/*
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