Beispiel #1
0
def cutscene():
    if G.Story_State == 60:
        pc = Find("playerevents")
        pc.RemoveDisciplinesNow()
        pc = __main__.FindPlayer()
        state = pc.GetQuestState("Dirt")
        if (state == 1):
            pc.SetQuest("Dirt", 3)
        if (pc.HasItem("item_g_giovanni_invitation_victor")):
            __main__.ScheduleTask(
                1.00,
                "__main__.FindPlayer().RemoveItem(\"item_g_giovanni_invitation_victor\")"
            )
        if (pc.HasItem("item_g_giovanni_invitation_maria")):
            __main__.ScheduleTask(
                1.00,
                "__main__.FindPlayer().RemoveItem(\"item_g_giovanni_invitation_maria\")"
            )
#      logic = Find("logic_scene")
#      logic.Trigger()
        __main__.ScheduleTask(
            1.0, "__main__.FindEntityByName(\'logic_scene\').Trigger()")
        world = Find("world")
        world.SetNoFrenzyArea(1)
        if G.Patch_Plus == 0: G.Giovanni_Open = 0
def borisDialog():
    dema = Find("Dema")
    demawesp = Find("Dema_wesp")
    if dema: dema.WillTalk(0)
    if (G.Dema_Leave == 1):
        #NEED DIALOG CHANGE TO MAKE THIS COOLER
        if dema: dema.ScriptHide()
        if demawesp: demawesp.ScriptUnhide()
    if (G.Boris_Hostile == 1):
        __main__.ScheduleTask(
            10.0,
            "__main__.FindEntityByName(\"Dema\").SetRelationship(\"player D_HT 5\")"
        )
        __main__.ScheduleTask(
            10.0,
            "__main__.FindEntityByName(\"Demawesp\").SetRelationship(\"player D_HT 5\")"
        )
    elif (G.Boris_Hostile == 2):
        __main__.ScheduleTask(
            0.5,
            "__main__.FindEntityByName(\"Dema\").SetRelationship(\"player D_HT 5\")"
        )
        __main__.ScheduleTask(
            0.5,
            "__main__.FindEntityByName(\"Demawesp\").SetRelationship(\"player D_HT 5\")"
        )
    elif (G.Boris_Dementated):
        boris = Find("Boris")
        boris.SetRelationship("Dema D_HT 5")
        __main__.ScheduleTask(
            10.0,
            "__main__.FindEntityByName(\"Dema\").SetRelationship(\"Boris D_HT 5\")"
        )
def ChangeNinesToMingXiao():
    fade = Find("fade_white")
    fade.Fade()
    __main__.ScheduleTask(
        0.75,
        "__main__.FindEntityByName(\"MingXiao2\").SetModel(\"models/character/npc/unique/Chinatown/Ming_Xiao/MingXiao.mdl\")"
    )
Beispiel #4
0
def prostituteInitCemetery():
    prostitute = Find("Prostitute")
    print(
        "**************** Looking for Romero Prostitute ********************")
    if (prostitute and G.Whore_Follower == 1 and G.In_Cemetery == 0
            and G.Romero_Whore == 2):
        print("************** Have Prostitute for Romero ********************")
        G.In_Cemetery = 1
        if (G.Blondie == 1):
            prostitute.SetModel(
                "models/character/npc/common/prostitute/prostitute_1/prostitute_1.mdl"
            )
            print("************** Is Blondie ********************")
        print("***************** Unhide Prostitute ******************")
        prostitute.ScriptUnhide()
        sequence = Find("Seq_SetupProstitute")
        sequence.BeginSequence()
        prostitute.SetFollowerBoss("!Player")
        trigger = Find("Trigger_Pimp")
        if trigger: trigger.Kill()
        if (G.Whore_Orphans == 1):
            print(
                "*************** Whore_Orphans == 1, Should Talk ****************"
            )
            __main__.ScheduleTask(2.0, "startProstituteDlg()")
    else:
        print("**************** No Prostitute ********************")
        if prostitute: prostitute.ScriptHide()
Beispiel #5
0
def checkShadows():
    i = 0
    while(i < 5):
        trigger = Find("shadow_check_%i" % i)
        trigger.Enable()
        __main__.ScheduleTask(1.0, "__main__.FindEntityByName(\"shadow_check_%i\" % i).Disable()")
        i = i + 1
def ChangeMingXiaoToNines():
    mx = Find("MingXiao2")
    if mx: mx.TransformModel()
    fade = Find("fade_white")
    fade.Fade()
    __main__.ScheduleTask(
        0.75,
        "__main__.FindEntityByName(\"MingXiao2\").SetModel(\"models/character/npc/unique/Downtown/Nines/Nines.mdl\")"
    )
def residentCheck():
    guard = Find("skyline_guard")
    back = Find("backup")
    if (G.Patch_Plus == 1 and not __main__.IsDead("skyline_guard")
            and not __main__.IsDead("backup")):
        if guard: guard.ScriptUnhide()
        if back: back.ScriptHide()
    #on plaguebearer quest
    if (G.Damsel_Quest and not G.Paul_Placed):
        G.Paul_Placed = 1
        hannah = Find("Hannah")
        if hannah: hannah.ScriptUnhide()
        key = Find("hannahs_safe_key")
        if key: key.ScriptUnhide()
        sparklies = Find("hannahs_key_sparklies")
        if sparklies: sparklies.ScriptUnhide()
        safe = Find("hannahs_safe")
        #safe.AddEntityToContainer("hannahs_book")
        safe.AddEntityToContainer("hannahs_cash")
        book = Find("hannahs_book")
        if book: book.ScriptUnhide()
        sparklies = Find("appointment_book_sparklies")
        if sparklies: sparklies.ScriptUnhide()
        paul = Find("paul")
        if paul: paul.ScriptUnhide()
        constraint = Find("paul_constraint")
        if constraint: constraint.Break()
        door = Find("paul_door")
        door.Unlock()
        answering_machine = Find("paul_answering_machine")
        if answering_machine: answering_machine.ScriptUnhide()
        sparklies = Find("paul_machine_sparklies")
        if sparklies: sparklies.ScriptUnhide()
    #serial killer victim #2, do we need this check here? changed by wesp
    if (G.SK_Downtown and not G.Killer_Message and G.Arthur_Muddy > 2):
        answering_machine = Find("victim_answering_machine")
        if answering_machine: answering_machine.ScriptUnhide()
        sparklies = Find("killer_machine_sparklies")
        if sparklies: sparklies.ScriptUnhide()
    #Milligan
    if (G.Milligan_Skyline and not G.Milligan_SA):
        G.Milligan_SA = 1
        milligan = Find("Milligan")
        if (milligan and not __main__.IsDead("Milligan")):
            milligan.ScriptUnhide()
            __main__.ScheduleTask(
                1.0,
                "__main__.FindEntityByName(\"milligan_scared\").BeginSequence()"
            )
    #HANNAH and PAUL gone
    if (G.Hannah_Dead == 1):
        G.Hannah_Dead = 2
        paul = Find("paul")
        if paul: paul.Kill()
        hannah = Find("Hannah")
        if hannah: hannah.Kill()
Beispiel #8
0
    def reinit(self):
        print "initializing beams"
        self.track = []
        self.beam = []
        self.beamOn = [0, 0, 0, 0, 0, 0, 0]
        self.beamsStarted = 0
        self.numBeams = 7
        self.beamsFlicker = 1
        self.beamsEnabled = 1

        self.FindTracks()
        self.FindBeams()

        self.SetBeamWidth(1)

        # added by RobinHood70
        for i in range(self.numBeams):
            __main__.ScheduleTask(0.10, "mb.ToggleBeam(%i)" % i)
            __main__.ScheduleTask(0.20, "mb.ToggleBeam(%i)" % i)
    def reinit(self):
        self.track = []
        self.beamTrig = []
        self.beam = []
        self.beamOn = [0, 0, 0, 0, 0, 0, 0, 0]
        self.numBeams = 8
        self.beamsEnabled = 1
        self.beamsFlicker = G.MuseumBeamsFlicker
        self.beamsStarted = 0

        self.FindTracks()
        self.FindBeamTrigs()
        self.FindBeams()

        self.SetBeamWidth(1)

        for i in range(self.numBeams):
            __main__.ScheduleTask(0.10, "mb.ToggleBeam(%i)" % i)
            __main__.ScheduleTask(0.20, "mb.ToggleBeam(%i)" % i)
def sweeperPlacement():
    if G.Isaac_Know:
        sweeper = Find("Sweeper")
        if sweeper:
            sweeper.Kill()
            trig = Find("trig_kill_sweeper")
            trig.Kill()
    else:
        __main__.ScheduleTask(
            3.0,
            "__main__.FindEntityByName(\"Sweeper\").StartPlayerDialog(256)")
Beispiel #11
0
def ventrueCombat():
    combatTrigger = Find("combat_change")
    if (__main__.IsClan(__main__.FindPlayer(), "Nosferatu")):
        if (G.Story_State == 100 or G.Story_State == 105
                or G.Story_State >= 115):
            combatTrigger.Trigger()
            print "Combat Switched"
            __main__.ScheduleTask(1.0, "Find(\"Chunk2\").ScriptUnhide()")
        taxi = Find("taxi")
        if taxi: taxi.Kill()
        cabbie = Find("cabbie")
        if cabbie: cabbie.Kill()
def JohnnyEndDialog():
    #    pc = Find("pc")
    #    pc.RemoveControllerNPC()
    npc = Find("Johnny")
    if (npc.times_talked > 1):
        __main__.ScheduleTask(
            1.0, "__main__.FindEntityByName(\"pc\").RemoveControllerNPC()")
        npc.SetRelationship("player D_HT 5")
    else:
        npc.SetRelationship("player D_HT 5")
        script = Find("script_J2")
        script.BeginSequence()
Beispiel #13
0
    def ToggleBeam(self, i):
        if i >= self.numBeams:
            return
        elif self.beamOn[i] == 1:
            self.beamOn[i] = 0
            self.track[i].Close()
        else:
            self.track[i].Open()
            self.beamOn[i] = 1

        if self.beamsFlicker == 1 and self.beamsEnabled == 1:
#            self.beam[i].Toggle()
#            uncommenting following lines will cause game to crash after a minute or so.
            __main__.ScheduleTask(0.10, "__main__.FindEntityByName(\"beam_%d\").Toggle()" %(i+1))
Beispiel #14
0
def setCemQuest():
    print("running setCemQuest")
    pc = __main__.FindPlayer()
    state = pc.GetQuestState("Romero")
    stateho = pc.GetQuestState("Loser")
    if (G.Romero_Hate == 1):
        print("Romero Hates You")
        romero = Find("Romero")
        if romero: romero.SetRelationship("player D_HT 5")
        return
    if (stateho == 5):
        print("Delivered the Goods")
        if G.Romero_Couch == 0:
            prostitute = Find("Prostitute")
            if prostitute: prostitute.Kill()
            relay = Find("Relay_Prostitute_Event")
            relay.Trigger()
            G.Romero_Couch = 1
    if (state == 3):
        if (G.FinishedCemetery == 0):
            print("Boched Reaction")
            G.FinishedCemetery = 1
            bochedlevel = Find("Relay_Zombie_Kill_Sequence")
            bochedlevel.Trigger()
        else:
            print("Just exit dialogue")
    elif (state == 2):
        if (G.FinishedCemetery == 0):
            print("Success Teleport back to HW")
            G.FinishedCemetery = 1
            __main__.ScheduleTask(7.5, "leaveCemetery()")
        else:
            print("Just exit dialogue")
    elif (state == 1):
        print("Been given the quest")
        eventStart = Find("quest_accepted")
        eventStart.Trigger()
        control = Find("Player_control")
        control.CreateControllerNPC()
        playerseq = Find("player_control_seq")
        playerseq.BeginSequence()
    elif (state == 0):
        print("Denied to do the quest")
        romeroseq1 = Find("romero_seq1")
        romeroseq1.BeginSequence()
    if (G.Romero_Boink == 1):
        relay = Find("romero_boink_relay")
        relay.Trigger()
        G.Romero_Boink = 2
def LeaveMansion():
    pc = __main__.FindPlayer()
    if (pc.HasItem("item_k_malkavian_refrigerator_key")):
        __main__.ScheduleTask(
            5.00,
            "__main__.FindPlayer().RemoveItem(\"item_k_malkavian_refrigerator_key\")"
        )
    if __main__.IsClan(__main__.FindPlayer(), "Nosferatu"):
        trig = Find("malk_la")
        trig.ScriptHide()
        trig = Find("malk_la_sewer")
        trig.ScriptUnhide()
    else:
        trig = Find("malk_la_sewer")
        trig.ScriptHide()
        trig = Find("malk_la")
        trig.ScriptUnhide()
def demaDialog():
    if (G.Dema_Go == 1):
        script = Find("dema_escort_player")
        script.BeginSequence()
        pc = Find("dema_controller")
        pc.CreateControllerNPC()
        script = Find("player_move")
        script.BeginSequence()
    elif (G.Dema_Go == 2):
        __main__.ScheduleTask(
            10.0,
            "__main__.FindEntityByName(\"Dema\").SetRelationship(\"player D_HT 5\")"
        )
    elif (G.Dema_Dominated == 1 or G.Dema_Dementated == 1):
        script = Find("dema_dominated")
        script.BeginSequence()
    elif (G.Dema_Hostile):
        boris = Find("Boris")
        if boris: boris.SetRelationship("player D_HT 5")
    if (G.Dema_Go == 2 or G.Dema_Hostile):
        dema = Find("Dema")
        dema.WillTalk(0)
Beispiel #17
0
def boxExplosion():
    print(
        "******************** timeing exploding boxes **********************")
    __main__.ScheduleTask(3.7, "explodeBoxes()")
def DialogPostProcess():
    if not G_tut.has_key('Tut_Jack'):
        saveState()
    elif G_tut['Tut_Jack'] != G.Tut_Jack:
        saveState()

#    popup = Find("signcounter")     # 1 - 16
#    popup.SetValue(0)
#    popup2 = Find("signcounter2")   # 17 - 32
#    popup2.SetValue(0)
#    popup3 = Find("signcounter3")   # 33 - 48
#    popup3.SetValue(0)
#    popup4 = Find("signcounter4")   # 49 - 64
#    popup4.SetValue(0)
#
# player skips tutorial
    if (G.Tut_Jack == 0):
        jack = Find("Jack")
        jack.WillTalk(0)
        #changes made by dan_upright 29/11/04 and wesp
        G.Story_State = -2
        #  G.Jack_Faction = G.Jack_Faction + 1
        pc = __main__.FindPlayer()
        if pc:
            pc.SetQuest("Tutorial", 1)
            #      pc.GiveItem("item_w_thirtyeight")
            #      pc.GiveItem("item_g_lockpick")
            pc.MakePlayerKillable()
        __main__.ChangeMap(2.5, "newgame", "trig_leave_tutorial")
        #changes end

    # the first time
    elif (G.Tut_Jack == 1 and G.Tutorial_Blueblood == 0
          and G.Tutorial_Feeding == 0):
        #        popup.SetValue(2)
        #        popup = Find("popup_2")
        #        popup.OpenWindow()
        Find("popup_2").OpenWindow()
        ip = Find("ip_lean_1")
        if ip: ip.Kill()
        ip = Find("ip_0b2")
        if ip: ip.Enable()
        trig = Find("trig_off_porch")
        if trig: trig.Kill()
        G.Tutorial_Feeding = 1

    # outside the chopshop door, after the blueblood
    elif (G.Tut_Jack == 2 and G.Tutorial_Blueblood == 1):
        script = Find("script_1b")
        if script: script.BeginSequence()
        door = Find("tutchopdoora")
        door.Unlock()
        trig = Find("trig_popup_use")
        trig.Enable()

    # chopshop hall, before scripted event
    elif G.Tut_Jack == 3:
        #        logic = Find("logic_raid_start_2")
        logic = Find("logic_scene_1")
        logic.Trigger()

    # in the chopshop, side hall by the windows, after scripted event
    elif G.Tut_Jack == 4:
        script = Find("script_2c")
        if script: script.BeginSequence()
        popup = Find("popup_11")
        popup.OpenWindow()

    # inside chopshop office, after jack jumps through window
    elif (G.Tut_Jack == 5 and G.Tut_Officedoor == 1):
        popup = Find("popup_14")
        popup.OpenWindow()

    # inside chopshop, got the key, leaves safe ui
    elif G.Tut_Jack == 18:
        popup = Find("popup_21")
        popup.OpenWindow()

    # two sabbat killed, before feeding on bum
    elif G.Tut_Jack == 6 and G.Tutorial_Bum == 0:
        player = FindPlayer()

    # after bum feeding, before rat feeding
    elif G.Tut_Jack == 7 and G.Tutorial_Bum == 1:
        player = FindPlayer()
        if IsClan(player, "Nosferatu"):
            popup = Find("popup_26")
            popup.OpenWindow()
        else:
            popup = Find("popup_25")
            popup.OpenWindow()

    # outside gate to thug, after feeding on bum, after rats
    elif (G.Tut_Jack == 8 and G.Tutorial_Bum == 1):
        script = Find("script_4d")
        script.BeginSequence()
        door = Find("tutalleydoora")
        door.Unlock()
        popup = Find("popup_27")
        popup.OpenWindow()

    # inside warehouse area, after sneaking in, before unarmed combat
    elif G.Tut_Jack == 9 and G.Tut_Aggfeed == 0:
        door = Find("door_garage")
        door.Open()
        script = Find("script_5b")
        if script: script.BeginSequence()
        popup = Find("popup_30")
        popup.OpenWindow()

    # thug killed, jack in front of bathroom door
    elif G.Tut_Jack == 11 and G.Tut_Melee == 0:
        door = Find("tutwareportal01")
        door.Unlock()

    # melee done, about to enter stealth room
    elif G.Tut_Jack == 12 and G.Tut_Stealthkill == 0:
        door = Find("tutwareportal03")
        door.Unlock()
        logic = Find("logic_enable_in_melee")
        logic.Enable()
        trig = Find("trig_popup_buff")
        trig.Enable()

    # stealth killed, about to enter physics room
    elif G.Tut_Jack == 13:
        door = Find("tutwareportal04")
        door.Unlock()
        logic = Find("logic_enable_in_stealth")
        logic.Enable()

    # jack hands gun, changed by wesp
    elif G.Tut_Jack == 14:
        if G.Tut_Gun == 0:
            Find("popup_45").OpenWindow()
            G.Tut_Gun = 1
        if G.Jack_Ammo == 0:
            G.Jack_Ammo = 1
            pc = FindPlayer()
            pc.GiveAmmo("item_w_thirtyeight", 12)

    # end of tutorial, changed by wesp
    elif G.Tut_Jack >= 15:
        __main__.ScheduleTask(
            5, "__main__.FindEntityByName(\'popup_58\').OpenWindow()")
        #        Find("popup_58").OpenWindow()
        __main__.ScheduleTask(
            2, "__main__.FindEntityByName(\"end_fade\").Fade()")
        jack = Find("Jack")
        jack.WillTalk(0)
Beispiel #19
0
def jackEndDialog():
    G.Story_State = 90
    __main__.ScheduleTask(
        4.0,
        "__main__.ChangeMap(3, \"observahaven\", \"changelevel_observahaven\")"
    )