Working on dialog editor, on dialogs, on phone
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0e27521bea
commit
8f7797789d
63 files changed
+9502
-1459
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+240
-130
@@ -16,7 +16,7 @@ player_left_darklands = false
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morning_can_open_door_index = 0
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morning_did_open_door_index = 0
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player_ghost_aware = false
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--player_ghost_aware = false
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ghost_gone = false
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@@ -143,6 +143,7 @@ function on_bookshelf_clicked()
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end
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function on_npc_interact(npc_index)
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local player_ghost_aware = game_api.getIntValue("ghost_aware")
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print("[Lua] NPC interaction! Index: " .. tostring(npc_index))
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if npc_index == 1 then
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local day = game_api.getIntValue("day")
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@@ -154,6 +155,8 @@ function on_npc_interact(npc_index)
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game_api.start_dialogue("knife_dialog001")
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end
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else
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game_api.start_dialogue("dialog_aiperi_morning001")
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--[[
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if (player_ghost_aware) then
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local player_alik_aware = game_api.getIntValue("player_alik_aware")
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if player_alik_aware == 1 then
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@@ -164,7 +167,7 @@ function on_npc_interact(npc_index)
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end
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else
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game_api.start_dialogue("aiperi_dialog003")
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end
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end]]
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end
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end
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if npc_index == 0 then
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@@ -190,16 +193,11 @@ function on_npc_interact(npc_index)
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end
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end
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if npc_index == 2 then
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if (player_ghost_aware) then
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local report_card_signed = game_api.getIntValue("report_card_signed")
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if (report_card_signed == 1) then
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game_api.start_dialogue("dialog_with_ghost003")
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else
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game_api.start_dialogue("dialog_with_ghost002")
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end
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local report_card_signed = game_api.getIntValue("report_card_signed")
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if (report_card_signed == 1) then
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game_api.start_dialogue("dialog_with_ghost003")
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else
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game_api.start_dialogue("dialog_with_ghost001")
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--player_ghost_aware = true
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end
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end
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end
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@@ -213,11 +211,12 @@ function on_quest_over()
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game_api.quest_set_objective_completed("ghost_release", "ghost_release_show")
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end
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--[[
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function on_first_ghost_dialog_over()
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print("on_first_ghost_dialog_over")
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player_ghost_aware = true
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game_api.quest_unlock("ghost_lore")
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end
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end]]
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function on_darklands_over()
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game_api.set_player_hp(10)
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@@ -234,7 +233,7 @@ end
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function on_library_door_click()
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print("on_library_door_click---")
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local day = game_api.getIntValue("day")
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if (day == 0) then
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if (night_time) then
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game_api.start_dialogue("door_night_dialog001")
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@@ -244,7 +243,7 @@ function on_library_door_click()
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end
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end
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else
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if (morning_can_open_door_index == 5) then
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--[[if (morning_can_open_door_index == 5) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 5
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game_api.start_dialogue("door_unlock_dialog001")
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@@ -256,41 +255,32 @@ function on_library_door_click()
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end
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else
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game_api.start_dialogue("door_dialog001")
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end
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end]]
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end
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--[[
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--if (player_left_darklands) then
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if (morning_can_open_door_index == 5) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 5
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(12)
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if (game_api.is_night()) then
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if (not game.is_dawn() or not (morning_did_open_door_index == 4)) then
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game_api.start_dialogue("door_dialog001")
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end
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elseif (night_time && day == 0) then
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game_api.start_dialogue("door_night_dialog001")
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else
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if (not lection_is_over) then
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end
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--[[
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if (game_api.is_night() and not game.is_dawn()) then
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game_api.start_dialogue("door_dialog001")
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end
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end]]
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if (game_api.is_night() and game.is_dawn() and not (morning_did_open_door_index == 4) then
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game_api.start_dialogue("door_dialog001")
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end]]
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end
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end
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function on_teachers_door_click()
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print("on_teachers_door_click---")
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local day = game_api.getIntValue("day")
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print("day is")
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print(day)
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if (day == 0) then
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if (player_hold_key) then
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if (not teacher_door_opened) then
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teacher_door_opened = true
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@@ -304,7 +294,6 @@ function on_teachers_door_click()
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game_api.start_dialogue("door_teacher_dialog001")
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end
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else
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print("morning_can_open_door_index is")
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print(morning_can_open_door_index)
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if (morning_can_open_door_index == 3) then
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@@ -324,7 +313,7 @@ function on_teachers_door_click()
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game_api.start_dialogue("door_dialog001")
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end
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end
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--[[
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if (player_left_darklands) then
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@@ -356,9 +345,9 @@ end
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function on_hall_door_click()
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print("on_hall_door_click---")
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local day = game_api.getIntValue("day")
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if (day == 0) then
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if (not hall_door_opened) then
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hall_door_opened = true
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@@ -369,72 +358,53 @@ function on_hall_door_click()
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end)
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game_api.set_npc_enabled(0, true)
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end
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else
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if (morning_can_open_door_index == 6) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 6
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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if (game_api.is_night()) then
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if not (morning_did_open_door_index == 6) then
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game_api.start_dialogue("door_dialog001")
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end
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else
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game_api.start_dialogue("door_dialog001")
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--[[
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if (morning_can_open_door_index == 6) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 6
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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end
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else
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game_api.start_dialogue("door_dialog001")
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end]]
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end
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end
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--[[
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if (player_left_darklands) then
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if (morning_can_open_door_index == 6) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 6
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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end
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else
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game_api.start_dialogue("door_dialog001")
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end
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elseif (not hall_door_opened) then
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hall_door_opened = true
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game_api.switch_navigation(1)
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Main_Hall_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
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end)
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game_api.set_npc_enabled(0, true)
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end]]
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end
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function on_s1_door_click()
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--if (player_left_darklands) then
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if (morning_can_open_door_index == 1) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 1
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game_api.start_dialogue("door_unlock_dialog001")
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if (game_api.is_night()) then
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if not (morning_did_open_door_index == 1) then
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game_api.start_dialogue("door_dialog001")
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end
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end
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--[[
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if (morning_can_open_door_index == 1) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 1
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_S_0_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(8)
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end
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else
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game_api.start_dialogue("door_dialog001")
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game_api.rotate_object("Room_S_0_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(8)
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end
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else
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game_api.start_dialogue("door_dialog001")
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end
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]]
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--else
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-- game_api.start_dialogue("door_dialog001")
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--end
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@@ -442,52 +412,62 @@ end
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function on_s2_door_click()
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--if (player_left_darklands) then
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if (morning_can_open_door_index == 2) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 2
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game_api.start_dialogue("door_unlock_dialog001")
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if (game_api.is_night()) then
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if not (morning_did_open_door_index == 2) then
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game_api.start_dialogue("door_dialog001")
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end
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end
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--[[
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if (morning_can_open_door_index == 2) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 2
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_S_1_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(9)
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end
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else
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game_api.start_dialogue("door_dialog001")
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game_api.rotate_object("Room_S_1_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(9)
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end
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--else
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-- game_api.start_dialogue("door_dialog001")
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--end
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else
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game_api.start_dialogue("door_dialog001")
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end
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]]
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end
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function on_n2_door_click()
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print("player_left_darklands")
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print(player_left_darklands)
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print("morning_can_open_door_index")
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print(morning_can_open_door_index)
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print("morning_did_open_door_index")
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print(morning_did_open_door_index)
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--if (player_left_darklands) then
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if (morning_can_open_door_index == 4) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 4
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game_api.start_dialogue("door_unlock_dialog001")
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if (game_api.is_night()) then
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if not (morning_did_open_door_index == 4) then
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game_api.start_dialogue("door_dialog001")
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end
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end
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--[[
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if (morning_can_open_door_index == 4) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 4
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_N_1_Leaf001", -90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(11)
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else
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--game_api.start_dialogue("door_opened_dialog001")
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end
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else
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game_api.start_dialogue("door_dialog001")
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game_api.rotate_object("Room_N_1_Leaf001", -90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(11)
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end
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--else
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-- game_api.start_dialogue("door_dialog001")
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--end
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else
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game_api.start_dialogue("door_dialog001")
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end]]
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end
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function on_teacher_arrived()
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@@ -605,6 +585,7 @@ function on_note_pickup()
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end
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function on_report_card_pickup()
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local player_ghost_aware = game_api.getIntValue("ghost_aware")
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if player_ghost_aware then
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local player_has_report_card = game_api.getIntValue("player_has_report_card")
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local report_card_signed = game_api.getIntValue("report_card_signed")
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@@ -848,7 +829,7 @@ end
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function setDay1NightSetup()
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night_time = true
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print("setDay1NightSetup")
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morning_did_open_door_index = 0
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@@ -934,7 +915,136 @@ game_api.set_enter_night_callback(
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)
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game_api.set_chat_callbacks(
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function()
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if (game_api.is_night()) then
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if (game_api.is_dawn()) then
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if not (morning_can_open_door_index == 0) and not (morning_can_open_door_index==3) then
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game_api.start_dialogue("phone_morning_aiperi001")
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else
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--TODO: add aiperi that she already came to the uni
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end
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else
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local asked_help_locked = game_api.getIntValue("asked_help_locked")
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if not (asked_help_locked == 1) then
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game_api.start_dialogue("phone_night_aiperi001")
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end
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end
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end
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end,
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nil,
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nil
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)
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--[[function on_aiperi_give_keys()
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game_api.pickup_item("all_keys")
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end]]
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function on_aiperi_opens_door()
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print("on_aiperi_opens_door")
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game_api.close_phone()
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if (morning_can_open_door_index == 6) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 6
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Hall_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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end)
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game_api.switch_navigation(13)
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--Aiperi incoming
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game_api.npc_set_position(1, 0, 0, 6.5)
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game_api.set_npc_enabled(1, true)
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game_api.npc_walk_to(1, 0.0, 0, 9.1, function()
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game_api.start_dialogue("dialog_aiperi_morning001")
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end)
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game_api.player_walk_to(0.0, 0.0, 10.0, nil)
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end
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elseif (morning_can_open_door_index == 5) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 5
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game_api.start_dialogue("door_unlock_dialog001")
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||||
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
end)
|
||||
game_api.switch_navigation(12)
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0.0, 0, 6.43818)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, 2.34349, 0, 6.31229, function()
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
end)
|
||||
game_api.player_walk_to(3.52174, 0, 6.28993, nil)
|
||||
end
|
||||
elseif (morning_can_open_door_index == 4) then
|
||||
if (morning_did_open_door_index == 0) then
|
||||
morning_did_open_door_index = 4
|
||||
game_api.start_dialogue("door_unlock_dialog001")
|
||||
|
||||
game_api.rotate_object("Room_N_1_Leaf001", -90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
end)
|
||||
game_api.switch_navigation(11)
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, 2.11898, 0, -1.7074, function()
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
end)
|
||||
game_api.player_walk_to(3.36055, 0, -2.0345, nil)
|
||||
end
|
||||
elseif (morning_can_open_door_index == 2) then
|
||||
|
||||
if (morning_did_open_door_index == 0) then
|
||||
morning_did_open_door_index = 2
|
||||
game_api.start_dialogue("door_unlock_dialog001")
|
||||
|
||||
game_api.rotate_object("Room_S_1_Leaf001", 90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
end)
|
||||
game_api.switch_navigation(9)
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -1.7911)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, -2.454, 0, -1.61871, function()
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
end)
|
||||
game_api.player_walk_to(-3.63363, 0, -1.50727, nil)
|
||||
end
|
||||
|
||||
|
||||
elseif (morning_can_open_door_index == 1) then
|
||||
if (morning_did_open_door_index == 0) then
|
||||
morning_did_open_door_index = 1
|
||||
game_api.start_dialogue("door_unlock_dialog001")
|
||||
|
||||
game_api.rotate_object("Room_S_0_Leaf001", 90, 0.5, nil)
|
||||
game_api.fade_object("Room_Cover_Corridor_001", 0, 0.5, function()
|
||||
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
||||
end)
|
||||
game_api.switch_navigation(8)
|
||||
|
||||
--Aiperi incoming
|
||||
game_api.npc_set_position(1, 0, 0, -9.77948)
|
||||
game_api.set_npc_enabled(1, true)
|
||||
game_api.npc_walk_to(1, -2.53977, 0, -9.77852, function()
|
||||
game_api.start_dialogue("dialog_aiperi_morning001")
|
||||
end)
|
||||
game_api.player_walk_to(-3.64494, 0, -9.66711, nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function on_aiperi_morning_dialog_finished()
|
||||
game_api.npc_walk_to(1, 0.764049, 0, -8.5, nil)
|
||||
end
|
||||
|
||||
game_api.set_location_callbacks(
|
||||
function()
|
||||
|
||||
Reference in new issue
Block a user