//Overrides the pickup p proc.
//#define NPC_REACTION_TYPE REACTION_TC /* REACTION_TC REACTION_TG REACTION_C REACTION_G */
#define NPC_REACTION_VAR 7 /* same as thief variable */
#include "H:\Fallout moding\Fallout 2 Mapper\scripts\HEADERS\define.h"
//#include "H:\Fallout moding\Fallout 2 Mapper\scripts\HEADERS\<TownName>"
#define NAME SCRIPT_LINDA
// NOTE: This is set to 0 by default
#define TOWN_REP_VAR (0)
#include "H:\Fallout moding\Fallout 2 Mapper\scripts\HEADERS\command.h"
#include "H:\Fallout moding\Fallout 2 Mapper\scripts\HEADERS\ModReact.h"
/* Helper macros */
variable temp;
/* 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 Floater001;
procedure Floater002;
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;
//~~~~~~~~~~~~~~~~ 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_Caught_Thief (7)
/* 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;
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_);
// critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_);
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) != 0) and (obj_can_see_obj(self_obj,dude_obj))) then begin
set_local_var(LVAR_Hostile,1);
self_attack_dude;
//Macro made by Tom to keep the critter fleeing.
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 (obj_in_party(source_obj)) then begin
set_local_var(LVAR_Personal_Enemy,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
Evil_Critter:=0;
Slavery_Tolerant:=SLAVE_TOLERANT;
Karma_Perception:=KARMA_PERCEPTION1;
CheckKarma;
GetReaction;
start_gdialog(NAME,self_obj,4,-1,-1);
gSay_Start;
call Node001;
gSay_End;
end_dialogue;
end
procedure timed_event_p_proc begin
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
/* inc_evil_critter */
/* inc_neutral_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_Herebefore) == 0) then
display_mstr(100);
else
display_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_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,1);
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
debug_msg("LVAR_Herebefore == "+local_var(LVAR_Herebefore));
if (local_var(LVAR_Herebefore)==0) then
begin
set_local_var(LVAR_Herebefore,1);
end
end
// Skill checks and miscellaneous procedures
// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE
// Node Floater001
//
// Notes:
//
// Base floating masseges
procedure Floater001
begin
floater_rand(200,207);
end
// Node Floater002
//
// Notes:
//
// About the vault dwellers
procedure Floater002
begin
floater_rand(210,215);
end
procedure Node001
begin
Reply(220);
NOption(221,Node002,-3);
NOption(222,Node005,4);
NOption(223,Node999,4);
end
procedure Node002
begin
Reply(230);
NOption(231,Node003,-3);
BOption(232,Node998,-3);
NOption(233,Node999,-3);
end
procedure Node003
begin
Reply(240);
NOption(241,Node999,4);
BOption(242,Node004,-3);
NOption(243,Node999,4);
end
procedure Node004
begin
Reply(250);
BOption(251,Node998,-3);
NOption(252,Node999,4);
end
procedure Node005
begin
Reply(260);
if (dude_is_female) then
NOption(261,Node006,4);
if (dude_is_male) then
NOption(262,Node008,4);
NOption(263,Node016,4);
NOption(264,Node999,4);
end
procedure Node006
begin
Reply(270);
NOption(271,Node007,4);
NOption(272,Node999,4);
end
procedure Node007
begin
Reply(280);
if (has_skill(dude_obj,SKILL_CONVERSANT)>=80) then
NOption(281,Node017,4);
NOption(282,Node999,4);
end
procedure Node008
begin
Reply(290);
NOption(291,Node009,4);
NOption(292,Node015,4);
end
procedure Node009
begin
Reply(300);
NOption(301,Node010,4);
NOption(302,Node011,4);
NOption(303,Node999,4);
end
procedure Node010
begin
Reply(310);
NOption(311,Node011,4);
BOption(312,Node012,4);
GOption(313,Node013,4);
NOption(314,Node999,4);
end
procedure Node011
begin
Reply(320);
BOption(321,Node998,4);
NOption(322,Node999,4);
end
procedure Node012
begin
Reply(330);
NOption(331,Node998,4);
NOption(322,Node999,4);
end
procedure Node013
begin
Reply(340);
NOption(341,Node014,4);
NOption(314,Node999,4);
end
procedure Node014
begin
Reply(350);
BOption(351,Node998,4);
NOption(322,Node999,4);
end
procedure Node015
begin
Reply(360);
NOption(361,Node013,4);
BOption(362,Node998,4);
NOption(363,Node999,4);
end
procedure Node016
begin
Reply(370);
NOption(371,Node011,4);
NOption(372,Node999,4);
end
procedure Node017
begin
Reply(380);
if (get_critter_stat(dude_obj,STAT_ch)>=5) then
GOption(381,Node018,4);
NOption(382,Node020,4);
BOption(383,Node019,4);
NOption(384,Node999,4);
end
procedure Node018
begin
Reply(390);
NOption(391,Node999,4);
end
procedure Node019
begin
Reply(400);
NOption(401,Node998,4);
NOption(402,Node999,4);
end
procedure Node020
begin
Reply(410);
NOption(411,Node999,4);
end
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