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SCRIPTS.LST comment Sulik from Klamath
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/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
        Name: Sulik
        Location: Klamath
        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: May 1, 1998
           Rewritten for Mark O'Green dialogue August 30, 1998
*/
/* 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\klamath.h"
#include "..\headers\kladwtn.h"
#define NAME SCRIPT_KCSULIK
#define TOWN_REP_VAR GVAR_TOWN_REP_KLAMATH
#define SULIK_BAD_KARMA -100
#define PARTY_NODE_X Node1000
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
#include "..\headers\partybkg.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;
procedure push_p_proc;
/* Script Specific Procedure Calls */
procedure Node910;
//procedure Node911;
//procedure Node912;
//procedure Node913;
//procedure Node914;
procedure Node915;
//procedure Node916;
//procedure Node917;
//procedure Node918;
//procedure Node919;
procedure Node920;
procedure Node995;
procedure Node996;
procedure Node997;
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 Node06a;
procedure Node06b;
procedure Node06c;
procedure Node06d;
procedure Node06e;
procedure Node06f;
procedure Node06g;
procedure Node06h;
procedure Node007;
procedure Node008;
procedure Node08a;
//procedure Node009;
//procedure Node010;
//procedure Node011;
//procedure Node012;
//procedure Node013;
//procedure Node014;
//procedure Node015;
//procedure Node016;
//procedure Node017;
//procedure Node018;
procedure Node021;
procedure Node022;
procedure Node023;
//procedure Node024;
procedure Node025;
procedure Node026;
procedure Node26a;
procedure Node26b;
procedure Node027;
procedure Node042;
procedure Node043;
procedure Node044;
procedure Node045;
procedure Node046;
procedure Node047;
procedure Node048;
//procedure Node049;
procedure Node050;
//procedure Node051;
procedure Node052;
procedure Node053;
procedure Node054;
procedure Node055;
procedure Node056;
procedure Node057;
procedure Node058;
procedure Node059;
procedure Node060;
procedure Node061;
procedure Node062;
procedure Node063;
procedure Node064;
//procedure Node065;
//procedure Node066;
//procedure Node067;
//procedure Node068;
procedure Node069;
procedure Node69a;
procedure Node70a;
//procedure Node070;
procedure Node071;
procedure Node072;
//procedure Node073;
procedure Node074;
//procedure Node075;
procedure Node076;
procedure Node077;
procedure Node078;
procedure Node079;
procedure Node080;
procedure Node80a;
procedure Node80b;
procedure Node081;
//procedure Node082;
//procedure Node083;
//procedure Node084;
procedure Node086;
procedure Node087;
procedure Node088;
procedure Node089;
procedure Node090;
//procedure Node600;
//procedure Node601;
//procedure Node602;
//procedure Node603;
procedure Node700;
procedure Node800;
procedure Node1000;
procedure Node1001;
procedure Node1002;
procedure Node1003;
procedure Node1004;
procedure Node1005;
procedure Node1006;
procedure Node1007;
procedure Node1008;
procedure Node1009;
procedure Node1010;
procedure Node1100;
#define sulik_joins_party party_add_self; \
                                          add_timer_event(self_obj,game_ticks(1),1); \
                                          critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER)
#define dude_has_free_slot_for_sulik ((dude_at_max_party_size == false) and (Sulik_In_Party == false))
//removed this line from options as it will be in default
// NOption(3071,Node700,004); //this allows you to tell sulik to holster weapon
#define sulik_party_member_options \
         NOption(3070,Node026,004); \
         party_member_default_options
//~~~~~~~~~~~~~~~~ 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_26before (7)
#define LVAR_69_before (8)
#define LVAR_81_before (9)
#define LVAR_57_before (10)
#define LVAR_WAITING (11)
#define LVAR_FOLLOW_DISTANCE (12)
#define LVAR_TEAM (13)
#define LVAR_whos_we (14)
#define LVAR_44_before (15)
#define LVAR_never_again (16)
#define LVAR_second_look (17)
/* 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 Charisma_Roll;
variable luk_check;
variable k;
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
   party_member_map_enter;
   if (Sulik_In_Party) then begin
      //do nothing
   end
   else begin
      Only_Once:=0;
      critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_KLAMATH);
      //NEVER SET AI FOR NPCs
      //critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_PARTY_SULIK_DEFENSIVE);
   end
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) or
         (local_var(LVAR_Personal_Enemy) == 1)) and
         (obj_can_see_obj(self_obj,dude_obj))) then begin
       set_local_var(LVAR_Hostile,1);
       attack(dude_obj);
   end
   else if (Sulik_In_Party) then begin
      if (global_var(GVAR_PLAYER_REPUTATION) < SULIK_BAD_KARMA) then begin
         call Node70a;
         debug_msg("SULIK: Evil Spirit");
      end
      else if (has_rep_childkiller) then begin
         call Node074;
         debug_msg("SULIK: Child Destroyer");
      end
      else if (has_rep_berserker) then begin
         call Node70a;
         debug_msg("SULIK: Crazed Spirit");
      end
      else if (has_rep_slaver) then begin
         call Node071;
         debug_msg("SULIK: Spirit Enslaver");
      end
      else if ((cur_town == AREA_KLAMATH) and (REP_ENEMY_KLAMATH)) then begin
         call Node072;
         debug_msg("SULIK: Causing trouble in Klamath");
      end
      else if (party_is_waiting == false) then begin
         party_member_follow_dude
      end
   end
   else if ((cur_town == AREA_KLAMATH) and (REP_ENEMY_KLAMATH)) then begin
       call Node998;
   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_self_abandon_party;
      set_local_var(LVAR_Hostile,2);
       if (cur_map_index == MAP_KLAMATH_1) then
          set_global_var(GVAR_ENEMY_KLAMATH,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) then begin
       set_local_var(LVAR_Hostile,2);
   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
   GetReaction;
   find_party_background;
   debug_msg("PartyMemberBackground == "+PartyMemberBackground);
   if ( ((cur_town == AREA_KLAMATH) and (REP_ENEMY_KLAMATH)) or (local_var(LVAR_Personal_Enemy) == 1)) then begin
       call Node998;
   end
   else if (local_var(LVAR_never_again) > 0) then begin
      floater(3080);
   end
   else if (local_var(LVAR_Herebefore) == 0) then begin
      set_local_var(LVAR_Herebefore,1);
      start_gdialog(NAME,self_obj,4,HEAD_SULIK,PartyMemberBackground);
      gSay_Start;
      if ((get_critter_stat(dude_obj,STAT_iq) <= (0-LOW_IQ))) then begin
         call Node001;
      end
      else if (has_rep_slaver) then begin
         call Node002;
      end
      else if (global_var(GVAR_SULIK_FREE) == 0) then begin
         call Node054;
      end
      else begin //else sulik must be free
         call Node008;
      end
      gSay_End;
      end_dialogue;
   end
/*
   else if (Sulik on Primitive Tribe map) then begin
      if (sister not found) then begin
         call Node089;
      end
      else if (sister found) then begin
         call Node086;
      end
      else begin
         call Node091;
      end
   end
  else if (Sulik in Party) then begin
     call Node065;
  end
*/
   else if (has_rep_childkiller) then begin
      call Node074;
   end
   else if (has_rep_slaver) then begin
      call Node071;
   end
   else if (global_var(GVAR_PLAYER_REPUTATION) < SULIK_BAD_KARMA) then begin
      call Node70a;
   end
   else if ((Sulik_In_Party) or (party_is_waiting)) then begin
      start_gdialog(NAME,self_obj,4,HEAD_SULIK,PartyMemberBackground);
      gSay_Start;
         call Node1000;
         //call Node065;
      gSay_End;
      end_dialogue;
   end
/*
   else if (sulik in party) then begin
      if (just told to leave) then
         call Node075;
      else
         call Node035;
   end
*/
   else if (global_var(GVAR_SULIK_FREE) == 0) then begin
      start_gdialog(NAME,self_obj,4,HEAD_SULIK,PartyMemberBackground);
      gSay_Start;
      if (global_var(GVAR_TORR_GUARD_STATUS) == TORR_GUARD_ACCEPT) then begin
         call Node076;
      end
      else if ( (global_var(GVAR_TORR_GUARD_STATUS) == TORR_GUARD_ACCEPT) and
                (global_var(GVAR_RUSTLE_OVER) == 1) ) then begin //only fail if no success after rustle is over
         call Node077;
      end
      else if ( (global_var(GVAR_TORR_SEARCH_ACCEPT) == 1) and
                (global_var(GVAR_TORR_SEARCH_SUCCESS) == 0) ) then begin
         call Node078;
      end
      //WHERE DOES SULIK GO IF FREE AND PLAYER HASN'T SPOKEN TO TORR
      else begin
         call Node054;
      end
      gSay_End;
      end_dialogue;
   end
   else begin
      start_gdialog(NAME,self_obj,4,HEAD_SULIK,PartyMemberBackground);
      gSay_Start;
         call Node08a;
      gSay_End;
      end_dialogue;
   end
/*
   else if (pushed out of PC's way) then begin
      call Node 035;
   end
*/
/* TOO MANY PARTY MEMBERS
   //need check to ignore dogmeat -nbk
   else if (party_member_count(DONT_LIST_HIDDEN_MEMBERS) > 1) then begin//this counts dude
       start_gdialog(NAME,self_obj,4,HEAD_SULIK,-1);
       gSay_Start;
          call Node070;
       gSay_End;
       end_dialogue;
   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;
   if (local_var(LVAR_second_look) == 0) then begin
      set_local_var(LVAR_second_look,1);
      display_msg(mstr(100));
   end
   else begin
      display_msg(mstr(101));
   end
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(101));
end
procedure push_p_proc begin
   k:=2300+random(0,7);
   floater(k);
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
procedure Node910 begin
   if (local_var(LVAR_Herebefore) == 0) then begin
      set_local_var(LVAR_Herebefore,1);
      if (dude_is_male) then call Node005;
      else call Node006;
   end
   else begin
      call Node025;
   end
end
/*
procedure Node911 begin
   Charisma_Roll:=do_check(dude_obj,STAT_ch,0);
   if (is_success(Charisma_Roll)) then
      call Node012;
   else
      call Node013;
end
procedure Node912 begin
   Charisma_Roll:=do_check(dude_obj,STAT_ch,0);
   if (is_success(Charisma_Roll)) then
      call Node014;
   else
      call Node015;
end
procedure Node913 begin
   Charisma_Roll:=do_check(dude_obj,STAT_ch,0);
   if (is_success(Charisma_Roll)) then
      call Node016;
   else
      call Node017;
end
procedure Node914 begin
//money check
//[if <$25 in inventory then goto 22, else subtract $25 from PC and goto 18]
   if (item_caps_total(dude_obj) >= 25) then begin
      item_caps_adjust(dude_obj, -25);
      call Node018;
   end
   else begin
      call Node022;
   end
end
*/
procedure Node915 begin
//money check
//[if <$35 in inventory then goto 22, else subtract $35 from PC and goto 18]
   if (item_caps_total(dude_obj) >= 350) then begin
      UpReactHuge;
      item_caps_adjust(dude_obj, -350);
      KC_REP_ADJUST(10)
      set_global_var(GVAR_SULIK_FREE,1);
      call Node043;
   end
   else begin
      call Node042;
   end
end
/*
procedure Node916 begin
//money check
//[if <$55 in inventory then goto 23, else subtract $55 from PC and goto 19]
   if (item_caps_total(dude_obj) >= 55) then begin
      item_caps_adjust(dude_obj, -55);
      call Node019;
   end
   else begin
      call Node023;
   end
end
procedure Node917 begin
//money check
//[if <$70 in inventory then goto 23, else subtract $70 from PC and goto 19]
   if (item_caps_total(dude_obj) >= 70) then begin
      item_caps_adjust(dude_obj, -70);
      call Node019;
   end
   else begin
      call Node023;
   end
end
procedure Node918 begin
//money check
//[if <$125 in inventory then goto 23, else subtract $125 from PC and goto 20]
   if (item_caps_total(dude_obj) >= 124) then begin
      item_caps_adjust(dude_obj, -125);
      call Node020;
   end
   else begin
      call Node023;
   end
end
procedure Node919 begin
//money check
//[if <$185 in inventory then goto 23, else subtract $185 from PC and goto 20]
   if (itm_caps_total(dude_obj) >= 185) then begin
      item_caps_adjust(dude_obj, -185);
      call Node020;
   end
   else begin
      call Node023;
   end
end
*/
procedure Node920 begin
end
procedure Node994 begin
   DownReactModerate;
end
procedure Node995 begin
   if (get_critter_stat(dude_obj,STAT_ch) >= 7) then begin
       TopReact;
   end
   else begin
       BottomReact;
   end
end
procedure Node996 begin
   BottomReact;
end
procedure Node997 begin
   if (get_critter_stat(dude_obj,STAT_ch) >= 8) then
       call Node004;
   else
       call Node005;
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
   Reply(104);
   //NLowOption(mstr(105) + dude_name + mstr(103), Node003);
   NLowOption(105, Node003);
end
procedure Node002 begin
   debug_msg("Node002");
   NMessage(107);
   call Node920; //DownReactModerate
end
procedure Node003 begin
   Reply(109);
   NLowOption(110, Node999);
   NLowOption(111, Node004);
end
procedure Node004 begin
   Reply(113);
   NLowOption(114, Node999);
   NLowOption(115, Node005);
end
procedure Node005 begin
   if (global_var(GVAR_SULIK_FREE) == 0) then begin
      Reply(116);
      NLowOption(118,Node006);
      NOption(119,Node006,004);
   end
   else begin
      Reply(117);
      NLowOption(120, Node052);
      NOption(121,Node052,004);
   end
end
procedure Node006 begin
   Reply(122);
   NLowOption(123, Node999);
   GLowOption(124, Node915); //if has 350 Reaction Huge,subtract 350,set sulik free flag goto 43, else 42
   GOption(125,Node915,004); //same as above
   if (local_var(LVAR_whos_we) == 0) then
      NOption(126,Node06a,004);
   NOption(127,Node044,004);
   NOption(128,Node999,004);
   BOption(129,Node994,004); //reaction moderate
end
procedure Node06a begin
   set_local_var(LVAR_whos_we,1);
   Reply(140);
   NOption(141,Node06b,008);
   NOption(142,Node06d,004);
   NOption(143,Node044,004);
end
procedure Node06b begin
   Reply(150);
   NOption(151,Node06c,008);
   NOption(152,Node06f,004);
   NOption(153,Node044,004);
end
procedure Node06c begin
   Reply(160);
   NOption(152,Node06f,004);
   NOption(162,Node06e,004);
   NOption(153,Node044,004);
end
procedure Node06d begin
   Reply(170);
   NOption(152,Node06f,004);
   NOption(171,Node06e,004);
end
procedure Node06e begin
   Reply(180);
   NOption(181,Node06h,008);
   NOption(182,Node06f,004);
   NOption(153,Node044,004);
end
procedure Node06f begin
   Reply(190);
   NOption(191,Node06g,004);
end
procedure Node06g begin
   Reply(200);
   NOption(201,Node06h,008);
   NOption(153,Node044,004);
end
procedure Node06h begin
   Reply(210);
   NOption(153,Node044,004);
   NOption(211,Node999,004);
end
procedure Node007 begin
   Reply(220);
   NOption(221,Node021,004);
   NOption(222,Node044,004);
   NOption(223,Node999,004);
end
procedure Node008 begin
   Reply(230);
   NLowOption(231,Node052);
   NLowOption(232,Node999);
   if (local_var(LVAR_whos_we) == 0) then
      NOption(233,Node06a,004);
   NOption(234,Node044,004);
   NOption(235,Node057,004);
   NOption(236,Node999,004);
end
procedure Node08a begin
   Reply(721);
   NLowOption(231,Node052);
   NLowOption(232,Node999);
   if (local_var(LVAR_whos_we) == 0) then
      NOption(233,Node06a,004);
   NOption(237,Node044,004);
   NOption(235,Node057,004);
   //NOption(236,Node999,004);
end
/*
procedure Node009 begin
//ATTACK AGGRESSIVELY
   floater(random(240,241));
end
procedure Node010 begin
//NORMAL ATTACK
   floater(random(243,244));
end
procedure Node011 begin
//DEFEND YOURSELF
   floater(random(246,247));
end
procedure Node012 begin
//I'M HURT
   floater(random(250,251));
end
procedure Node013 begin
//I'VE BEEN BADLY HURT
   floater(random(253,254));
end
procedure Node014 begin
//I'M POISONED
   floater(random(257,258));
end
procedure Node015 begin
//I'M IRRADIATED
   floater(random(260,261));
end
procedure Node016 begin
//I LIKE THIS PLACE
   floater(random(263,264));
end
procedure Node017 begin
//I DON'T LIKE THIS PLACE
   floater(random(267,268));
end
procedure Node018 begin
//I REALLY DON'T LIKE THIS PLACE
   floater(random(270,271));
end
*/
/*
procedure Node019 begin
   debug_msg("Node019");
   Reply(670);
   NOption(700,Node600,004);
end
procedure Node020 begin
   debug_msg("Node020");
   Reply(173);
   if (local_var(LVAR_20_before) == 0) then begin
      set_local_var(LVAR_20_before,1);
      NOption(174,Node045,004);
   end
   NOption(175,Node044,004);
   NOption(176,Node999,004);
end
*/
procedure Node021 begin
   debug_msg("Node021");
   Reply(280);
   NOption(281,Node069,004);
end
procedure Node022 begin
   debug_msg("Node022");
   Reply(290);
   NOption(291,Node044,004);
   NOption(292,Node999,004);
end
procedure Node023 begin
   if (random(0,1)) then
      Reply(300);
   else
      Reply(302);
   NOption(301,Node999,004);
end
/*
procedure Node024 begin
   debug_msg("Node024");
   Reply(185);
   NOption(186,Node019,004);
   NOption(187,Node081,004); //from 69 goto 69, from 81 goto 81
end
*/
procedure Node025 begin
   debug_msg("Node025");
   if (global_var(GVAR_SULIK_FREE) == 0) then
      Reply(310);
   else
      Reply(311);
   NOption(312,Node054,004);
end
procedure Node026 begin
   debug_msg("Node026");
   if (local_var(LVAR_26before) == 0) then begin
      set_local_var(LVAR_26before,1);
     Reply(321);
   end
   else begin
      Reply(322);
   end
   NLowOption(323,Node26a);
   NLowOption(324,Node26b);
   NLowOption(325,Node999);
   NOption(326,Node26a,004);
   NOption(327,Node26b,004);
   //NOption(328,Node065,004);
   NOption(329,Node999,004);
end
procedure Node26a begin
   luk_check:=do_check(dude_obj, STAT_lu, 0);
   if (is_success(luk_check)) then
      call Node027;
   else
      call Node062;
end
procedure Node26b begin
   luk_check:=do_check(dude_obj, STAT_lu, 0);
   if (is_success(luk_check)) then
      call Node027;
   else
      call Node062;
end
procedure Node027 begin
   //ARROYO
   if ( (cur_map_index == MAP_ARROYO_VILLAGE)
     or (cur_map_index == MAP_ARROYO_BRIDGE)
     or (cur_map_index == MAP_ARROYO_CAVES) ) then begin //temple, wilderness?
      Reply(random(350,352));
   end
   //ARROYO..after attack
   else if (cur_map_index == MAP_DESTROYED_ARROYO_BRIDGE) then begin //others?
      Reply(random(360,362));
   end
   //KLAMATH
   else if ( (cur_map_index == MAP_KLAMATH_1)
     or (cur_map_index == MAP_KLAMATH_MALL)
     or (cur_map_index == MAP_KLAMATH_RATCAVES)
     or (cur_map_index == MAP_KLAMATH_TOXICCAVES)
     or (cur_map_index == MAP_KLAMATH_GRAZE)
     or (cur_map_index == MAP_KLAMATH_CANYON) ) then begin //klamath_trapcaves?
      Reply(random(370,371));
   end
   //DEN
   else if ( (cur_map_index == MAP_DEN_ENTRANCE)
     or (cur_map_index == MAP_DEN_BUSINESS)
     or (cur_map_index == MAP_DEN_RESIDENTIAL) ) then begin //others?
      Reply(random(380,382));
   end
   //PRIMITIVE_TRIBE..goes here
/*
   else if ( (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_) ) then begin
      Reply(random(370,371));
   end
*/
   //MODOC
   else if ( (cur_map_index == MAP_MODOC_MAINSTREET)
     or (cur_map_index == MAP_MODOC_BEDNBREAKFAST)
     or (cur_map_index == MAP_MODOC_BRAHMINPASTURES)
     or (cur_map_index == MAP_MODOC_GARDEN)
     or (cur_map_index == MAP_MODOC_DOWNTHESHITTER)
     or (cur_map_index == MAP_MODOC_WELL) ) then begin //others?
      Reply(random(400,403));
   end
   //GECKO
   else if ( (cur_map_index == MAP_GECKO_SETTLEMENT)
     or (cur_map_index == MAP_GECKO_POWER_PLANT)
     or (cur_map_index == MAP_GECKO_JUNKYARD)
     or (cur_map_index == MAP_GECKO_ACCESS_TUNNELS) ) then begin
      Reply(random(410,411));
   end
   //VAULT_CITY
   else if ( (cur_map_index == MAP_VAULTCITY_COURTYARD)
     or (cur_map_index == MAP_VAULTCITY_DOWNTOWN )
     or (cur_map_index == MAP_VAULTCITY_COUNCIL ) ) then begin
      Reply(random(420,421));
   end
   //RAIDERS
   else if ( (cur_map_index == MAP_RAIDERS_CAMP1)
     or (cur_map_index == MAP_RAIDERS_CAMP2) ) then begin
      Reply(random(430,431));
   end
   //REDDING
   else if ( (cur_map_index == MAP_REDDING_WANAMINGO_ENT)
     or (cur_map_index == MAP_REDDING_WANAMINGO_12)
     or (cur_map_index == MAP_REDDING_DOWNTOWN)
     or (cur_map_index == MAP_REDDING_MINE_ENT)
     or (cur_map_index == MAP_REDDING_DTOWN_TUNNEL)
     or (cur_map_index == MAP_REDDING_MINE_TUNNEL) ) then begin
      Reply(random(440,442));
   end
   else if ( (cur_map_index == MAP_SIERRA_BATTLE)
     or (cur_map_index == MAP_SIERRA_123)
     or (cur_map_index == MAP_SIERRA_4) ) then begin
      Reply(random(450,452));
   end
   //SIERRA ARMY DEPOT...goes here
/*
   else if ( (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_)
     or (cur_map_index == MAP_) ) then begin
      Reply(random(450,452));
   end
*/
   //NEW RENO
   else if ( (cur_map_index == MAP_NEW_RENO_1)
     or (cur_map_index == MAP_NEW_RENO_2)
     or (cur_map_index == MAP_NEW_RENO_3)
     or (cur_map_index == MAP_NEW_RENO_4)
     or (cur_map_index == MAP_NEW_RENO_CHOP_SHOP)
     or (cur_map_index == MAP_NEW_RENO_GOLGATHA)
     or (cur_map_index == MAP_NEW_RENO_STABLES)
     or (cur_map_index == MAP_NEW_RENO_BOXING) ) then begin
      Reply(random(460,462));
   end
   //BROKEN_HILLS
   else if ( (cur_map_index == MAP_BROKEN_HILLS1)
     or (cur_map_index == MAP_BROKEN_HILLS2) ) then begin
      Reply(random(470,471));
   end
   //SAN FRANCISCO
   //EPA *deleted from fallout2*
   //MILITARY BASE
   else if ( (cur_map_index == MAP_MILITARY_BASE_12)
     or (cur_map_index == MAP_MILITARY_BASE_34)
     or (cur_map_index == MAP_MILITARY_BASE_ENTRANCE) ) then begin
      Reply(random(500,502));
   end
   //VAULT 13
   else if ( (cur_map_index == MAP_VAULT_13)
     or (cur_map_index == MAP_VAULT_13_ENTRANCE) ) then begin
      Reply(random(510,512));
   end
   //NCR
   else if ( (cur_map_index == MAP_NCR_DOWNTOWN)
     or (cur_map_index == MAP_NCR_COUNCIL)
     or (cur_map_index == MAP_NCR_WESTIN_RANCH)
     or (cur_map_index == MAP_NCR_GRAZING_LANDS)
     or (cur_map_index == MAP_NCR_BAZAAR)
     or (cur_map_index == MAP_NCR_COUNCIL) ) then begin
      Reply(random(520,522));
   end
   //VAULT 15
   else if ( (cur_map_index == MAP_VAULT_15)
     or (cur_map_index == MAP_VAULT_15_EAST_ENTRANCE) ) then begin //others?
      Reply(random(530,532));
   end
   //NAVARRO
   else if (cur_map_index == MAP_NAVARRO_ENTRANCE) then begin
      Reply(random(540,542));
   end
   //ABBEY
   //AREA NOT COVERED
   else begin
      Reply(320);
   end
   NOption(600,Node1000,001);
end
/*
procedure Node028 begin
   floater(random(704,705));
end
procedure Node029 begin
   floater(random(706,708));
end
procedure Node030 begin
   floater(random(709,711));
end
procedure Node031 begin
   floater(random(712,714));
end
procedure Node032 begin
   floater(random(715,717));
end
procedure Node033 begin
   floater(random(718,720));
end
procedure Node034 begin
   floater(random(721,723));
end
procedure Node035 begin
   floater(random(724,726));
end
procedure Node036 begin
   //dont script?
   floater(random(727,729));
end
procedure Node037 begin
   //dont script?
   //floater(random(212,214));
end
procedure Node038 begin
   floater(random(734,736));
end
procedure Node039 begin
//FIX LATER NBK
end
procedure Node040 begin
   floater(random(742,744));
end
procedure Node041 begin
   floater(random(745,747));
end
*/
procedure Node042 begin
   debug_msg("Node042");
   Reply(750);
   NOption(751,Node999,001);
   NOption(752,Node999,004);
   NOption(753,Node044,004);
end
procedure Node043 begin
   if (dude_charisma <= 1) then begin
      NMessage(755);
   end
   else if dude_has_free_slot_for_sulik then begin
      Reply(754);
      NLowOption(757,Node999);
      NLowOption(758,Node800);
      NOption(759,Node999,004);
      NOption(760,Node800,004);
   end
   else
      NMessage(756);
end
procedure Node044 begin
   debug_msg("Node044");
   if (local_var(LVAR_44_before) == 0) then begin
      set_local_var(LVAR_44_before,1);
      Reply(761);
   end
   else begin
      Reply(762);
   end
   NOption(763,Node045,004);
   NOption(764,Node046,004);
   if (local_var(LVAR_whos_we) == 0) then
      NOption(126,Node06a,004);
   NOption(766,Node047,004);
   NOption(767,Node048,004);
   NOption(768,Node054,004);
   if ( (dude_has_free_slot_for_sulik) and (global_var(GVAR_SULIK_FREE) == 1) ) then //check if sulik free as well
      GOption(769,Node052,004); //reaction moderate
   NOption(770,Node999,004);
end
procedure Node045 begin
   debug_msg("Node045");
   Reply(771);
   NOption(772,Node044,004);
   NOption(773,Node050,007);
   NOption(774,Node999,004);
end
procedure Node046 begin
   debug_msg("Node046");
   Reply(775);
   NOption(772,Node044,004);
   NOption(774,Node999,004);
end
procedure Node047 begin
   debug_msg("Node047");
   Reply(776);
   if (Vic_In_Party) then begin
      //GLowOption(277,Node044); //reaction tiny
      GOption(777,Node044,004); //reaction tiny
   end
   NLowOption(778,Node999);
   NOption(772,Node044,004);
   NOption(774,Node999,004);
end
procedure Node048 begin
   debug_msg("Node048");
   if (global_var(GVAR_SULIK_FREE) == 0) then begin
      Reply(779);
      NOption(782,Node007,004);
      NOption(783,Node006,004);
   end
   else begin
      if ( (dude_has_free_slot_for_sulik) and (global_var(GVAR_SULIK_FREE) == 1) ) then begin //check if sulik free as well
         Reply(781);
      end else begin
         Reply(780);
      end
      NLowOption(784,Node052);
      NLowOption(778,Node999);
      NOption(785,Node052,004);
   end
   NOption(786,Node021,004);
   NOption(772,Node044,004);
   NOption(774,Node999,004);
end
/*
procedure Node049 begin
   debug_msg("Node049");
   Reply(294);
   NOption(295,Node044,004);
   NOption(296,Node999,004);
end
*/
procedure Node050 begin
   debug_msg("Node050");
   Reply(787);
   NOption(772,Node044,004);
   NOption(774,Node999,004);
end
/*
procedure Node051 begin
   debug_msg("Node051");
   Reply(301);
   NOption(302,Node044,004);
   NOption(303,Node999,004);
end
*/
procedure Node052 begin
   debug_msg("Node052");
//FIX NBK
   //if (???) then
   // Reply(790);
   //else
   if (dude_charisma <= 1) then begin
     NMessage(722);
   end
   else if dude_has_free_slot_for_sulik then begin
      Reply(791);
      GLowOption(792,Node800);
      NOption(793,Node053,004);
   end
   else begin
      NMessage(918);
   end
end
procedure Node053 begin
   debug_msg("Node053");
   Reply(794);
   NOption(795,Node800,004);
end
procedure Node054 begin
   debug_msg("Node054");
   Reply(796);
   NOption(797,Node044,004);
   if (local_var(LVAR_whos_we) == 0) then
      NOption(126,Node06a,004);
   NOption(798,Node055,004);
   if (dude_found_geck) then begin
   end
   else begin
      NOption(799,Node056,004);
   end
   NOption(800,Node057,004);
   NOption(801,Node048,004);
   if ( (dude_has_free_slot_for_sulik) and (global_var(GVAR_SULIK_FREE) == 1) ) then
      NOption(802,Node055,004);
   NOption(803,Node999,004);
end
procedure Node055 begin
   debug_msg("Node055");
   Reply(804);
   NOption(805,Node054,004);
   NOption(806,Node999,004);
end
procedure Node056 begin
   debug_msg("Node056");
   Reply(807);
   NOption(808,Node025,004);
   NOption(809,Node054,004);
   NOption(810,Node999,004);
end
procedure Node057 begin
   if (local_var(LVAR_57_before) == 0) then begin
      set_local_var(LVAR_57_before,1);
      if (global_var(GVAR_TORR_MISSING) == 1) then begin
         Reply(812);
      end
      else begin
         Reply(811);
      end
   end
   else begin
      Reply(813);
   end
   NOption(814,Node059,004);
   NOption(815,Node060,004);
   NOption(816,Node061,004);
   if (global_var(GVAR_TORR_MISSING) == 1) then begin
      NOption(817,Node079,004);
   end
   NOption(818,Node054,004);
   NOption(819,Node999,004);
end
procedure Node058 begin
//WEAPONS I'M GOOD AT
end
procedure Node059 begin
   debug_msg("Node059");
   Reply(821);
   NOption(822,Node057,004);
   NOption(823,Node999,004);
end
procedure Node060 begin
   debug_msg("Node060");
   Reply(824);
   NOption(822,Node057,004);
   NOption(823,Node999,004);
end
procedure Node061 begin
   debug_msg("Node061");
   Reply(825);
   NOption(822,Node057,004);
   NOption(823,Node999,004);
end
procedure Node062 begin
   Reply(random(830,839));
   NOption(600,Node999,001);
end
procedure Node063 begin
   Reply(random(840,852));
   NOption(600,Node999,001);
end
procedure Node064 begin
   Reply(random(860,870));
   NOption(600,Node999,001);
end
/*
procedure Node065 begin
   debug_msg("Node065");
   Reply(880);
   NOption(881,Node035,003);
   //NOption(882,Node066,003); //combat tactics removed ..done thru interface
   NOption(883,Node034,003);
   NOption(884,Node039,003);
   //NOption(885,Node039,003); //this should list current hp/total hp and status
   NOption(887,Node026,003);
   NOption(886,Node999,003);
end
procedure Node066 begin
   debug_msg("Node066");
   Reply(890);
   NOption(891,Node067,003);
   NOption(892,Node036,003);
   NOption(893,Node037,003);
   NOption(894,Node068,003);
   NOption(895,Node065,003);
end
procedure Node067 begin
   debug_msg("Node067");
   Reply(900);
   NOption(901,Node030,003);
   NOption(902,Node031,003);
   NOption(903,Node032,003);
   NOption(904,Node040,003);
   NOption(895,Node065,003);
end
procedure Node068 begin
   debug_msg("Node068");
   Reply(905);
   NOption(906,Node011,003);
   NOption(907,Node010,003);
   NOption(908,Node009,003);
   NOption(895,Node065,003);
end
*/
procedure Node069 begin
   debug_msg("Node069");
   Reply(910);
   NOption(911,Node69a,004);
end
procedure Node69a begin
   debug_msg("Node69a");
   Reply(912);
   NOption(913,Node022,004);
   NOption(914,Node044,004);
   NOption(915,Node999,004);
end
/*
procedure Node070 begin
   floater(random(916,918));
   set_self_abandon_party;
   //party_remove(self_obj);
   //leave party
end
*/
procedure Node70a begin
   //BAD KARMA or BERSERKER
   //set_local_var(LVAR_never_again,1);
   if (self_visible) then
      floater(1021);
   set_self_abandon_party;
   //party_remove(self_obj);
   //leave party
end
procedure Node071 begin
   //rep SLAVER
   set_local_var(LVAR_never_again,1);
   set_local_var(LVAR_Personal_Enemy,1);
   if (self_visible) then
      floater(1020);
   set_self_abandon_party;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_KLAMATH);
   //party_remove(self_obj);
   //leave party
end
procedure Node072 begin
   //ENEMY OF KLAMATH
   set_local_var(LVAR_never_again,1);
   if (self_visible) then
      floater(1025);
   set_self_abandon_party;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_KLAMATH);
end
/*
procedure Node072 begin
   set_local_var(LVAR_never_again,1);
   floater(920);
   set_self_abandon_party;
   //party_remove(self_obj);
   //leave party
end
procedure Node073 begin
   set_local_var(LVAR_never_again,1);
   floater(random(921,922));
   set_self_abandon_party;
   //party_remove(self_obj);
   //leave party
end
*/
procedure Node074 begin
   //CHILDKILLER
   set_local_var(LVAR_never_again,1);
   if (self_visible) then
      floater(1023);
   set_self_abandon_party;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_KLAMATH);
   //party_remove(self_obj);
   //leave party
end
/*
procedure Node075 begin
   set_local_var(LVAR_never_again,1);
   floater(924);
   set_self_abandon_party;
   //party_remove(self_obj);
   //leave party
end
*/
procedure Node076 begin
   debug_msg("Node076");
   Reply(925);
   NLowOption(926,Node003);
   NLowOption(927,Node999);
   NOption(928,Node044,004);
   NOption(929,Node054,004);
   NOption(930,Node999,004);
end
procedure Node077 begin
   debug_msg("Node077");
//before 7am?
   Reply(931);
   NLowOption(926,Node003);
   NLowOption(927,Node999);
   NOption(932,Node054,004);
   GOption(933,Node999,004);
   BOption(934,Node999,004);
end
procedure Node078 begin
   debug_msg("Node078");
   Reply(935);
   NLowOption(927,Node999);
   NLowOption(926,Node079);
   NOption(936,Node079,004);
   NOption(937,Node054,004);
   NOption(938,Node999,004);
   NOption(939,Node999,004);
end
procedure Node079 begin
   debug_msg("Node079");
   Reply(940);
   NLowOption(926,Node080);
   NOption(941,Node080,004);
   NOption(942,Node999,004);
end
procedure Node080 begin
   debug_msg("Node080");
   Reply(943);
   NLowOption(926,Node80a);
   NOption(944,Node80a,004);
end
procedure Node80a begin
   debug_msg("Node80a");
   Reply(945);
   NLowOption(946,Node80b);
   NOption(947,Node80b,004);
end
procedure Node80b begin
   debug_msg("Node80b");
   Reply(948);
   NLowOption(949,Node999);
   NLowOption(950,Node999); //Torr search accept
   NOption(951,Node999,004); //Torr search accept
   NOption(952,Node054,004); //Torr search accept
   NOption(953,Node054,004);
   NOption(954,Node999,004);
end
procedure Node081 begin
   debug_msg("Node081");
   if (local_var(LVAR_81_before) == 0) then begin
      set_local_var(LVAR_81_before,1);
      Reply(955);
   end
   else begin
      Reply(956);
   end
   NLowOption(957,Node999); //sulik leaves
   NLowOption(958,Node999); //sulik joins
   NOption(959,Node999,004); //sulik leaves
   NOption(960,Node999,004); //sulik joins
end
/*
procedure Node082 begin
   floater(random(961,962));
end
procedure Node083 begin
   floater(random(963,964));
end
procedure Node084 begin
   if dude_is_male then
      floater(965);
   else
      floater(966);
end
*/
procedure Node086 begin
   Reply(3050);
   GOption(3051,Node087,004);
   BOption(3052,Node088,004);
end
procedure Node087 begin
//FIX NBK
   Reply(3053);
   NOption(3054,Node999,004); //sulik leaves party and moves around tribe map
//when pc leaves sulik is back in party
end
procedure Node088 begin
//FIX NBK
   Reply(3055);
   BOption(3054,Node999,004); //put suliks inventory on player, sulik leaves to move about the village
   GOption(3056,Node087,004);
end
procedure Node089 begin
   Reply(3057);
   BOption(3058,Node087,004);
   GOption(3059,Node090,004);
end
procedure Node090 begin
//FIX NBK
   Reply(3060);
   BOption(3061,Node999,004); //put suliks inventory on player, sulik leaves to move about the village
   GOption(3062,Node087,004);
end
procedure Node091 begin
//add several conditional floats
end
procedure Node700 begin
   inven_unwield(self_obj);
end
procedure Node800 begin
   sulik_joins_party;
end
// party stuff
procedure Node1000 begin
   Reply(880);
   sulik_party_member_options;
end
procedure Node1001 begin
   // heal yourself
   obj_heal(self_obj)
   if (party_healed_max) then begin
      Reply(random(740,741));
   end else if (party_healed_good) then begin
      Reply(739);
   end else if (party_healed_hurt) then begin
      Reply(738);
   end else begin
      Reply(737);
   end
   sulik_party_member_options;
end
procedure Node1002 begin
   // wait here
   set_party_waiting;
   Reply(random(721,723));
   sulik_party_member_options;
end
procedure Node1003 begin
   // put your weapon away
   inven_unwield(self_obj);
   Reply(746);
   sulik_party_member_options;
end
procedure Node1004 begin
   // follow close
   set_follow_close;
   Reply(random(709,711));
   sulik_party_member_options;
end
procedure Node1005 begin
   // follow medium
   set_follow_medium;
   Reply(random(712,714));
   sulik_party_member_options;
end
procedure Node1006 begin
   // follow far
   set_follow_far;
   Reply(random(715,717));
   sulik_party_member_options;
end
procedure Node1007 begin
   // distance
   //Reply("TEMP MESSAGE: DISTANCE");
   Reply(900);
   party_member_def_follow_options;
end
procedure Node1008 begin
   // gear
   //Reply("TEMP MESSAGE: GEAR");
   Reply(243);
   party_member_def_gear_options;
end
procedure Node1009 begin
   // remove armor
   //NEED TO FIND OUT WHY THIS DOESNT WORK!!! - NBK
   remove_armor(self_obj)
   //Reply("TEMP MESSAGE: REMOVE ARMOR");
   Reply(243);
   sulik_party_member_options;
end
procedure Node1010 begin
   // weapons that can be used
   //Reply("TEMP MESSAGE: CAN USE...");
   Reply(820);
   sulik_party_member_options;
end
procedure Node1100 begin
   // join me
   if (dude_charisma <= 1) then begin
      set_self_abandon_party;
      Reply(722);
      NOption(g_mstr(10007),Node999,001);
   end else if (dude_at_max_party_size) then begin
      set_self_abandon_party;
      Reply(918); //was 2000
      NOption(g_mstr(10007),Node999,001);
   end else if (town_rep_is_hated) then begin
      set_self_abandon_party;
      Reply(921); //was 2100
      NOption(g_mstr(10007),Node999,001);
   end else begin
      end_party_waiting;
      Reply(880);
      sulik_party_member_options;
   end
end

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