Minor dialogue and UI bug fixing
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@@ -663,7 +663,7 @@
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"fadeOutMs": 0,
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"fadeInMs": 500,
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"endFadeOutMs": 0,
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"endFadeInMs": 500,
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"endFadeInMs": 0,
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"onFadeInCallback": "",
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"imageSegments": [
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{
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@@ -1731,8 +1731,19 @@
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"speaker": "Бекзат",
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"portrait": "resources/dialogue/portrait_phone.png",
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"text": "Спасибо большое!",
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"next": "line_6",
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"next": "setflag_1",
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"chatBubble": "out"
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},
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{
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"id": "setflag_1",
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"type": "SetFlag",
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"effects": [
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{
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"flag": "asked_help_locked",
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"value": 0
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}
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],
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"next": "line_6"
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}
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]
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},
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File diff suppressed because it is too large.
Load diff
@@ -759,6 +759,8 @@ function setDay1setup()
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game_api.set_npc_enabled(3, false)
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game_api.set_npc_enabled(4, false)
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game_api.set_npc_enabled(5, false)
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game_api.npc_set_position(1, 0.98998, 0, -7.525)
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end
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function setDay1MorningSetup()
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@@ -768,11 +770,9 @@ function setDay1MorningSetup()
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game_api.activate_interactive_object("Room_Cover_South_1_001")
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game_api.activate_interactive_object("Room_Cover_South_2_001")
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--[[if (teacher_door_opened) then
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game_api.deactivate_interactive_object("Room_Cover_South_3_001")
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else]]
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game_api.activate_interactive_object("Room_Cover_South_3_001")
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--end
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game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
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game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
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@@ -806,6 +806,8 @@ function setDay1MorningSetup()
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game_api.set_npc_enabled(4, false)
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game_api.set_npc_enabled(5, false)
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game_api.npc_set_position(1, 0.98998, 0, -7.525)
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if morning_did_open_door_index == 1 then
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game_api.deactivate_interactive_object("Room_Cover_South_1_001")
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game_api.set_object_rotation("Room_S_0_Leaf001", 90)
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@@ -1004,10 +1006,6 @@ game_api.set_chat_callbacks(
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local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
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local lection_is_over = game_api.getIntValue("lection_is_over")
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print("dialogx step 1")
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if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
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game_api.start_dialogue("dialog_chat_aiperi003")
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game_api.setIntValue("aiperi_talked_after_knife", 1)
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