273 lines
8.6 KiB
Plaintext
273 lines
8.6 KiB
Plaintext
//====================================================================================================
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// Coast specific criteria
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//====================================================================================================
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criterion "IsOdessaVillager" "odessavillager" "1" required
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criterion "OdessaAlive" "worldodessadead" "0" required
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criterion "OdessaDead" "worldodessadead" "1" required
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criterion "GunshipDead" "worldgunshipdead" "1" required
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criterion "GunshipAlive" "worldgunshipdead" "0" required
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criterion "IsMap_d2_coast_10" "map" "d2_coast_10" required
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criterion "TauHasNotBeenRemoved" "tauonjeep" "1"
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criterion "TauHasBeenRemoved" "tauonjeep" "0"
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//====================================================================================================
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// d2_coast_02
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//====================================================================================================
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//======================================================
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// Guy who leads you up the stairs to the vortigaunt
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//======================================================
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response "OdessaVillagerLeadWaitOver"
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{
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// scene "scenes/coast/odessa/leadwaitover.vcd"
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}
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rule OdessaVillagerLeadWaitOver
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{
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criteria IsOdessaVillager ConceptLeadWaitOver
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response OdessaVillagerLeadWaitOver
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerLeadCatchup"
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{
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scene "scenes/coast/odessa/leadlaggingbehind01.vcd" weight 0.5
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scene "scenes/coast/odessa/leadlaggingbehind02.vcd" weight 0.5
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scene "scenes/coast/odessa/$gender01/stairman_follow01.vcd" weight 2.0
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scene "scenes/coast/odessa/$gender01/stairman_follow03.vcd" weight 2.0
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}
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rule OdessaVillagerLeadCatchup
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{
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criteria IsOdessaVillager ConceptLeadRetrieve
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response OdessaVillagerLeadCatchup
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}
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//======================================================
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// General villagers
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//======================================================
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response "OdessaVillagerBeforeGunship"
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{
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scene "scenes/coast/odessa/$gender01/nlo_citizen_greet01.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_citizen_greet02.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_citizen_greet03.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_citizen_greet04.vcd"
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}
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rule OdessaVillagerUseBeforeGunship
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{
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criteria ConceptTalkUse IsOdessaVillager GunshipAlive
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response OdessaVillagerBeforeGunship
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}
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rule OdessaVillagerStareBeforeGunship
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{
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criteria ConceptTalkStare IsOdessaVillager GunshipAlive
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response OdessaVillagerBeforeGunship
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerAfterGunship"
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{
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scene "scenes/coast/odessa/$gender01/nlo_citizen_post01.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_citizen_post02.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_citizen_post03.vcd"
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}
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rule OdessaVillagerUseAfterGunship
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{
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criteria ConceptTalkUse IsOdessaVillager GunshipDead
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response OdessaVillagerAfterGunship
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}
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rule OdessaVillagerStareAfterGunship
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{
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criteria ConceptTalkStare IsOdessaVillager GunshipDead
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response OdessaVillagerAfterGunship
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}
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//---------------------------------------------------------------
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response "OdessaVillagerHelloDead"
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{
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scene "scenes/coast/odessa/$gender01/nlo_opengate.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
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}
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rule OdessaVillagerHelloDead
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{
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criteria IsCitizen ConceptTalkHello IsOdessaVillager OdessaDead NPCIdle PlayerNear SeePlayer
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response OdessaVillagerHelloDead
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerHelloAlive"
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{
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//
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}
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rule OdessaVillagerHelloAlive
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{
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criteria IsCitizen ConceptTalkHello IsOdessaVillager OdessaAlive NPCIdle PlayerNear SeePlayer
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response OdessaVillagerHelloAlive
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}
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//------------------------------------------------------------------------------------------------------------
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// For now, the idle citizens keep telling you to go see Odessa
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rule OdessaVillagerTalkIdle
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{
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criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive NPCIdle
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response OdessaVillagerHelloAlive
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}
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// If Odessa's dead, the citizens just idly mourn him
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rule OdessaVillagerTalkIdle
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{
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criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaDead NPCIdle
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response OdessaVillagerHelloDead
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerIdleGunshipDead"
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{
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//
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}
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// If Odessa's alive, but the gunship's dead, the citizens tell you to get moving
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rule OdessaVillagerTalkIdle
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{
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criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive GunshipDead NPCIdle
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response OdessaVillagerIdleGunshipDead
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerResponsePlayerKilledGunship"
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{
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scene "scenes/coast/odessa/$gender01/nlo_cheer01.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cheer02.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cheer03.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cheer04.vcd"
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}
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rule OdessaVillagerResponsePlayerKilledGunship
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{
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criteria IsCitizen ConceptCRPlayerKilledGunship
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response OdessaVillagerResponsePlayerKilledGunship
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}
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//------------------------------------------------------------------------------------------------------------
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response "OdessaVillagerResponseVitalNPCDied"
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{
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scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
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scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
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}
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rule OdessaVillagerResponseVitalNPCDied
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{
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criteria IsCitizen ConceptCRVitalNPCDied
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response OdessaVillagerResponseVitalNPCDied
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}
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//====================================================================================================
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// d2_coast_10
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//====================================================================================================
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//======================================================
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// Citizen who leads you to the secret door of the lighthouse
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//======================================================
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response "ExitLeadStart"
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{
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scene "scenes/coast/barn/$gender01/exit_cliffpath.vcd"
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}
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rule ExitLeadStart
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{
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criteria IsMap_d2_coast_10 ConceptLeadStart
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response ExitLeadStart
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}
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//------------------------------------------------------------------------------------------------------------
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response "ExitLeadCatchup"
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{
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scene "scenes/coast/barn/$gender01/exit_comewith.vcd"
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}
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rule ExitLeadCatchup
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{
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criteria IsMap_d2_coast_10 ConceptLeadCatchup
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response ExitLeadCatchup
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}
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//------------------------------------------------------------------------------------------------------------
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response "ExitLeadRetrieve"
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{
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scene "scenes/npc/$gender01/letsgo02.vcd"
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}
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rule ExitLeadRetrieve
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{
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criteria IsMap_d2_coast_10 ConceptLeadRetrieve
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response ExitLeadRetrieve
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}
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//------------------------------------------------------------------------------------------------------------
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response "ExitLeadSuccess"
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{
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scene "scenes/coast/barn/$gender01/exit_watchstep.vcd"
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}
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rule ExitLeadSuccess
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{
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criteria IsMap_d2_coast_10 ConceptLeadSuccess
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response ExitLeadSuccess
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}
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//======================================================
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// General villagers
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//======================================================
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response "d2_coast_10_Hello"
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{
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sequential
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scene "scenes/coast/barn/$gender01/parkit.vcd" nodelay speakonce
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scene "scenes/coast/barn/$gender01/chatter.vcd" nodelay speakonce
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scene "scenes/coast/barn/$gender01/ditchcar.vcd" nodelay speakonce
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scene "scenes/coast/barn/$gender01/getcarinbarn.vcd" nodelay speakonce
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scene "scenes/coast/barn/$gender01/gettauoff.vcd" speakonce
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}
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//rule d2_coast_10_Hello
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//{
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// criteria IsCitizen ConceptTalkHello IsMap_d2_coast_10 NPCIdle PlayerNear SeePlayer
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// response d2_coast_10_Hello
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//}
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//------------------------------------------------------------------------------------------------------------
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// For now, the idle citizens keep telling you to get your car into the barn
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rule d2_coast_10_CitizenTalkIdle
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{
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criteria IsMap_d2_coast_10 IsCitizen ConceptTalkStare NPCIdle
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response d2_coast_10_Hello
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}
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//======================================================
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// Villager responses [This bit was cut; no feedback when shooting with a pistol.]
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//======================================================
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//response "d2_coast_10_ResponsePlayerShotGunship"
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//{
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// scene "scenes/coast/odessa/$gender01/nlo_userockets.vcd"
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//}
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//
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//rule d2_coast_10_ResponsePlayerShotGunship
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//{
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// criteria IsMap_d2_coast_10 ConceptCRPlayerShotGunship
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// response d2_coast_10_ResponsePlayerShotGunship
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//}
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