procedure start;
procedure combat_p_proc;
procedure critter_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure timed_event_p_proc;
procedure Flip00;
procedure Flip01;
procedure Flip02;
procedure Flip03;
procedure Flip03a;
procedure Flip04;
procedure Flip05;
procedure FlipCombat;
procedure transit;
procedure FlipLeave;
variable known;
variable hostile;
variable initialized;
variable round_counter;
variable cell_tile := 23937;
variable home_tile := 14338;
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 start
begin
if (not(initialized)) then begin
critter_add_trait(self_obj, 1, 6, 43);
critter_add_trait(self_obj, 1, 5, 4);
initialized := 1;
end
else begin
if (script_action == 13) then begin
call combat_p_proc;
end
else begin
if (script_action == 12) then begin
call critter_p_proc;
end
else begin
if (script_action == 18) then begin
call destroy_p_proc;
end
else begin
if (script_action == 21) then begin
call look_at_p_proc;
end
else begin
if (script_action == 4) then begin
call pickup_p_proc;
end
else begin
if (script_action == 11) then begin
call talk_p_proc;
end
else begin
if (script_action == 22) then begin
call timed_event_p_proc;
end
end
end
end
end
end
end
end
end
procedure combat_p_proc
begin
if (fixed_param == 4) then begin
round_counter := round_counter + 1;
end
if (round_counter > 2) then begin
if (global_var(146) == 0) then begin
set_global_var(146, 1);
set_map_var(7, 1);
end
end
end
procedure critter_p_proc
begin
if (hostile) then begin
hostile := 0;
attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
end
else begin
if (obj_can_see_obj(self_obj, dude_obj) and (tile_distance_objs(self_obj, dude_obj) < 12)) then begin
if (global_var(54)) then begin
call Flip00;
end
else begin
if ((obj_pid(critter_inven_obj(dude_obj, 0)) != 113) and (local_var(4) == 0)) then begin
dialogue_system_enter;
end
end
end
if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
animate_move_obj_to_tile(self_obj, cell_tile, 0);
end
else begin
animate_move_obj_to_tile(self_obj, home_tile, 0);
end
end
end
procedure destroy_p_proc
begin
set_map_var(8, 3);
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
end
procedure look_at_p_proc
begin
script_overrides;
if (local_var(4)) then begin
display_msg(message_str(367, 100));
end
else begin
display_msg(message_str(367, 101));
end
end
procedure pickup_p_proc
begin
hostile := 1;
end
procedure talk_p_proc
begin
call get_reaction;
start_gdialog(367, self_obj, 4, -1, -1);
gsay_start;
if (obj_pid(critter_inven_obj(dude_obj, 0)) == 113) then begin
call Flip01;
end
else begin
if (local_var(4) == 1) then begin
call Flip05;
end
else begin
call Flip02;
end
end
gsay_end;
end_dialogue;
end
procedure timed_event_p_proc
begin
if (fixed_param == 1) then begin
if (obj_can_see_obj(self_obj, dude_obj)) then begin
hostile := 1;
end
end
else begin
if (fixed_param == 2) then begin
call Flip00;
end
end
end
procedure Flip00
begin
float_msg(self_obj, message_str(367, 102), 0);
call FlipCombat;
end
procedure Flip01
begin
add_timer_event(self_obj, game_ticks(30), 1);
gsay_message(367, 103, 50);
end
procedure Flip02
begin
set_local_var(4, 1);
gsay_reply(367, 104);
giq_option(4, 367, 105, FlipCombat, 50);
giq_option(4, 367, 106, transit, 50);
giq_option(-3, 367, 107, FlipCombat, 50);
end
procedure Flip03
begin
gsay_reply(367, 108);
giq_option(4, 367, 109, transit, 50);
giq_option(4, 367, 110, Flip03a, 50);
end
procedure Flip03a
begin
if (is_success(roll_vs_skill(dude_obj, 14, 0))) then begin
call FlipLeave;
end
else begin
call Flip04;
end
end
procedure Flip04
begin
gsay_message(367, 111, 50);
call FlipCombat;
end
procedure Flip05
begin
gsay_message(367, 112, 50);
call FlipCombat;
end
procedure FlipCombat
begin
hostile := 1;
end
procedure transit
begin
set_global_var(57, 2);
load_map(32, 5);
end
procedure FlipLeave
begin
if (tile_num(self_obj) == home_tile) then begin
animate_move_obj_to_tile(self_obj, tile_num_in_direction(home_tile, 0, 5), 0);
end
else begin
animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), 5, 5), 0);
end
add_timer_event(self_obj, game_ticks(5), 2);
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