コード例 #1
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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")
コード例 #2
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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")
コード例 #3
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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
コード例 #4
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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()
コード例 #5
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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")
コード例 #6
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def leaveTemple():
    if(G.Story_State < 100):
        __main__.ChangeMap(2.5, "temple", "trig_temple")
    else:
        __main__.ChangeMap(2.5, "caine_landmark", "caine_teleport")
コード例 #7
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def leaveCemetery():
    __main__.ChangeMap(2.5, "hollywood", "cem_hollywood")
コード例 #8
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def reenterCheck():
    if G.Jumbles_Removed >= 1:
        __main__.ChangeMap(3, "ch_exit_landmark", "trig_ch_exit")
コード例 #9
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def LeaveTutorialShort():
    G.Story_State = -2
    __main__.ChangeMap(2.5, "newgame", "trig_leave_tutorial_short")
    pc = Find("pc_0")
    if pc: pc.MakePlayerKillable()
コード例 #10
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def gio5_changDefeated():
    G.Story_State = 60
    G.Chunk_Open = 4
    trigger = Find("trig_from_4")
    trigger.ScriptUnhide()
    __main__.ChangeMap(3, "truckmark", "trig_shortcut")
コード例 #11
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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")
コード例 #12
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def LoadMap34():
    __main__.ChangeMap(1, "bedroom_landmark", "tobedroom")
コード例 #13
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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")
コード例 #14
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def AshDialogEnd():
    #    if __main__.IsClan(__main__.FindPlayer(), "Nosferatu"):
    __main__.ChangeMap(0.0, "sewer_map_landmark", "trig_transition_sewer")
コード例 #15
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def luckyStarExit():
    if (G.Story_State < 100):
        __main__.ChangeMap(2.5, "luckystar1", "luckystarTeleport1")
    else:
        __main__.ChangeMap(2.5, "caine_landmark", "luckystarCaine")
コード例 #16
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def toSewers():
    if (G.Ash_Sewers == 1):
        __main__.ChangeMap(2.5, "AspHole4", "AspHoleTeleportSewers")
コード例 #17
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def tutorialLoad():
    __main__.ChangeMap(2.5, "tutorial", "tutorial_change")
コード例 #18
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def leaveVentrue():
    if (G.Story_State == 110):
        __main__.ChangeMap(2.5, "caine_landmark", "VentrueTower_caine")
    else:
        __main__.ChangeMap(2.5, "VentrueTower_mark", "VentrueTower_hub")
コード例 #19
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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")
コード例 #20
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def LoadMap12():
    __main__.ChangeMap(1, "malkext", "malkentranceteleport")
コード例 #21
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def OnNinesintroEnd():
    __main__.ChangeMap(3.0, "nines_mark", "trig_to_LA")
コード例 #22
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def sewerToCaine():
    if (G.Story_State >= 100):
        __main__.ChangeMap(2.5, "caine_landmark", "sewer_caine")
コード例 #23
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def toSantaMonica():
    __main__.ChangeMap(2.5, "warehouselandmark", "santamonicateleport")
コード例 #24
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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)
コード例 #25
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def hackAreaChange():
    __main__.ChangeMap(3, "taxi_landmark", "taxi_trigger")