def BeckettDialogEnd(): if G.Museum_Kill == 0: __main__.FindPlayer().AwardExperience('Museum04') if G.Patch_Plus == 1: G.Museum_Open = 1 if __main__.IsClan(__main__.FindPlayer(), "Nosferatu"): __main__.ChangeMap(2.5, "sewer_map_landmark", "trig_museum_exit_sewer") else: __main__.ChangeMap(2.5, "taxi_landmark", "trig_museum_exit")
def entranceBackCheck(): if (G.BeenToGioParty == 1): __main__.ChangeMap(1, "backload_landmark", "backload_a") return if (G.GioBotchedOutside == 1): __main__.ChangeMap(1, "backload_landmark", "backload_b") return else: __main__.ChangeMap(1, "backload_landmark", "backload_a")
def WeDoAThingOfSomekind(): if (G.Ash_Leave == 1 and G.Ash_Free == 0 and G.Patch_Plus == 1): __main__.FindPlayer().SetQuest("Ash", 3) print "this is radio rentals, open the pod bay doors hal" pc = __main__.FindPlayer() if (pc.clan == 5): taxi_landmark = Find("taxi_landmark") taxi_landmark.SetName("sewer_map_landmark") __main__.ChangeMap(2.5, "sewer_map_landmark", "escape_transition_nos") print "sailing to the sewers" return 0 else: __main__.ChangeMap(2.5, "taxi_landmark", "escape_transition") print "sailing to the taxi" return 1
def toTaxi(): if (G.Story_State >= 100): __main__.ChangeMap(2.5, "caine_landmark", "caine_transition") vent1 = Find("haven_vent_1") vent1.Close() vent2 = Find("haven_vent_2") vent2.Close()
def bishopVickDeath(): pc = __main__.FindPlayer() if pc.GetQuestState("AllPlague") > 0: pc.SetQuest( "AllPlague", 3 ) if pc.GetQuestState("Regent") > 0 and not pc.GetQuestState("Regent") == 7: pc.SetQuest("Regent", 5) G.Vick_Dead = 1 G.Jumbles_Removed = 1 __main__.ChangeMap(3, "ch_exit_landmark", "trig_ch_exit")
def leaveTemple(): if(G.Story_State < 100): __main__.ChangeMap(2.5, "temple", "trig_temple") else: __main__.ChangeMap(2.5, "caine_landmark", "caine_teleport")
def leaveCemetery(): __main__.ChangeMap(2.5, "hollywood", "cem_hollywood")
def reenterCheck(): if G.Jumbles_Removed >= 1: __main__.ChangeMap(3, "ch_exit_landmark", "trig_ch_exit")
def LeaveTutorialShort(): G.Story_State = -2 __main__.ChangeMap(2.5, "newgame", "trig_leave_tutorial_short") pc = Find("pc_0") if pc: pc.MakePlayerKillable()
def gio5_changDefeated(): G.Story_State = 60 G.Chunk_Open = 4 trigger = Find("trig_from_4") trigger.ScriptUnhide() __main__.ChangeMap(3, "truckmark", "trig_shortcut")
def leaveVentrueNos(): if (G.Story_State == 110): __main__.ChangeMap(2.5, "caine_nos_landmark", "VentrueTower_caine") else: __main__.ChangeMap(2.5, "ventrue_nosferatu_entrance", "ventrue_sewers")
def LoadMap34(): __main__.ChangeMap(1, "bedroom_landmark", "tobedroom")
def ExitTemple(): if (G.Story_State == 110): __main__.ChangeMap(0.5, "temple_landmark", "trig_arena_to_ending") else: __main__.ChangeMap(0.5, "caine_landmark", "trig_arena_to_taxi")
def AshDialogEnd(): # if __main__.IsClan(__main__.FindPlayer(), "Nosferatu"): __main__.ChangeMap(0.0, "sewer_map_landmark", "trig_transition_sewer")
def luckyStarExit(): if (G.Story_State < 100): __main__.ChangeMap(2.5, "luckystar1", "luckystarTeleport1") else: __main__.ChangeMap(2.5, "caine_landmark", "luckystarCaine")
def toSewers(): if (G.Ash_Sewers == 1): __main__.ChangeMap(2.5, "AspHole4", "AspHoleTeleportSewers")
def tutorialLoad(): __main__.ChangeMap(2.5, "tutorial", "tutorial_change")
def leaveVentrue(): if (G.Story_State == 110): __main__.ChangeMap(2.5, "caine_landmark", "VentrueTower_caine") else: __main__.ChangeMap(2.5, "VentrueTower_mark", "VentrueTower_hub")
def leaveChantry(): if (G.Story_State < 100): __main__.ChangeMap(2.5, "chantry", "chantry_interior_trigger") else: __main__.ChangeMap(2.5, "caine_landmark", "chantry_caine_trigger")
def LoadMap12(): __main__.ChangeMap(1, "malkext", "malkentranceteleport")
def OnNinesintroEnd(): __main__.ChangeMap(3.0, "nines_mark", "trig_to_LA")
def sewerToCaine(): if (G.Story_State >= 100): __main__.ChangeMap(2.5, "caine_landmark", "sewer_caine")
def toSantaMonica(): __main__.ChangeMap(2.5, "warehouselandmark", "santamonicateleport")
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)
def hackAreaChange(): __main__.ChangeMap(3, "taxi_landmark", "taxi_trigger")