procedure start;
procedure do_dialogue;
procedure sys_dialog;
procedure guard00;
procedure guard01;
procedure guard02;
procedure guard03;
procedure guard04;
procedure guard05;
procedure guard06;
procedure guard07;
procedure guard07a;
procedure guard07b;
procedure guard08;
procedure guard09;
procedure guard10;
procedure guard11;
procedure guard12;
procedure guard13;
procedure guard14;
procedure guard15;
procedure guardend;
procedure combat;
procedure weapon_check;
procedure Critter_Action;
procedure damage_p_proc;
import variable killing_women;
variable hostile;
variable initialized;
variable rndq;
variable rndr;
variable rndx;
variable Weapons;
procedure get_reaction;
procedure ReactToLevel;
procedure LevelToReact;
procedure UpReact;
procedure DownReact;
procedure BottomReact;
procedure TopReact;
procedure BigUpReact;
procedure BigDownReact;
procedure UpReactLevel;
procedure DownReactLevel;
procedure Goodbyes;
variable exit_line;
procedure first;
procedure notfirst;
procedure start
begin
if (not(initialized)) then begin
critter_add_trait(self_obj, 1, 6, 6);
critter_add_trait(self_obj, 1, 5, 20);
initialized := 1;
end
if (script_action == 22) then begin
if (fixed_param == 1) then begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3)) then begin
call combat;
end
end
else begin
if (fixed_param == 2) then begin
if (tile_distance_objs(self_obj, dude_obj) < 6) then begin
call combat;
end
end
else begin
if (fixed_param == 3) then begin
if (tile_distance_objs(self_obj, dude_obj) < 8) then begin
call combat;
end
end
end
end
end
else begin
if (script_action == 11) then begin
if (local_var(5) == 1) then begin
display_msg(message_str(136, 100));
end
else begin
call do_dialogue;
end
end
else begin
if (script_action == 4) then begin
hostile := 1;
end
else begin
if (script_action == 12) then begin
call Critter_Action;
if (hostile) then begin
hostile := 0;
attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
end
rndq := random(0, 10);
if (rndq == 1) then begin
rndr := random(0, 5);
animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), rndr, 1), 0);
end
else begin
if (obj_can_see_obj(self_obj, dude_obj) and (global_var(611) != 1)) then begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3) and ((Weapons == 0) and (killing_women == 0))) then begin
Weapons := 1;
dialogue_system_enter;
end
end
end
end
else begin
if (script_action == 14) then begin
call damage_p_proc;
end
else begin
if (script_action == 18) then begin
if (source_obj == dude_obj) then begin
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
set_global_var(156, 1);
set_global_var(157, 0);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
set_global_var(157, 1);
set_global_var(156, 0);
end
set_global_var(160, global_var(160) + 1);
if ((global_var(160) % 6) == 0) then begin
set_global_var(155, global_var(155) + 1);
end
end
set_global_var(254, 1);
set_global_var(611, 0);
set_global_var(115, global_var(115) - 1);
end
else begin
if (script_action == 21) then begin
script_overrides;
display_msg(message_str(136, 101));
end
end
end
end
end
end
end
end
procedure do_dialogue
begin
if (global_var(116) == 1) then begin
call guard00;
end
else begin
if ((Weapons == 1) and (killing_women == 0) and (global_var(611) != 1)) then begin
call guard02;
end
else begin
call sys_dialog;
end
end
end
procedure sys_dialog
begin
set_local_var(3, 1);
call get_reaction;
start_gdialog(136, self_obj, 4, -1, -1);
gsay_start;
if (local_var(4) == 0) then begin
set_local_var(4, 1);
call guard04;
end
else begin
call guard15;
end
gsay_end;
end_dialogue;
end
procedure guard00
begin
float_msg(self_obj, message_str(136, random(102, 106)), 8);
end
procedure guard01
begin
rndx := random(1, 5);
if (rndx == 1) then begin
gsay_message(136, 107, 50);
end
else begin
if (rndx == 2) then begin
gsay_message(136, 108, 50);
end
else begin
if (rndx == 3) then begin
gsay_message(136, 109, 50);
end
else begin
if (rndx == 4) then begin
gsay_message(136, 110, 50);
end
else begin
if (rndx == 5) then begin
gsay_message(136, 111, 50);
end
end
end
end
end
end
procedure guard02
begin
float_msg(self_obj, message_str(136, random(112, 115)), 8);
add_timer_event(self_obj, game_ticks(9), 1);
end
procedure guard03
begin
rndx := random(1, 3);
if (rndx == 1) then begin
gsay_message(136, 116, 50);
end
else begin
if (rndx == 2) then begin
gsay_message(136, 117, 50);
end
else begin
if (rndx == 3) then begin
gsay_message(136, 118, 50);
end
end
end
add_timer_event(self_obj, game_ticks(10), 2);
end
procedure guard04
begin
gsay_reply(136, 119);
if ((global_var(103) == 1) and (global_var(218) == 1)) then begin
giq_option(4, 136, 120, guard07, 50);
end
giq_option(4, 136, 121, guard06, 50);
giq_option(-3, 136, 122, guard05, 50);
end
procedure guard05
begin
gsay_message(136, 123, 50);
end
procedure guard06
begin
gsay_message(136, 124, 50);
call DownReact;
end
procedure guard07
begin
gsay_reply(136, 125);
giq_option(4, 136, 126, guard08, 50);
giq_option(5, 136, 127, guard07a, 50);
if (is_success(do_check(dude_obj, 1, 0))) then begin
giq_option(4, 136, 128, guard07b, 50);
end
end
procedure guard07a
begin
if (is_success(roll_vs_skill(dude_obj, 14, 0))) then begin
call guard09;
end
else begin
call guard11;
end
end
procedure guard07b
begin
if (is_success(roll_vs_skill(dude_obj, 14, -20))) then begin
call guard12;
end
else begin
call guard13;
end
end
procedure guard08
begin
gsay_message(136, 129, 50);
end
procedure guard09
begin
gsay_reply(136, 130);
giq_option(6, 136, 131, guard10, 50);
end
procedure guard10
begin
gsay_message(136, 132, 50);
end
procedure guard11
begin
gsay_message(136, 133, 50);
end
procedure guard12
begin
gsay_message(136, 134, 50);
set_local_var(5, 1);
end
procedure guard13
begin
gsay_message(136, 135, 50);
call combat;
end
procedure guard14
begin
gsay_message(136, 136, 50);
add_timer_event(self_obj, game_ticks(12), 3);
end
procedure guard15
begin
gsay_message(136, 137, 50);
end
procedure guardend
begin
end
procedure combat
begin
if (global_var(116) == 1) then begin
critter_add_trait(self_obj, 1, 6, 87);
end
hostile := 1;
end
procedure weapon_check
begin
if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3)) then begin
Weapons := 0;
end
else begin
Weapons := 1;
end
end
procedure Critter_Action
begin
variable LVar0 := 0;
if (global_var(26) == 2) then begin
set_global_var(254, 1);
end
else begin
if (global_var(116)) then begin
set_global_var(254, 0);
if (tile_distance_objs(self_obj, dude_obj) < 3) then begin
LVar0 := tile_num_in_direction(tile_num(self_obj), random(0, 5), 3);
if (tile_distance(tile_num(self_obj), LVar0) > 2) then begin
if (random(0, 9) == 0) then begin
float_msg(self_obj, message_str(136, random(102, 106)), 8);
end
animate_move_obj_to_tile(self_obj, LVar0, 0);
end
end
end
else begin
if (global_var(213)) then begin
set_global_var(254, 1);
end
if (obj_can_see_obj(self_obj, dude_obj)) then begin
if (global_var(214)) then begin
set_global_var(254, 1);
end
end
if (map_var(2) == 1) then begin
set_global_var(254, 1);
end
end
end
if (global_var(254) and obj_can_see_obj(self_obj, dude_obj)) then begin
hostile := 1;
end
if (tile_distance_objs(self_obj, dude_obj) > 12) then begin
hostile := 0;
end
end
procedure damage_p_proc
begin
if (global_var(116) == 0) then begin
set_global_var(254, 1);
end
end
procedure get_reaction
begin
if (local_var(2) == 0) then begin
set_local_var(0, 50);
set_local_var(1, 2);
set_local_var(2, 1);
set_local_var(0, local_var(0) + (5 * get_critter_stat(dude_obj, 3)) - 25);
set_local_var(0, local_var(0) + (10 * has_trait(0, dude_obj, 10)));
if (has_trait(0, dude_obj, 39)) then begin
if (global_var(155) > 0) then begin
set_local_var(0, local_var(0) + global_var(155));
end
else begin
set_local_var(0, local_var(0) - global_var(155));
end
end
else begin
if (local_var(3) == 1) then begin
set_local_var(0, local_var(0) - global_var(155));
end
else begin
set_local_var(0, local_var(0) + global_var(155));
end
end
if (global_var(158) > 2) then begin
set_local_var(0, local_var(0) - 30);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
set_local_var(0, local_var(0) + 20);
end
if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
set_local_var(0, local_var(0) - 20);
end
call ReactToLevel;
end
end
procedure ReactToLevel
begin
if (local_var(0) <= 25) then begin
set_local_var(1, 1);
end
else begin
if (local_var(0) <= 75) then begin
set_local_var(1, 2);
end
else begin
set_local_var(1, 3);
end
end
end
procedure LevelToReact
begin
if (local_var(1) == 1) then begin
set_local_var(0, random(1, 25));
end
else begin
if (local_var(1) == 2) then begin
set_local_var(0, random(26, 75));
end
else begin
set_local_var(0, random(76, 100));
end
end
end
procedure UpReact
begin
set_local_var(0, local_var(0) + 10);
call ReactToLevel;
end
procedure DownReact
begin
set_local_var(0, local_var(0) - 10);
call ReactToLevel;
end
procedure BottomReact
begin
set_local_var(1, 1);
set_local_var(0, 1);
end
procedure TopReact
begin
set_local_var(0, 100);
set_local_var(1, 3);
end
procedure BigUpReact
begin
set_local_var(0, local_var(0) + 25);
call ReactToLevel;
end
procedure BigDownReact
begin
set_local_var(0, local_var(0) - 25);
call ReactToLevel;
end
procedure UpReactLevel
begin
set_local_var(1, local_var(1) + 1);
if (local_var(1) > 3) then begin
set_local_var(1, 3);
end
call LevelToReact;
end
procedure DownReactLevel
begin
set_local_var(1, local_var(1) - 1);
if (local_var(1) < 1) then begin
set_local_var(1, 1);
end
call LevelToReact;
end
procedure Goodbyes
begin
exit_line := message_str(634, random(100, 105));
end
procedure first
begin
end
procedure notfirst
begin
end