(135, message_str(135, 164) + proto_data(obj_pid(dude_obj), 1) + message_str(135, 165), 50);
end
procedure guardend
begin
end
procedure get_reaction
begin
if (local_var(2) == 0) then begin
set_local_var(0, 50);
set_local_var(1, 2);
set_local_var(2, 1);
set_local_var(0, local_var(0) + (5 * get_critter_stat(dude_obj, 3)) - 25);
set_local_var(0, local_var(0) + (10 * has_trait(0, dude_obj, 10)));
if (has_trait(0, dude_obj, 39)) then begin
if (global_var(155) > 0) then begin
set_local_var(0, local_var(0) + global_var(155));
end
else begin
set_local_var(0, local_var(0) - global_var(155));
end
end
else begin
if (local_var(3) == 1) then begin
set_local_var(0, local_var(0) - global_var(155));
end
else begin
set_local_var(0, local_var(0) + global_var(155));
end
end
if (global_var(158) > 2) then begin
set_local_var(0, local_var(0) - 30);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
set_local_var(0, local_var(0) + 20);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
set_local_var(0, local_var(0) - 20);
end
call ReactToLevel;
end
end
procedure ReactToLevel
begin
if (local_var(0) <= 25) then begin
set_local_var(1, 1);
end
else begin
if (local_var(0) <= 75) then begin
set_local_var(1, 2);
end
else begin
set_local_var(1, 3);
end
end
end
procedure LevelToReact
begin
if (local_var(1) == 1) then begin
set_local_var(0, random(1, 25));
end
else begin
if (local_var(1) == 2) then begin
set_local_var(0, random(26, 75));
end
else begin
set_local_var(0, random(76, 100));
end
end
end
procedure UpReact
begin
set_local_var(0, local_var(0) + 10);
call ReactToLevel;
end
procedure DownReact
begin
set_local_var(0, local_var(0) - 10);
call ReactToLevel;
end
procedure BottomReact
begin
set_local_var(1, 1);
set_local_var(0, 1);
end
procedure TopReact
begin
set_local_var(0, 100);
set_local_var(1, 3);
end
procedure BigUpReact
begin
set_local_var(0, local_var(0) + 25);
call ReactToLevel;
end
procedure BigDownReact
begin
set_local_var(0, local_var(0) - 25);
call ReactToLevel;
end
procedure UpReactLevel
begin
set_local_var(1, local_var(1) + 1);
if (local_var(1) > 3) then begin
set_local_var(1, 3);
end
call LevelToReact;
end
procedure DownReactLevel
begin
set_local_var(1, local_var(1) - 1);
if (local_var(1) < 1) then begin
set_local_var(1, 1);
end
call LevelToReact;
end
procedure Goodbyes
begin
exit_line := message_str(634, random(100, 105));
end