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Type Decompiled script
SCRIPTS.LST comment Shady Sands farmer
MSG file CURTIS.MSG
Transcript

procedure start;
procedure combat_p_proc;
procedure critter_p_proc;
procedure damage_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure map_enter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure timed_event_p_proc;
procedure Curtis01;
procedure Curtis02;
procedure Curtis03;
procedure Curtis03a;
procedure Curtis04;
procedure Curtis05;
procedure Curtis06;
procedure Curtis07;
procedure Curtis08;
procedure CurtisEnd;
procedure flee_dude;
procedure movement;
procedure sleeping;
variable night_person;
variable wake_time;
variable sleep_time;
variable home_tile;
variable sleep_tile;
variable initialized;
variable new_tile;
variable round_counter;
variable hostile;
procedure start
begin
        if (script_action == 13) then begin
                call combat_p_proc;
        end
        else begin
                if (script_action == 12) then begin
                        call critter_p_proc;
                end
                else begin
                        if (script_action == 18) then begin
                                call destroy_p_proc;
                        end
                        else begin
                                if (script_action == 21) then begin
                                        call look_at_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 talk_p_proc;
                                                        end
                                                        else begin
                                                                if (script_action == 22) then begin
                                                                        call timed_event_p_proc;
                                                                end
                                                        end
                                                end
                                        end
                                end
                        end
                end
        end
end
procedure combat_p_proc
begin
        if (fixed_param == 4) then begin
                round_counter := round_counter + 1;
        end
        if (round_counter > 3) then begin
                if (global_var(246) == 0) then begin
                        set_global_var(155, global_var(155) - 5);
                        set_global_var(246, 1);
                end
        end
end
procedure critter_p_proc
begin
        if (obj_can_see_obj(self_obj, dude_obj)) then begin
                if (global_var(246) == 1) then begin
                        hostile := 1;
                end
        end
        if (hostile) then begin
                hostile := 0;
                attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
        end
        if (local_var(5) == 1) then begin
                if (tile_distance_objs(self_obj, dude_obj) < 8) then begin
                        call flee_dude;
                end
        end
end
procedure damage_p_proc
begin
        if (source_obj == dude_obj) then begin
                set_local_var(5, 1);
        end
end
procedure destroy_p_proc
begin
        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
procedure look_at_p_proc
begin
        script_overrides;
        display_msg(message_str(236, 100));
end
procedure map_enter_p_proc
begin
        home_tile := 22713;
        wake_time := 615;
        sleep_time := 2115;
        sleep_tile := 27702;
        critter_add_trait(self_obj, 1, 6, 2);
        critter_add_trait(self_obj, 1, 5, 6);
        add_timer_event(self_obj, game_ticks(5), 1);
end
procedure pickup_p_proc
begin
        set_local_var(5, 1);
end
procedure talk_p_proc
begin
        if ((local_var(5) == 1) or (global_var(246) == 1)) then begin
                float_msg(self_obj, message_str(669, random(100, 105)), 2);
        end
        else begin
                start_gdialog(236, self_obj, 4, -1, -1);
                gsay_start;
                if (local_var(3) == 1) then begin
                        call Curtis02;
                end
                else begin
                        call Curtis01;
                end
                gsay_end;
                end_dialogue;
        end
        if (local_var(2) == 1) then begin
                set_local_var(2, 2);
                give_exp_points(500);
                display_msg(message_str(236, 200));
        end
end
procedure timed_event_p_proc
begin
        if (local_var(4) == 0) then begin
                if (random(0, 3) == 3) then begin
                        anim(self_obj, 10, 0);
                end
                else begin
                        call movement;
                end
        end
        add_timer_event(self_obj, game_ticks(random(3, 7)), 1);
end
procedure Curtis01
begin
        gsay_reply(236, 101);
        giq_option(4, 236, 102, Curtis03, 50);
        giq_option(-3, 236, 103, CurtisEnd, 50);
end
procedure Curtis02
begin
        gsay_reply(236, 104);
        giq_option(0, 634, 106, Curtis03, 50);
end
procedure Curtis03
begin
        gsay_reply(236, 105);
        call Curtis03a;
end
procedure Curtis03a
begin
        if (local_var(3) == 0) then begin
                gsay_option(236, 106, Curtis04, 50);
        end
        if (local_var(0) == 0) then begin
                giq_option(5, 236, 107, Curtis05, 50);
        end
        if (local_var(1) == 0) then begin
                giq_option(4, 236, 108, Curtis06, 50);
        end
        giq_option(4, 236, 109, CurtisEnd, 50);
end
procedure Curtis04
begin
        gsay_reply(236, 110);
        set_local_var(3, 1);
        call Curtis03a;
end
procedure Curtis05
begin
        set_local_var(0, 1);
        gsay_reply(236, 111);
        call Curtis03a;
end
procedure Curtis06
begin
        gsay_reply(236, 112);
        giq_option(4, 236, 113, Curtis03, 50);
        if ((has_skill(dude_obj, 12) >= 40) and (local_var(1) == 0)) then begin
                giq_option(5, 236, 114, Curtis07, 50);
        end
end
procedure Curtis07
begin
        gsay_reply(236, 115);
        giq_option(4, 236, 116, CurtisEnd, 50);
        giq_option(5, 236, 117, Curtis08, 50);
end
procedure Curtis08
begin
        gsay_message(236, 118, 50);
        set_global_var(155, global_var(155) + 2);
        set_local_var(1, 1);
        set_local_var(2, 1);
end
procedure CurtisEnd
begin
end
procedure flee_dude
begin
        variable LVar0 := 0;
        variable LVar1 := 0;
        variable LVar2 := 0;
        while(LVar1 < 5) do begin
                if (tile_distance(tile_num(dude_obj), tile_num_in_direction(tile_num(self_obj), LVar1, 3)) > LVar2) then begin
                        LVar0 := tile_num_in_direction(tile_num(self_obj), LVar1, 3);
                        LVar2 := tile_distance(tile_num(dude_obj), LVar0);
                end
                LVar1 := LVar1 + 1;
        end
        animate_move_obj_to_tile(self_obj, LVar0, 1);
end
procedure movement
begin
        variable LVar0 := 0;
        LVar0 := random(0, 5);
        new_tile := tile_num_in_direction(tile_num(self_obj), LVar0, 1);
        if (tile_distance(home_tile, new_tile) < 6) then begin
                animate_move_obj_to_tile(self_obj, new_tile, 0);
        end
end
procedure sleeping
begin
        if (local_var(4) == 1) then begin
                if (not(night_person) and (game_time_hour >= wake_time) and (game_time_hour < sleep_time) or (night_person and ((game_time_hour >= wake_time) or (game_time_hour < sleep_time)))) then begin
                        if (((game_time_hour - wake_time) < 10) and ((game_time_hour - wake_time) > 0)) then begin
                                if (tile_num(self_obj) != home_tile) then begin
                                        animate_move_obj_to_tile(self_obj, home_tile, 0);
                                end
                                else begin
                                        set_local_var(4, 0);
                                end
                        end
                        else begin
                                move_to(self_obj, home_tile, elevation(self_obj));
                                if (tile_num(self_obj) == home_tile) then begin
                                        set_local_var(4, 0);
                                end
                        end
                end
        end
        else begin
                if (night_person and (game_time_hour >= sleep_time) and (game_time_hour < wake_time) or (not(night_person) and ((game_time_hour >= sleep_time) or (game_time_hour < wake_time)))) then begin
                        if (((game_time_hour - sleep_time) < 10) and ((game_time_hour - sleep_time) > 0)) then begin
                                if (tile_num(self_obj) != sleep_tile) then begin
                                        animate_move_obj_to_tile(self_obj, self_obj, 0);
                                end
                                else begin
                                        set_local_var(4, 1);
                                end
                        end
                        else begin
                                if (tile_num(self_obj) != sleep_tile) then begin
                                        move_to(self_obj, sleep_tile, elevation(self_obj));
                                end
                                else begin
                                        set_local_var(4, 1);
                                end
                        end
                end
        end
end

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