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()
Exemple #2
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def paintingsInGallery():
    if (G.Jeanette_Quest == 1 or G.Jeanette_Refuse > 0):
        i = 0
        while (i < 4):
            painting = Find("painting_%i" % i)
            painting.ScriptUnhide()
            i = i + 1
        signs = __main__.FindEntitiesByName("signs")
        for s in signs:
            s.ScriptUnhide()
        if G.Patch_Plus == 1:
            monies = Find("cash_box")
            monies.ScriptUnhide()
            box_spark = Find("box_sparklies")
            box_spark.ScriptUnhide()
        else:
            monies = Find("charity")
            monies.ScriptUnhide()
            box_spark = Find("box_sparklies")
            box_spark.ScriptUnhide()
            switch = Find("charity_monies")
            switch.ScriptUnhide()
        if (not __main__.IsDead("Chunk") and G.Jeanette_Quest == 1
                and G.Patch_Plus == 1):
            __main__.FindPlayer().AwardExperience("Slash02")
    if (G.Jeanette_Refuse > 0 or G.Jeanette_Quest == 2):
        relay = Find("gallery_done_relay")
        relay.Trigger()
def borisDoorOpen():
    if (not __main__.IsDead("Dema") and (G.Dema_Go != 1)
            and (G.Dema_Dominated != 1) and (G.Dema_Dementated != 1)):
        dema = Find("Dema")
        dema.SetRelationship("player D_HT 5")
        boris = Find("Boris")
        boris.SetRelationship("player D_HT 5")
    if (__main__.IsDead("Dema") and (not __main__.IsDead("Boris"))
            and (G.Boris_Talk == 0) and (G.Boris_Hostile == 0)):
        pc = Find("dema_controller")
        pc.CreateControllerNPC()
        script = Find("player_to_boris")
        script.BeginSequence()
    if (G.Dema_Go == 1 and G.Boris_Hostile > 0):
        demawesp = Find("Dema_wesp")
        demawesp.SetRelationship("player D_HT 5")
def pattyGone():
    patty = Find("Patty")
    if patty:
        if (G.Patty_Alley or G.Patty_SD or G.Patty_Pisha or G.Patty_SM
                or __main__.IsDead("Patty")):
            patty.Kill()
        if (G.Skelter_Quest == 3):
            patty.WillTalk(1)
    venus = Find("Venus")
    if (__main__.IsDead("Venus")):
        if venus: venus.Kill()
        goon = Find("Goon")
        if goon: goon.ScriptUnhide()
    if G.Doll2_Dead == 1:
        doll2 = Find("Doll2")
        if doll2: doll2.Kill()
def borisDeath():
    pc = __main__.FindPlayer()
    state = pc.GetQuestState("Venus")
    if (not __main__.IsDead("Venus") and state > 0 and state < 2):
        pc.SetQuest("Venus", 3)
    state = pc.GetQuestState("Kill Venus")
    if (state > 0 and state != 3):
        pc.SetQuest("Kill Venus", 4)
def SetPatty():
    patty = Find("Patty")
    if patty:
        if __main__.IsDead("Patty"):
            patty.Kill()
        else:
            if (G.Patty_Alley == 1):
                patty.ScriptUnhide()
                patty.WillTalk(0)
def SetTempleState():
    if (G.Story_State < 105):
        print ( "***************** Set Elysium *****************" )
        if (G.Story_State < 100):
            npc = Find("MingXiao")
            if npc:
                npc.ScriptUnhide()
        else:
            print ( "***************** Change out Ming *****************" )
            npc = Find("MingXiao")
            if npc:
                npc.Kill()
            npc = Find("MingXiao2")
            if npc:
                npc.ScriptUnhide()
            door = Find("templedra")
            door.Lock()
            door = Find("templedrb")
            door.Lock()
        world = Find("world")
        if world: world.SetSafeArea(2)    # elysium
    else:
        print ( "***************** Set Combat *****************" )
        blocks = Finds( "Door_Blocks" )
        for block in blocks:
            if block:
                print ( "***************** Removeing Door Blocks *****************" )
                block.Kill()
        print ( "***************** Removeing Door Blocks *****************" )
        mainblock = Find( "Door_Block_Main" )
        mainblock.ScriptUnhide()
        npc = Find("MingXiao")
        if npc: npc.Kill()
        npc = Find("MingXiao2")
        if npc: npc.Kill()
        world = Find("world")
        world.SetSafeArea(0)    # combat
        npc = Find("guard_1")
        if npc: npc.ScriptUnhide()
        npc = Find("guard_2")
        if npc: npc.ScriptUnhide()
        yukie = Find( "Yukie" )
        if (yukie and not __main__.IsDead ("Yukie") and G.Yukie_Leave == 1 and G.Patch_Plus == 1):
            yukie.ScriptUnhide()
Exemple #8
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def heatherCheck():
    if(G.Heather_Drank == 1 and G.Heather_Haven == 1 and G.Heather_Gone == 0 and G.Heather_Kill == 0 and G.Heather_Indoors == 0 and G.Heather_Scene == 0 and not __main__.IsDead("Heather")):
        #Heather gets to die now
        print "incoming heather"
        heather = Find("Heather")
        relay = Find("heather_scene_unhider")
        relay.Trigger()
        G.Heather_Scene = 1
        if(heather):
            if G.Patch_Plus == 1:  
                heather_dead = Find("heather_dead")
                heather_dead.ScriptUnhide()
            if(G.Heather_Outfit == 1):
                heather.SetModel("models/character/npc/unique/Santa_Monica/Heather/Heather_goth.mdl")
            elif(G.Heather_Outfit == 2):
                heather.SetModel("models/character/npc/unique/Santa_Monica/Heather/Heather_3.mdl")
            else:
                heather.SetModel("models/character/npc/unique/Santa_Monica/Heather/Heather.mdl")
    else:
        #normal encounter
        print "no heather"
        relay = Find("non_heather_scene_unhider")
        relay.Trigger()
def milliganCardPickup():
    pc = __main__.FindPlayer()
    state = pc.GetQuestState("Necromantic")
    if (not __main__.IsDead("Milligan") and not __main__.IsDead("Pisha")
            and state < 2):
        pc.SetQuest("Necromantic", 2)