Fixing dialogues and cutscenes, minor bug fixing

This commit is contained in:
Vladislav Khorev committed 2026-06-13 15:07:09 +03:00
1 parent 2b32fce5e0
commit fff5a9d4aa
18 files changed
+4010 -2208

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@@ -26,7 +26,7 @@ function on_container_clicked()
game_api.start_dialogue("dialog_contaier003")
elseif player_container_aware == 1 then
game_api.start_dialogue("dialog_contaier002")
game_api.setIntValue("player_has_coursework", 1)
game_api.setIntValue("player_has_coursework", 1)
else
game_api.start_dialogue("dialog_contaier001")
end
@@ -55,6 +55,7 @@ game_api.set_darklands_callbacks(
print("Setting to day 1----")
game_api.setIntValue("day", 1)
game_api.set_dawn()
game_api.setIntValue("morning_player_can_leave", 1)
end
)
@@ -113,3 +114,45 @@ game_api.set_trigger_zone_callbacks("taxi_zone001",
taxi_zone001_enter_callback,
nil
)
game_api.set_chat_callbacks(
function()
if (not game_api.is_night()) and (not game_api.is_dawn()) then
local aiperi_chat_opened = game_api.getIntValue("aiperi_chat_opened")
if aiperi_chat_opened == 0 then
game_api.setIntValue("aiperi_chat_opened", 1)
local aiperi_knife_aware = game_api.getIntValue("aiperi_knife_aware")
local aiperi_talked_after_knife = game_api.getIntValue("aiperi_talked_after_knife")
if (player_hold_knife) and (aiperi_talked_after_knife == 0) then
game_api.start_dialogue("dialog_chat_aiperi003")
game_api.setIntValue("aiperi_talked_after_knife", 1)
else
if aiperi_knife_aware == 0 then
local lection_is_over = game_api.getIntValue("lection_is_over")
if (lection_is_over == 1) then
game_api.start_dialogue("dialog_chat_aiperi002")
else
game_api.start_dialogue("dialog_chat_aiperi001")
end
end
end
end
end
end,
function()
local parents_chat_opened = game_api.getIntValue("parents_chat_opened")
if parents_chat_opened == 0 then
game_api.setIntValue("parents_chat_opened", 1)
game_api.start_dialogue("dialog_chat_parents001")
end
end,
function()
local news_chat_opened = game_api.getIntValue("news_chat_opened")
if news_chat_opened == 0 then
game_api.setIntValue("news_chat_opened", 1)
game_api.start_dialogue("dialog_chat_news001")
end
end
)