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\")" )
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()
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()
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)")
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()
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))
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)
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)
def jackEndDialog(): G.Story_State = 90 __main__.ScheduleTask( 4.0, "__main__.ChangeMap(3, \"observahaven\", \"changelevel_observahaven\")" )