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()
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()
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)