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SCRIPTS.LST comment Vault City Dr. Troy in the Vault
MSG file N/A
Transcript

/*
        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
        Name:
        Location:
        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:
           Updated:
*/
/* 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"
#define NAME SCRIPT_VCDRTROY
#define TOWN_REP_VAR (GVAR_TOWN_REP_VAULT_CITY)
#include "..\headers\command.h"
#include "..\headers\ModReact.h"
#include "..\headers\NewReno.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 timed_event_p_proc;
/* Script Specific Procedure Calls */
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 Node007;
procedure Node008;
procedure Node009;
procedure Node010;
procedure Node011;
procedure Node012;
procedure Node013;
procedure Node014;
procedure Node015;
procedure Node016;
procedure Node017;
procedure Node018;
procedure Node019;
procedure Node020;
procedure Node021;
procedure Node022;
procedure Node023;
procedure Node024;
procedure Node025;
procedure Node026;
procedure Node027;
procedure Node028;
procedure Node029;
procedure Node030;
procedure Node031;
procedure Node032;
procedure Node033;
procedure Node034;
procedure Node035;
procedure Node036;
procedure Node037;
procedure Node038;
procedure Node039;
procedure Node040;
procedure Node041;
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 Node1000;
procedure Node005a;
procedure Node010a;
procedure Node015a;
procedure Node016a;
procedure Node017a;
procedure Node017b;
procedure Node017c;
procedure Node039a;
procedure Node039b;
procedure Node044a;
procedure Node054a;
procedure Node063a;
//~~~~~~~~~~~~~~~~ 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_Looked_Before (7)
#define LVAR_Doctor (8)
#define LVAR_Antidote_Time (9)
#define LVAR_Blackmail_Amount (10)
#define LVAR_Got_Money (11)
#define LVAR_Month (12)
#define LVAR_Said_58 (13)
#define LVAR_Marcus_Troy (14)
#define Dr_Taught (1)
#define Dr_Vaccine (2)
/* Local variables which do not need to be saved between map changes. */
variable Only_Once:=0;
variable From_10:=0;
variable From_15:=0;
variable From_44:=0;
variable From_WTG:=0;
variable Insta_Kill_Player:=0;
variable From_29:=0;
variable unhealthy_members:=0;
#define dude_needs_healing ( (Is_Injured(dude_obj)) or ( dude_is_poisoned ) or ( dude_is_irradiated ) or ( dude_is_crippled ) )
#define If_Companion_Needs_Healing unhealthy_members := 0; \
                                                   if (Vic_In_Party) then \
                                                      if ((Is_Injured(Vic_Ptr)) or (get_poison(Vic_Ptr) > 0) or (get_critter_stat(Vic_Ptr, STAT_current_rad)) or (Is_Crippled(Vic_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Myron_In_Party) then \
                                                      if ((Is_Injured(Myron_Ptr)) or (get_poison(Myron_Ptr) > 0) or (get_critter_stat(Myron_Ptr, STAT_current_rad)) or (Is_Crippled(Myron_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Marcus_In_Party) then \
                                                      if ((Is_Injured(Marcus_Ptr)) or (get_poison(Marcus_Ptr) > 0) or (get_critter_stat(Marcus_Ptr, STAT_current_rad)) or (Is_Crippled(Marcus_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (MacRae_In_Party) then \
                                                      if ((Is_Injured(MacRae_Ptr)) or (get_poison(MacRae_Ptr) > 0) or (get_critter_stat(MacRae_Ptr, STAT_current_rad)) or (Is_Crippled(MacRae_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Sulik_In_Party) then \
                                                      if ((Is_Injured(Sulik_Ptr)) or (get_poison(Sulik_Ptr) > 0) or (get_critter_stat(Sulik_Ptr, STAT_current_rad)) or (Is_Crippled(Sulik_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Lenny_In_Party) then \
                                                      if ((Is_Injured(Lenny_Ptr)) or (get_poison(Lenny_Ptr) > 0) or (get_critter_stat(Lenny_Ptr, STAT_current_rad)) or (Is_Crippled(Lenny_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Cyberdog_In_Party) then \
                                                      if ((Is_Injured(Cyberdog_Ptr)) or (get_poison(Cyberdog_Ptr) > 0) or (get_critter_stat(Cyberdog_Ptr, STAT_current_rad)) or (Is_Crippled(Cyberdog_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Doc_In_Party) then \
                                                      if ((Is_Injured(Doc_Ptr)) or (get_poison(Doc_Ptr) > 0) or (get_critter_stat(Doc_Ptr, STAT_current_rad)) or (Is_Crippled(Doc_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Goris_In_Party) then \
                                                      if ((Is_Injured(Goris_Ptr)) or (get_poison(Goris_Ptr) > 0) or (get_critter_stat(Goris_Ptr, STAT_current_rad)) or (Is_Crippled(Goris_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Davin_In_Party) then \
                                                      if ((Is_Injured(Davin_Ptr)) or (get_poison(Davin_Ptr) > 0) or (get_critter_stat(Davin_Ptr, STAT_current_rad)) or (Is_Crippled(Davin_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Miria_In_Party) then \
                                                      if ((Is_Injured(Miria_Ptr)) or (get_poison(Miria_Ptr) > 0) or (get_critter_stat(Miria_Ptr, STAT_current_rad)) or (Is_Crippled(Miria_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Laddie_In_Party) then \
                                                      if ((Is_Injured(Laddie_Ptr)) or (get_poison(Laddie_Ptr) > 0) or (get_critter_stat(Laddie_Ptr, STAT_current_rad)) or (Is_Crippled(Laddie_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Robobrain_In_Party) then \
                                                      if ((Is_Injured(Robobrain_Ptr)) or (get_poison(Robobrain_Ptr) > 0) or (get_critter_stat(Robobrain_Ptr, STAT_current_rad)) or (Is_Crippled(Robobrain_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (Bess_In_Party) then \
                                                      if ((Is_Injured(Bess_Ptr)) or (get_poison(Bess_Ptr) > 0) or (get_critter_stat(Bess_Ptr, STAT_current_rad)) or (Is_Crippled(Bess_Ptr)) ) then \
                                                         unhealthy_members+=1; \
                                                   if (unhealthy_members > 0)
/* 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_) */
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
   Only_Once:=0;
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_VAULT_CITIZENS);
   critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_VAULT_GUARD);
   if( not( is_loading_game ) ) then begin
      if( global_var( GVAR_DR_TROY_STATUS ) == TROY_EXILED ) then begin
         if( self_visible ) then
            set_obj_visibility( self_obj, true );
      end
      else if( ( game_time_hour > 200 ) and ( game_time_hour < 700 ) ) then begin
         // I'm SLEEPING!!!!
         move_to( self_obj, 24886, 1 );
         critter_attempt_placement( self_obj, 24886, 1 );
         animate_rotation( 3 );
         rm_timer_event(self_obj);
         add_timer_event( self_obj, game_ticks(random(10,20)), 1 );
      end
      else begin
         // I'm WORKING!!!!
         move_to( self_obj, 13084, 0 );
         critter_attempt_placement( self_obj, 13084, 0 );
         animate_rotation( 2 );
         rm_timer_event(self_obj);
         add_timer_event( self_obj, game_ticks(random(10,20)), 1 );
      end
   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 ( global_var( GVAR_ENEMY_VAULT_CITY ) == 1 ) ) and (obj_can_see_obj(self_obj,dude_obj))) then begin
       set_local_var(LVAR_Hostile,1);
       attack(dude_obj);
   end
end
procedure timed_event_p_proc begin
   if (fixed_param == 1) then begin
      if( not( combat_is_initialized ) ) then begin
         if( ( game_time_hour > 200 ) and ( game_time_hour < 700 ) ) then
            floater(398);
         else if ((Marcus_Ptr != 0) and (global_var(GVAR_VAULT_CITIZEN) != CITIZEN_CAPTAIN_GUARD)) then
            call Node003;
         else if ((Lenny_Ptr != 0) and (global_var(GVAR_VAULT_CITIZEN) != CITIZEN_CAPTAIN_GUARD)) then
            call Node004;
         else
            call Node002;
      end
      add_timer_event(self_obj,game_ticks(random(20,40)),1);
   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_local_var(LVAR_Personal_Enemy,1);
      set_global_var( GVAR_ENEMY_VAULT_CITY, 1 );
      set_global_var( GVAR_VAULT_CITIZEN, CITIZEN_KICKED_OUT );
      set_global_var( GVAR_TOWN_REP_VAULT_CITY, (global_var(GVAR_TOWN_REP_VAULT_CITY) + REP_TOWN_KICKED_OUT ) );
      set_global_var( GVAR_VAULT_CITIZENSHIP, 0 );
   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
   Evil_Critter:=0;
   Slavery_Tolerant:=SLAVE_TOLERANT;
   Karma_Perception:=KARMA_PERCEPTION1;
   CheckKarma;
   GetReaction;
   if( ( game_time_hour > 200 ) and ( game_time_hour < 700 ) ) then
      floater(398);
   else if ((Marcus_Ptr != 0) and (global_var(GVAR_VAULT_CITIZEN) != CITIZEN_CAPTAIN_GUARD)) then
       call Node003;
   else if ((Lenny_Ptr != 0) and (global_var(GVAR_VAULT_CITIZEN) != CITIZEN_CAPTAIN_GUARD)) then
       call Node004;
   else if (global_var(GVAR_VAULT_JET_QUEST) == JET_BLACKMAIL_ON) then begin
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node049;
       gSay_End;
       end_dialogue;
   end
   else if ((global_var(GVAR_VAULT_JET_QUEST) < JET_ANTIDOTE_FOUND) and (local_var(LVAR_Antidote_Time) != 0) and ((game_time - local_var(LVAR_Antidote_Time)) >= 90*ONE_GAME_DAY)) then begin
       From_WTG:=1;
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node055;
       gSay_End;
       end_dialogue;
   end
   else if (local_var(LVAR_Herebefore) == 0) then begin
       inc_local_var(LVAR_Herebefore);
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node005;
       gSay_End;
       end_dialogue;
   end
   else begin
       From_WTG:=1;
       start_gdialog(NAME,self_obj,4,-1,-1);
       gSay_Start;
           call Node044;
       gSay_End;
       end_dialogue;
   end
   if (Insta_Kill_Player) then
       critter_damage(dude_obj,10000);
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*/
   set_global_var(GVAR_DR_TROY_STATUS,TROY_DEAD);
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_Looked_Before) == 0) then begin
       inc_local_var(LVAR_Looked_Before);
       display_msg(mstr(100));
   end
   else
       display_msg(mstr(101));
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(102));
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
/* 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
end
procedure Node002 begin
   floater(random(103,114));
end
procedure Node003 begin
   floater(115);
   call Node998;
end
procedure Node004 begin
   floater(116);
   call Node998;
end
procedure Node005 begin
   Reply(117);
   if (get_critter_stat(dude_obj,STAT_current_hp) < get_critter_stat(dude_obj,STAT_max_hp)) then
       NLowOption(118,Node054);
   NLowOption(119,Node054);
   NLowOption(120,Node999,004);
   NOption(121,Node008,004);
   NOption(122,Node009,004);
   NOption(123,Node005a,004);
end
procedure Node005a begin
   if (global_var(GVAR_VAULT_JET_QUEST) == 0) then
       call Node010;
   else
       call Node999;
end
procedure Node006 begin
   Reply(124);
   NOption(125,Node007,004);
   NOption(126,Node044,004);
   NOption(127,Node005a,004);
end
procedure Node007 begin
   set_local_var(LVAR_Doctor,Dr_Taught);
   game_time_advance(ONE_GAME_HOUR);
   critter_add_trait(dude_obj, TRAIT_PERK, PERK_vault_city_training_perk,1);
   NMessage(128);
   gfade_out(600);
   gfade_in(600);
   Reply(130);
   NOption(131,Node044,004);
   NOption(132,Node005a,004);
end
procedure Node008 begin
   Reply(133);
   NOption(134,Node009,004);
   NOption(135,Node005a,004);
end
procedure Node009 begin
   Reply(136);
   NOption(137,Node008,004);
   NOption(138,Node005a,004);
end
procedure Node010 begin
   Reply(139);
   if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_REAL_CITIZEN) then
       NOption(140,Node010a,004);
   if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_CAPTAIN_GUARD) then
        NOption(mstr(141)+obj_name(dude_obj)+mstr(142),Node011,004);
   NOption(143,Node010a,004);
   NOption(144,Node015,004);
end
procedure Node010a begin
   From_10:=1;
   From_15:=0;
   call Node012;
end
procedure Node011 begin
   Reply(mstr(145)+obj_name(dude_obj)+mstr(146));
   NOption(147,Node999,004);
end
procedure Node012 begin
   if (From_10) then
       Reply(148);
   else
       Reply(149);
   NOption(150,Node013,004);
   NOption(151,Node014,004);
   NOption(152,Node014,004);
   NOption(153,Node014,004);
end
procedure Node013 begin
   Reply(154);
   NOption(155,Node016,004);
   NOption(156,Node016,004);
end
procedure Node014 begin
   Reply(157);
   NOption(158,Node016,004);
   NOption(159,Node016,004);
end
procedure Node015 begin
   Reply(160);
   NOption(161,Node015a,004);
   NOption(162,Node999,004);
end
procedure Node015a begin
   if (global_var(GVAR_VAULT_JET_QUEST) == 0) then begin
       From_10:=0;
       From_15:=1;
       call Node012;
   end
   else
       call Node1000;
end
procedure Node016 begin
   Reply(163);
   NOption(164,Node017,004);
   NOption(165,Node016a,004);
end
procedure Node016a begin
   set_global_var(GVAR_VAULT_JET_QUEST,JET_DECLINED_JOB);
end
procedure Node017 begin
   if (From_44) then
       Reply(166);
   else
       Reply(167);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(168,Node017a,004);
   if ((obj_is_carrying_obj_pid(dude_obj,PID_JET)) and (has_skill(dude_obj,SKILL_BARTER) >= 75)) then
       NOption(169,Node017b,004);
   if ((obj_is_carrying_obj_pid(dude_obj,PID_JET)) and (has_skill(dude_obj,SKILL_BARTER) >= 95)) then
       NOption(170,Node017c,004);
   NOption(171,Node034,004);
   NOption(172,Node035,004);
   NOption(173,Node016a,004);
end
procedure Node017a begin
   variable item;
   item:=obj_carrying_pid_obj(dude_obj,PID_JET);
   rm_obj_from_inven(dude_obj,item);
   destroy_object(item);
   item_caps_adjust(self_obj,-1000);
   item_caps_adjust(dude_obj,1000);
   set_local_var(LVAR_Antidote_Time,game_time);
   set_global_var(GVAR_VAULT_JET_QUEST,JET_GIVEN_JET);
   call Node043;
end
procedure Node017b begin
   variable item;
   item:=obj_carrying_pid_obj(dude_obj,PID_JET);
   rm_obj_from_inven(dude_obj,item);
   destroy_object(item);
   item_caps_adjust(self_obj,-1200);
   item_caps_adjust(dude_obj,1200);
   set_local_var(LVAR_Antidote_Time,game_time);
   set_global_var(GVAR_VAULT_JET_QUEST,JET_GIVEN_JET);
   call Node020;
end
procedure Node017c begin
   variable item;
   item:=obj_carrying_pid_obj(dude_obj,PID_JET);
   rm_obj_from_inven(dude_obj,item);
   destroy_object(item);
   item_caps_adjust(self_obj,-1500);
   item_caps_adjust(dude_obj,1500);
   set_local_var(LVAR_Antidote_Time,game_time);
   set_global_var(GVAR_VAULT_JET_QUEST,JET_GIVEN_JET);
   call Node020;
end
procedure Node018 begin
end
procedure Node019 begin
   set_global_var(GVAR_VAULT_JET_QUEST,JET_DECLINED_JOB);
   Reply(174);
   NOption(175,Node044,004);
   if( dude_iq == 4 ) then
    NOption(176,Node999,004);
   else
    NOption(177,Node999,005);
end
procedure Node020 begin
   Reply(178);
   NOption(179,Node044,004);
   //if (global_var(GVAR_VAULT_JET_SOURCE) > 0) then
   if ( jet_source > jet_source_none ) then
       NOption(180,Node022,004);
   if ((has_trait(TRAIT_TRAIT,dude_obj,TRAIT_drug_addict)) or (drug_influence(dude_obj))) then
       NOption(181,Node021,004);
   NOption(182,Node999,004);
end
procedure Node021 begin
   Reply(183);
   NOption(184,Node044,004);
   //if (global_var(GVAR_VAULT_JET_SOURCE) > 0) then
   if ( jet_source > jet_source_none ) then
       NOption(185,Node022,004);
   NOption(186,Node999,004);
end
procedure Node022 begin
   Reply(187);
   NOption(188,Node044,004);
   if (Myron_Ptr == 0) then begin
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_HINTED_AT) then
       if ( jet_source == jet_source_hinted_at ) then
           NOption(189,Node023,004);
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_DISCOVERED) then
       if ( jet_source == jet_source_discovered ) then
           NOption(190,Node023,004);
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_CURE_KNOWN) then
       if ( jet_source == jet_source_cure_known ) then
           NOption(191,Node026,004);
   end
   else begin
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_HINTED_AT) then
       if ( jet_source == jet_source_hinted_at ) then
           NOption(192,Node030,004);
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_DISCOVERED) then
       if ( jet_source == jet_source_discovered ) then
           NOption(193,Node030,004);
       //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_CURE_KNOWN) then
       if ( jet_source == jet_source_cure_known ) then
           NOption(194,Node026,004);
   end
   NOption(195,Node999,004);
end
procedure Node023 begin
   Reply(196);
   NOption(197,Node044,004);
   //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_HINTED_AT) then
   if ( jet_source == jet_source_hinted_at ) then
       NOption(198,Node024,004);
   //if (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_DISCOVERED) then
   if ( jet_source == jet_source_discovered ) then
       NOption(199,Node025,004);
   NOption(200,Node999,004);
end
procedure Node024 begin
   give_xp(EXP_JET_SOURCE_HINTED_AT);
   set_local_var(LVAR_Antidote_Time,(game_time-30*ONE_GAME_DAY));
   Reply(201);
   if( dude_iq == 4 ) then
    NOption(202,Node999,004);
   else
    NOption(203,Node999,004);
   NOption(204,Node999,005);
end
procedure Node025 begin
   give_xp(EXP_JET_SOURCE_DISCOVERED);
   set_local_var(LVAR_Antidote_Time,(game_time-60*ONE_GAME_DAY));
   Reply(205);
   NOption(206,Node999,004);
   NOption(207,Node999,004);
end
procedure Node026 begin
   Reply(208);
   NOption(209,Node027,004);
   NOption(210,Node044,004);
   NOption(211,Node999,004);
end
procedure Node027 begin
   Reply(212);
   NOption(213,Node028,004);
end
procedure Node028 begin
   gfade_out(600);
   gfade_in(600);
   Reply(215);
   NOption(216,Node029,004);
end
procedure Node029 begin
   display_msg(g_mstr(1010));
   give_xp(EXP_JET_ANTIDOTE_INFO);
   set_global_var( GVAR_TOWN_REP_VAULT_CITY, (global_var(GVAR_TOWN_REP_VAULT_CITY) + REP_TOWN_GAVE_TROY_FORMULA ) );
   inc_general_rep( REP_BONUS_GAVE_TROY_FORMULA );
   From_29:=1;
   if (global_var(GVAR_VAULT_JET_QUEST) > 0) then
       Reply(mstr(217)+" "+mstr(219));
   else
       Reply(mstr(218)+" "+mstr(219));
   NOption(220,Node055,004);
end
procedure Node030 begin
   Reply(221);
   NOption(222,Node031,004);
   NOption(223,Node031,004);
   NOption(224,Node031,004);
end
procedure Node031 begin
   Reply(225);
   NOption(226,Node032,004);
   NOption(227,Node032,004);
   NOption(228,Node032,004);
end
procedure Node032 begin
   give_xp(EXP_JET_SOURCE_DISCOVERED);
   set_local_var(LVAR_Antidote_Time,(game_time-60*ONE_GAME_DAY));
   gfade_out(600);
   gfade_in(600);
   Reply(229);
   NOption(230,Node033,004);
   NOption(231,Node033,004);
end
procedure Node033 begin
   Reply(232);
   NOption(233,Node999,004);
   NOption(234,Node999,004);
   NOption(235,Node999,004);
end
procedure Node034 begin
   Reply(236);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(237,Node043,004);
   NOption(238,Node037,004);
   NOption(239,Node057,004);
   NOption(240,Node019,004);
end
procedure Node035 begin
   Reply(241);
   NOption(242,Node036,004);
   BOption(243,Node038,005);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(244,Node043,005);
   NOption(245,Node037,005);
   NOption(246,Node057,005);
   NOption(247,Node019,005);
end
procedure Node036 begin
   Reply(248);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(249,Node043,004);
   NOption(250,Node037,004);
   BOption(251,Node038,004);
   NOption(252,Node057,004);
   NOption(253,Node019,004);
end
procedure Node037 begin
   Reply(254);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(255,Node043,004);
   BOption(256,Node038,004);
   NOption(257,Node057,004);
   NOption(258,Node019,004);
end
procedure Node038 begin
   Reply(259);
   NOption(260,Node042,004);
   BOption(261,Node039,004);
end
procedure Node039 begin
   inc_general_rep(REP_BONUS_BLACKMAIL_TROY);
   set_global_var( GVAR_TOWN_REP_VAULT_CITY, (global_var(GVAR_TOWN_REP_VAULT_CITY) + REP_TOWN_BLACKMAILED_TROY ) );
   Reply(262);
   NOption(263,Node039a,004);
   NOption(264,Node039b,004);
   BOption(265,Node040,004);
end
procedure Node039a begin
   item_caps_adjust(self_obj,-500);
   item_caps_adjust(dude_obj,500);
   set_local_var(LVAR_Got_Money,1);
   set_local_var(LVAR_Month,get_month);
   set_local_var(LVAR_Blackmail_Amount,500);
   call Node041;
end
procedure Node039b begin
   if (has_skill(dude_obj,SKILL_BARTER) >= 75) then begin
       item_caps_adjust(self_obj,-1000);
       item_caps_adjust(dude_obj,1000);
       set_local_var(LVAR_Got_Money,1);
       set_local_var(LVAR_Month,get_month);
       set_local_var(LVAR_Blackmail_Amount,1000);
       call Node041;
   end
   else
       call Node040;
end
procedure Node040 begin
   Reply(266);
   NOption(267,Node039a,004);
   BOption(268,Node1000,004);
end
procedure Node041 begin
   set_global_var(GVAR_VAULT_JET_QUEST,JET_BLACKMAIL_ON);
   Reply(269);
   BOption(270,Node999,004);
   BOption(271,Node999,004);
end
procedure Node042 begin
   Reply(272);
   if (obj_is_carrying_obj_pid(dude_obj,PID_JET)) then
       NOption(273,Node043,004);
   NOption(274,Node038,004);
   NOption(275,Node057,004);
   NOption(276,Node019,004);
end
procedure Node043 begin
   variable item;
   item:=obj_carrying_pid_obj(dude_obj,PID_JET);
   rm_obj_from_inven(dude_obj,item);
   destroy_object(item);
   item_caps_adjust(self_obj,-1000);
   item_caps_adjust(dude_obj,1000);
   set_local_var(LVAR_Antidote_Time,game_time);
   set_global_var(GVAR_VAULT_JET_QUEST,JET_GIVEN_JET);
   if (not(From_44)) then
       Reply(mstr(277)+" "+mstr(278));
   else
       Reply(278);
   NOption(279,Node044,004);
   //if (global_var(GVAR_VAULT_JET_SOURCE) > 0) then
   if ( jet_source > jet_source_none ) then
       NOption(280,Node022,004);
   NOption(281,Node999,004);
end
procedure Node044 begin
   if (From_WTG) then begin
       From_WTG := 0;
       if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_CAPTAIN_GUARD) then
           Reply(282);
       else if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_REAL_CITIZEN) then
           Reply(283);
       else
           Reply(284);
   end
   else
       Reply(285);
   if (dude_cur_hits < dude_max_hits) then
       NLowOption(286,Node054);
   NLowOption(287,Node054);
   NLowOption(288,Node999);
   // Display this option if wither a party member or the dude needs healing.
   If_Companion_Needs_Healing then
      NOption(289,Node063,004);
   else if( dude_needs_healing ) then
      NOption(289,Node063,004);
   if ((local_var(LVAR_Doctor) == 0) and (has_skill(dude_obj,SKILL_DOCTOR) >= 75)) then
       NOption(290,Node006,004);
   //if ((global_var(GVAR_VAULT_JET_QUEST) < JET_ANTIDOTE_FOUND) and (global_var(GVAR_VAULT_JET_SOURCE) == JET_SOURCE_CURE_KNOWN)) then
   if ((global_var(GVAR_VAULT_JET_QUEST) < JET_ANTIDOTE_FOUND) and (jet_source == jet_source_cure_known)) then
       NOption(291,Node026,004);
   if ((global_var(GVAR_VAULT_JET_QUEST) == JET_WILL_GET) and (obj_is_carrying_obj_pid(dude_obj,PID_JET))) then
       NOption(292,Node044a,004);
   if (global_var(GVAR_VAULT_JET_QUEST) == JET_DECLINED_JOB) then
       NOption(293,Node017,004);
   if ((global_var(GVAR_VAULT_JET_QUEST) == JET_DECLINED_JOB) or (global_var(GVAR_VAULT_JET_QUEST) == JET_WILL_GET)) then
       NOption(294,Node038,004);
   NOption(295,Node999,004);
end
procedure Node044a begin
   From_44:=1;
   call Node043;
end
procedure Node045 begin
end
procedure Node046 begin
end
procedure Node047 begin
   Reply(296);
   NOption(297,Node048,004);
end
procedure Node048 begin
   gfade_out(600);
   gfade_in(600);
   critter_add_trait(dude_obj, TRAIT_PERK, PERK_vault_city_inoculations_perk,1);
   set_local_var(LVAR_Doctor,Dr_Vaccine);
   Reply(298);
   NOption(299,Node044,004);
   NOption(300,Node999,004);
end
procedure Node049 begin
   Reply(301);
   if (dude_cur_hits < dude_max_hits) then
       NOption(302,Node052,004);
   if (dude_is_poisoned) then
       NOption(303,Node052,004);
   if (dude_is_irradiated) then
       NOption(304,Node052,004);
   if (local_var(LVAR_Month) != get_month) then
       NOption(305,Node050,004);
   if ((local_var(LVAR_Month) == get_month) and (local_var(LVAR_Got_Money) == 1)) then
       NOption(306,Node051,004);
   NOption(307,Node999,004);
end
procedure Node050 begin
   set_local_var(LVAR_Got_Money,1);
   set_local_var(LVAR_Month,get_month);
   if (local_var(LVAR_Blackmail_Amount) == 500) then
       item_caps_adjust(dude_obj,500);
   else
       item_caps_adjust(dude_obj,1000);
   Reply(308);
   if (dude_cur_hits < dude_max_hits) then
       NOption(309,Node052,004);
   if (dude_is_poisoned) then
       NOption(310,Node052,004);
   if (dude_is_irradiated) then
       NOption(311,Node052,004);
   NOption(312,Node999,004);
end
procedure Node051 begin
   Reply(313);
   if (dude_cur_hits < dude_max_hits) then
       NOption(314,Node052,004);
   if (dude_is_poisoned) then
       NOption(315,Node052,004);
   if (dude_is_irradiated) then
       NOption(316,Node052,004);
   NOption(317,Node999,004);
end
procedure Node052 begin
   NMessage(318);
   gfade_out(600);
   gfade_in(600);
   Reply(320);
   NOption(321,Node053,004);
end
procedure Node053 begin
   Insta_Kill_Player:=1;
   Reply(322);
   NOption(323,Node999,004);
   NOption(324,Node999,009);
   NOption(325,Node999,004);
end
procedure Node054 begin
   Reply(326);
   NLowOption(327,Node1000);
   NLowOption(328,Node054a);
end
procedure Node054a begin
    variable DayPass_KickOutObj  :=0;
    variable DayPass_KickOutCount  :=0;
    variable CitizenPapers_KickOutObj  :=0;
    variable CitizenPapers_KickOutCount  :=0;
    variable KickOutTemp  :=0;
    gfade_out(600);
    set_global_var(GVAR_VAULT_CITIZEN,CITIZEN_KICKED_OUT);
    set_global_var( GVAR_TOWN_REP_VAULT_CITY, (global_var(GVAR_TOWN_REP_VAULT_CITY) + REP_TOWN_KICKED_OUT ) );
    set_global_var(GVAR_VAULT_CITIZENSHIP,0);
    set_global_var(GVAR_DAY_PASS_SHOWN, 0);
    DayPass_KickOutCount := obj_is_carrying_obj_pid(dude_obj, PID_DAY_PASS);
    if( DayPass_KickOutCount > 0 ) then begin
        DayPass_KickOutObj := obj_carrying_pid_obj(dude_obj, PID_DAY_PASS);
        KickOutTemp := rm_mult_objs_from_inven(dude_obj, DayPass_KickOutObj, DayPass_KickOutCount );
    end
    CitizenPapers_KickOutCount := obj_is_carrying_obj_pid(dude_obj, PID_FAKE_CITIZENSHIP);
    if( CitizenPapers_KickOutCount > 0 ) then begin
        CitizenPapers_KickOutObj := obj_carrying_pid_obj(dude_obj, PID_FAKE_CITIZENSHIP);
        KickOutTemp := rm_mult_objs_from_inven(dude_obj, CitizenPapers_KickOutObj, CitizenPapers_KickOutCount );
    end
    load_map( MAP_VAULTCITY_COURTYARD, 0);
    gfade_in(600);
end
procedure Node055 begin
    if( not(From_WTG) ) then begin
        gfade_out(600);
        gfade_in(600);
    end
   set_global_var(GVAR_VAULT_JET_QUEST,JET_ANTIDOTE_FOUND);
   if (From_WTG) then begin
       From_WTG := 0;
       Reply(mstr(329)+" "+mstr(331));
   end
   else
       Reply(mstr(330)+" "+mstr(331));
   NOption(332,Node056,004);
   if (global_var(GVAR_VAULT_REDDING_PROBLEM) == REDDING_PROBLEM_KNOW_JET) then
       NOption(333,Node056,004);
end
procedure Node056 begin
   variable item;
   item:=create_object(PID_JET_ANTIDOTE,0,0);
   add_mult_objs_to_inven(dude_obj,item,2);
   if (global_var(GVAR_VAULT_REDDING_PROBLEM) == REDDING_PROBLEM_KNOW_JET) then
       Reply(334);
   else
       Reply(335);
   NOption(336,Node044,004);
   NOption(337,Node999,004);
end
procedure Node057 begin
   set_global_var(GVAR_VAULT_JET_QUEST,JET_WILL_GET);
   Reply(338);
   NOption(339,Node044,004);
   NOption(340,Node999,004);
end
procedure Node058 begin
   if (local_var(LVAR_Said_58) == 0) then begin
       inc_local_var(LVAR_Said_58);
       Reply(341);
       NOption(343,Node059,004);
       NOption(344,Node059,004);
   end
   else begin
       Reply(342);
       NOption(345,Node044,004);
       NOption(346,Node999,004);
       NOption(347,Node999,004);
   end
end
procedure Node059 begin
   Reply(348);
   NOption(349,Node060,004);
end
procedure Node060 begin
   Reply(350);
   NOption(351,Node044,005);
   if (dude_iq < 7) then
       NOption(352,Node999,004);
   NOption(353,Node999,007);
end
procedure Node061 begin
   Reply(354);
   NOption(355,Node044,004);
   NOption(356,Node999,004);
end
procedure Node062 begin
   variable item;
   if (party_size > 2) then
       Reply(357);
   else if (party_size == 2) then
       Reply(358);
   else
       Reply(359);
   gfade_out(600);
   gfade_in(600);
   if ((Marcus_Ptr != 0) and (Is_Injured(Marcus_Ptr)) and (local_var(LVAR_Marcus_Troy) == 0)) then begin
       inc_local_var(LVAR_Marcus_Troy);
       item:=create_object(PID_223_FMJ,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       item:=create_object(PID_44_FMJ_MAGNUM,0,0);
       add_mult_objs_to_inven(dude_obj,item,2);
       item:=create_object(PID_44_MAGNUM_JHP,0,0);
       add_mult_objs_to_inven(dude_obj,item,2);
       item:=create_object(PID_45_CALIBER_AMMO,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       item:=create_object(PID_10MM_JHP,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       item:=create_object(PID_9MM_BALL,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       item:=create_object(PID_5MM_JHP,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       item:=create_object(PID_7_62MM_AMMO,0,0);
       add_mult_objs_to_inven(dude_obj,item,1);
       Reply(361);
   end
   else
       Reply(362);
   if (Vic_In_Party) then begin
      if (Is_Injured(Vic_Ptr) or Is_Crippled(Vic_Ptr)) then begin
         critter_heal(Vic_Ptr,Injured_How_Much(Vic_Ptr));
         poison(Vic_Ptr,-(get_poison(Vic_Ptr)));
         radiation_dec(Vic_Ptr,get_critter_stat(Vic_Ptr,STAT_current_rad));
         critter_uninjure(Vic_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Myron_In_Party) then begin
      if (Is_Injured(Myron_Ptr) or Is_Crippled(Myron_Ptr)) then begin
         critter_heal(Myron_Ptr,Injured_How_Much(Myron_Ptr));
         poison(Myron_Ptr,-(get_poison(Myron_Ptr)));
         radiation_dec(Myron_Ptr,get_critter_stat(Myron_Ptr,STAT_current_rad));
         critter_uninjure(Myron_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Marcus_In_Party) then begin
      if (Is_Injured(Marcus_Ptr) or Is_Crippled(Marcus_Ptr)) then begin
         critter_heal(Marcus_Ptr,Injured_How_Much(Marcus_Ptr));
         poison(Marcus_Ptr,-(get_poison(Marcus_Ptr)));
         radiation_dec(Marcus_Ptr,get_critter_stat(Marcus_Ptr,STAT_current_rad));
         critter_uninjure(Marcus_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (MacRae_In_Party) then begin
      if (Is_Injured(MacRae_Ptr) or Is_Crippled(MacRae_Ptr)) then begin
         critter_heal(MacRae_Ptr,Injured_How_Much(MacRae_Ptr));
         poison(MacRae_Ptr,-(get_poison(MacRae_Ptr)));
         radiation_dec(MacRae_Ptr,get_critter_stat(MacRae_Ptr,STAT_current_rad));
         critter_uninjure(MacRae_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Sulik_In_Party) then begin
      if (Is_Injured(Sulik_Ptr) or Is_Crippled(Sulik_Ptr)) then begin
         critter_heal(Sulik_Ptr,Injured_How_Much(Sulik_Ptr));
         poison(Sulik_Ptr,-(get_poison(Sulik_Ptr)));
         radiation_dec(Sulik_Ptr,get_critter_stat(Sulik_Ptr,STAT_current_rad));
         critter_uninjure(Sulik_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Lenny_In_Party) then begin
      if (Is_Injured(Lenny_Ptr) or Is_Crippled(Lenny_Ptr)) then begin
         critter_heal(Lenny_Ptr,Injured_How_Much(Lenny_Ptr));
         poison(Lenny_Ptr,-(get_poison(Lenny_Ptr)));
         radiation_dec(Lenny_Ptr,get_critter_stat(Lenny_Ptr,STAT_current_rad));
         critter_uninjure(Lenny_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Cyberdog_In_Party) then begin
      if (Is_Injured(Cyberdog_Ptr) or Is_Crippled(Cyberdog_Ptr)) then begin
         critter_heal(Cyberdog_Ptr,Injured_How_Much(Cyberdog_Ptr));
         poison(Cyberdog_Ptr,-(get_poison(Cyberdog_Ptr)));
         radiation_dec(Cyberdog_Ptr,get_critter_stat(Cyberdog_Ptr,STAT_current_rad));
         critter_uninjure(Cyberdog_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Doc_In_Party) then begin
      if (Is_Injured(Doc_Ptr) or Is_Crippled(Doc_Ptr)) then begin
         critter_heal(Doc_Ptr,Injured_How_Much(Doc_Ptr));
         poison(Doc_Ptr,-(get_poison(Doc_Ptr)));
         radiation_dec(Doc_Ptr,get_critter_stat(Doc_Ptr,STAT_current_rad));
         critter_uninjure(Doc_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Goris_In_Party) then begin
      if (Is_Injured(Goris_Ptr) or Is_Crippled(Goris_Ptr)) then begin
         critter_heal(Goris_Ptr,Injured_How_Much(Goris_Ptr));
         poison(Goris_Ptr,-(get_poison(Goris_Ptr)));
         radiation_dec(Goris_Ptr,get_critter_stat(Goris_Ptr,STAT_current_rad));
         critter_uninjure(Goris_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Davin_In_Party) then begin
      if (Is_Injured(Davin_Ptr) or Is_Crippled(Davin_Ptr)) then begin
         critter_heal(Davin_Ptr,Injured_How_Much(Davin_Ptr));
         poison(Davin_Ptr,-(get_poison(Davin_Ptr)));
         radiation_dec(Davin_Ptr,get_critter_stat(Davin_Ptr,STAT_current_rad));
         critter_uninjure(Davin_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Miria_In_Party) then begin
      if (Is_Injured(Miria_Ptr) or Is_Crippled(Miria_Ptr)) then begin
         critter_heal(Miria_Ptr,Injured_How_Much(Miria_Ptr));
         poison(Miria_Ptr,-(get_poison(Miria_Ptr)));
         radiation_dec(Miria_Ptr,get_critter_stat(Miria_Ptr,STAT_current_rad));
         critter_uninjure(Miria_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (Robobrain_In_Party) then begin
      if (Is_Injured(Robobrain_Ptr) or Is_Crippled(Robobrain_Ptr)) then begin
         critter_heal(Robobrain_Ptr,Injured_How_Much(Robobrain_Ptr));
         poison(Robobrain_Ptr,-(get_poison(Robobrain_Ptr)));
         radiation_dec(Robobrain_Ptr,get_critter_stat(Robobrain_Ptr,STAT_current_rad));
         critter_uninjure(Robobrain_Ptr, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
      end
   end
   if (dude_cur_hits < dude_max_hits) then
       NOption(363,Node064,004);
   if (dude_is_poisoned) then
       NOption(364,Node065,004);
   if (dude_is_irradiated) then
       NOption(365,Node065,004);
   If_Companion_Needs_Healing then begin
        if( party_size == 2 ) then
            NOption(375,Node063a,004);
        else
            NOption(376,Node063a,004);
   end
   if (global_var(GVAR_IMPLANTS_KNOWN) == 1) then
       NOption(366,Node058,004);
   NOption(367,Node044,004);
   NOption(368,Node999,004);
end
procedure Node063 begin
   if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_REAL_CITIZEN) then
       Reply(369);
   else if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_CAPTAIN_GUARD) then
       Reply(370);
   else
       Reply(371);
   if (dude_cur_hits < dude_max_hits) then
       NOption(372,Node064,004);
   if (dude_is_poisoned) then
       NOption(373,Node065,004);
   if (dude_is_irradiated) then
       NOption(374,Node065,004);
   If_Companion_Needs_Healing then begin
        if( party_size == 2 ) then
            NOption(375,Node063a,004);
        else
            NOption(376,Node063a,004);
   end
   if (global_var(GVAR_IMPLANTS_KNOWN) == 1) then
       NOption(377,Node058,004);
   NOption(378,Node044,004);
   NOption(379,Node999,004);
end
procedure Node063a begin
   if (global_var(GVAR_VAULT_CITIZEN) == CITIZEN_CAPTAIN_GUARD) then
       call Node062;
   else
       call Node061;
end
procedure Node064 begin
   critter_heal(dude_obj,dude_max_hits-dude_cur_hits);
   critter_uninjure(dude_obj, (DAM_CRIP_LEG_LEFT bwor DAM_CRIP_LEG_RIGHT bwor DAM_CRIP_ARM_LEFT bwor DAM_CRIP_ARM_RIGHT));
   NMessage(380);
   gfade_out(600);
   gfade_in(600);
   Reply(382);
   If_Companion_Needs_Healing then begin
        if( party_size == 2 ) then
            NOption(383,Node063a,004);
        else
            NOption(384,Node063a,004);
   end
   if (global_var(GVAR_IMPLANTS_KNOWN) == 1) then
       NOption(385,Node058,004);
   NOption(386,Node044,004);
   NOption(387,Node999,004);
end
procedure Node065 begin
   poison(dude_obj,-get_poison(dude_obj));
   radiation_dec(dude_obj,get_critter_stat(dude_obj,STAT_current_rad));
   NMessage(388);
   gfade_out(600);
   gfade_in(600);
   Reply(390);
   if ((has_skill(dude_obj,SKILL_DOCTOR) >= 75) and (local_var(LVAR_Doctor) == Dr_Taught)) then
       NOption(391,Node047,004);
   If_Companion_Needs_Healing then begin
        if( party_size == 2 ) then
            NOption(392,Node063a,004);
        else
            NOption(393,Node063a,004);
   end
   if (global_var(GVAR_IMPLANTS_KNOWN) == 1) then
       NOption(394,Node058,004);
   NOption(395,Node044,004);
   NOption(396,Node999,004);
end
procedure Node1000 begin
    floater(397);
    call Node998;
end
//xxxxxxxxxxxxxxxxxxxx

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