704 lines
22 KiB
Lua
704 lines
22 KiB
Lua
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hall_door_opened = false
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teacher_door_opened = false
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lection_is_over = false
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player_hold_book = false
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player_hold_knife = false
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teacher_arrived = false
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teacher_told_about_book = false
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night_time = false
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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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ghost_gone = false
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function lection_hall_zone001_enter_callback()
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--game_api.start_dialogue("")
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--Start cutscene
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if (lection_is_over == false) then
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game_api.start_cutscene("test_cutscene_01")
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end
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end
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game_api.set_trigger_zone_callbacks("lection_hall_zone001",
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lection_hall_zone001_enter_callback,
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nil
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)
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function knife_dialog_zone001_enter_callback()
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print("knife_dialog_zone001_enter_callback--!")
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local day = game_api.getIntValue("day")
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if (day == 0) then
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if (player_hold_knife == false) then
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if lection_is_over then
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game_api.start_dialogue("knife_dialog001")
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game_api.switch_navigation(4)
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end
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else
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if (night_time == false) then
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game_api.start_dialogue("knife_dialog_second001")
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game_api.set_trigger_zone_enabled(1, false)
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end
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end
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end
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end
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function knife_dialog_zone001_exit_callback()
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local day = game_api.getIntValue("day")
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if (day == 0) then
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print("knife_dialog_zone001_exit_callback--!")
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if (lection_is_over) then
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if (teacher_door_opened) then
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game_api.switch_navigation(3)
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else
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game_api.switch_navigation(2)
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end
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end
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end
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end
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game_api.set_trigger_zone_callbacks("knife_dialog_zone001",
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knife_dialog_zone001_enter_callback,
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knife_dialog_zone001_exit_callback
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)
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function on_knife_pickup()
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game_api.pickup_item("knife")
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game_api.deactivate_interactive_object("Knife001")
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game_api.set_npc_enabled(1, false)
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player_hold_knife = true
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game_api.set_trigger_zone_enabled(2, true)
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game_api.npc_walk_to(0, -4.57412, 0, 6.78495, on_teacher_arrived2)
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end
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function on_book_pickup()
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if (teacher_told_about_book) then
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if not player_hold_book then
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game_api.pickup_item("book")
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game_api.deactivate_interactive_object("Book001")
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player_hold_book = true
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else
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game_api.remove_item("book")
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game_api.activate_interactive_object("Book001")
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player_hold_book = false
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end
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end
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end
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function on_bookshelf_clicked()
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if not player_hold_book then
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game_api.pickup_item("book")
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game_api.deactivate_interactive_object("Book001")
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player_hold_book = true
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game_api.set_trigger_zone_enabled(3, true)
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else
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game_api.remove_item("book")
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game_api.activate_interactive_object("Book001")
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player_hold_book = false
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game_api.set_trigger_zone_enabled(3, false)
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end
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end
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function on_npc_interact(npc_index)
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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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if (day == 0) then
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game_api.start_dialogue("knife_dialog001")
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else
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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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game_api.start_dialogue("aiperi_dialog002")
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else
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game_api.start_dialogue("aiperi_dialog001")
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game_api.setIntValue("player_alik_aware", 1)
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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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if npc_index == 0 then
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if (player_ghost_aware) then
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--game_api.setIntValue("player_has_coursework", 1)
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local player_has_coursework = game_api.getIntValue("player_has_coursework")
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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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if (report_card_signed == 1) then
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game_api.start_dialogue("teacher_dialog002")
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elseif (player_has_coursework == 1 and player_has_report_card==1) then
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game_api.start_dialogue("teacher_dialog005")
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game_api.remove_item("coursework")
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game_api.setIntValue("report_card_signed", 1)
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elseif (player_has_coursework == 1) then
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game_api.start_dialogue("teacher_dialog004")
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else
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game_api.start_dialogue("teacher_dialog003")
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end
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else
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game_api.start_dialogue("teacher_dialog001")
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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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ghost_gone = true
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game_api.set_npc_enabled(2, false)
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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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else
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game_api.start_dialogue("dialog_with_ghost002")
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end
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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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function teacher_zone001_enter_callback()
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game_api.start_dialogue("teacher_dialog002")
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game_api.set_trigger_zone_enabled(2, false)
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teacher_told_about_book = true
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end
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function on_library_door_click()
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print("on_library_door_click---")
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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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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 (night_time) 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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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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if (player_left_darklands) then
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if (morning_can_open_door_index == 3) then
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if (morning_did_open_door_index == 0) then
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morning_did_open_door_index = 3
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game_api.start_dialogue("door_unlock_dialog001")
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game_api.rotate_object("Room_S_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(10)
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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 teacher_arrived) then
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game_api.start_dialogue("door_dialog001")
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elseif (not teacher_door_opened) then
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teacher_door_opened = true
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game_api.rotate_object("Room_S_2_Leaf001", 90, 0.5, nil)
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game_api.fade_object("Room_Cover_South_3_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_South_3_001")
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end)
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game_api.switch_navigation(3)
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end
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end
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function on_hall_door_click()
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print("on_hall_door_click---")
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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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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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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_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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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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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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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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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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print("Teacher arrived")
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end
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function on_teacher_arrived2()
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print("Teacher arrived2")
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end
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function book_dialog_zone001_enter_callback()
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if (game_api.is_darklands()) then
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game_api.start_dialogue("ghost_dialog002")
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game_api.set_trigger_zone_enabled(3, false)
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else
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if (night_time == false) then
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game_api.start_dialogue("book_dialog001")
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game_api.switch_navigation(5)
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end
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end
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end
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function book_dialog_zone001_exit_callback()
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if (night_time == false) then
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game_api.switch_navigation(3)
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end
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end
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function on_computer_clicked()
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print("on_computer_clicked--")
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local day = game_api.getIntValue("day")
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if (day == 1) then
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-- TODO: some dialog like I don't need it
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else
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if (night_time == false) then
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if (player_hold_book) then
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game_api.start_cutscene("test_cutscene_02")
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else
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game_api.start_dialogue("book_dialog002")
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end
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end
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end
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end
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function on_teacher_arrived_intermediate()
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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_North_3_001", 0, 0.5, function()
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game_api.deactivate_interactive_object("Room_Cover_North_3_001")
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end)
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game_api.switch_navigation(2)
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game_api.npc_walk_to(0, 3.19574, 0, 6.45595, on_teacher_arrived)
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teacher_arrived = true
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end
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game_api.set_cutscene_callback("test_cutscene_01", function()
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print("Cutscene done!")
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lection_is_over = true
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game_api.set_npc_enabled(1, true)
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game_api.npc_walk_to(0, 0.758123, 0, 6.50063, on_teacher_arrived_intermediate)
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end)
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game_api.set_cutscene_callback("test_cutscene_02", function()
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print("Cutscene 2 done!")
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night_time = true
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--game_api.set_trigger_zone_enabled(1, false)
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game_api.set_npc_enabled(0, false)
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game_api.switch_navigation(5)
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game_api.set_object_rotation("Room_N_2_Leaf001", 0)
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game_api.set_object_rotation("Hall_Leaf001", 0)
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game_api.set_object_rotation("Room_S_2_Leaf001", 0)
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game_api.activate_interactive_object("Room_Cover_Corridor_001")
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game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
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game_api.activate_interactive_object("Room_Cover_North_1_001")
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game_api.activate_interactive_object("Room_Cover_North_2_001")
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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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game_api.activate_interactive_object("Room_Cover_South_3_001")
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game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
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game_api.set_object_alpha("Room_Cover_South_3_001", 1)
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game_api.set_object_alpha("Room_Cover_North_1_001", 1)
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game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
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game_api.activate_interactive_object("Note001")
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end)
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function on_note_pickup()
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game_api.start_dialogue("note_dialog001")
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game_api.pickup_item("note_spell")
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game_api.deactivate_interactive_object("Note001")
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end
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function on_report_card_pickup()
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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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if (player_has_report_card == 1) then
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game_api.start_dialogue("dialog_report_card003") -- Еще рано возвращать зачетку обратно в шкаф
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else
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game_api.start_dialogue("dialog_report_card002") -- Я пожалуй возьму зачетку
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game_api.pickup_item("report_card")
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game_api.deactivate_interactive_object("ReportCard001")
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game_api.setIntValue("player_has_report_card", 1)
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end
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else
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game_api.start_dialogue("dialog_report_card001")
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end
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end
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function on_bookshelf_teacher_clicked()
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on_report_card_pickup()
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end
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first_time_darklands = true
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game_api.set_darklands_callbacks(
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function()
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if (first_time_darklands) then
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game_api.start_dialogue("ghost_dialog001")
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first_time_darklands = false
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end
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game_api.set_npc_enabled(0, false)
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game_api.set_npc_enabled(1, false)
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if (ghost_gone) then
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game_api.set_npc_enabled(2, false)
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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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else
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game_api.set_npc_enabled(2, true)
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game_api.set_npc_enabled(3, true)
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game_api.set_npc_enabled(4, true)
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game_api.set_npc_enabled(5, true)
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game_api.npc_set_hp(3, 35)
|
|
game_api.npc_set_hp(4, 35)
|
|
game_api.npc_set_hp(5, 35)
|
|
|
|
game_api.npc_set_position(3, 0,0,-6.4)
|
|
game_api.npc_set_position(4, -5.0,0,12)
|
|
game_api.npc_set_position(5, 5.0,0,12)
|
|
end
|
|
|
|
night_time = false
|
|
|
|
game_api.switch_navigation(6)
|
|
end,
|
|
function()
|
|
game_api.start_cutscene("darklands_exit001")
|
|
game_api.set_npc_enabled(0, false)
|
|
game_api.set_npc_enabled(1, false)
|
|
game_api.set_npc_enabled(2, false)
|
|
game_api.set_npc_enabled(3, false)
|
|
game_api.set_npc_enabled(4, false)
|
|
game_api.set_npc_enabled(5, false)
|
|
game_api.setIntValue("day", 1)
|
|
game_api.setIntValue("need_sleep", 1)
|
|
game_api.set_player_hp(10)
|
|
player_left_darklands = true
|
|
morning_did_open_door_index = 0
|
|
setDay1MorningSetup()
|
|
--game_api.switch_navigation(7)
|
|
|
|
|
|
local px = game_api.get_player_x()
|
|
local pz = game_api.get_player_z()
|
|
|
|
if (pz > 8.0) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
|
|
morning_can_open_door_index = 6
|
|
elseif (pz <= 8.0) and (pz > 0) and (px>=1.5) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
|
|
morning_can_open_door_index = 5
|
|
elseif (pz <= 8.0) and (pz > 0) and (px<=-1.5) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
|
|
morning_can_open_door_index = 3
|
|
elseif (pz <= 0.0) and (pz > -8) and (px>=1.5) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
|
|
morning_can_open_door_index = 4
|
|
elseif (pz <= 0.0) and (pz > -8) and (px<=-1.5) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
|
|
morning_can_open_door_index = 2
|
|
elseif (pz <= -8.0) and (px<=-1.5) then
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
|
|
morning_can_open_door_index = 1
|
|
else
|
|
--All set before
|
|
morning_can_open_door_index = 0
|
|
end
|
|
end
|
|
)
|
|
|
|
|
|
game_api.set_trigger_zone_callbacks("teacher_dialog_zone001",
|
|
teacher_zone001_enter_callback,
|
|
nil
|
|
)
|
|
|
|
game_api.set_trigger_zone_callbacks("book_dialog_zone001",
|
|
book_dialog_zone001_enter_callback,
|
|
book_dialog_zone001_exit_callback
|
|
)
|
|
|
|
function setDay0setup()
|
|
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
|
|
game_api.deactivate_interactive_object("Note001")
|
|
|
|
game_api.set_npc_enabled(0, false)
|
|
game_api.set_npc_enabled(1, false)
|
|
game_api.set_npc_enabled(2, false)
|
|
game_api.set_npc_enabled(3, false)
|
|
game_api.set_npc_enabled(4, false)
|
|
game_api.set_npc_enabled(5, false)
|
|
end
|
|
|
|
function setDay1setup()
|
|
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_North_2_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_North_3_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_1_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_2_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
|
|
|
|
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
|
|
game_api.activate_interactive_object("Room_Cover_North_2_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
|
|
game_api.activate_interactive_object("Room_Cover_South_1_001")
|
|
game_api.activate_interactive_object("Room_Cover_South_2_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
|
|
|
|
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_N_2_Leaf001", -90)
|
|
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_1_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
|
|
game_api.set_object_rotation("Hall_Leaf001", 90)
|
|
|
|
game_api.set_npc_enabled(0, true)
|
|
game_api.set_npc_enabled(1, true)
|
|
game_api.set_npc_enabled(2, false)
|
|
game_api.set_npc_enabled(3, false)
|
|
game_api.set_npc_enabled(4, false)
|
|
game_api.set_npc_enabled(5, false)
|
|
end
|
|
|
|
function setDay1MorningSetup()
|
|
game_api.deactivate_interactive_object("Room_Cover_North_1_001")
|
|
game_api.activate_interactive_object("Room_Cover_North_2_001")
|
|
game_api.activate_interactive_object("Room_Cover_North_3_001")
|
|
|
|
game_api.activate_interactive_object("Room_Cover_South_1_001")
|
|
game_api.activate_interactive_object("Room_Cover_South_2_001")
|
|
game_api.activate_interactive_object("Room_Cover_South_3_001")
|
|
game_api.deactivate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
|
|
|
|
game_api.set_object_rotation("Room_N_0_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_N_1_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_0_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_1_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_2_Leaf001", 0)
|
|
game_api.set_object_rotation("Hall_Leaf001", 0)
|
|
|
|
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_North_2_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_North_3_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_1_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_2_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_Corridor_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
|
|
|
|
game_api.set_npc_enabled(0, false)
|
|
game_api.set_npc_enabled(1, false)
|
|
game_api.set_npc_enabled(2, false)
|
|
game_api.set_npc_enabled(3, false)
|
|
game_api.set_npc_enabled(4, false)
|
|
game_api.set_npc_enabled(5, false)
|
|
|
|
if morning_did_open_door_index == 1 then
|
|
game_api.deactivate_interactive_object("Room_Cover_South_1_001")
|
|
game_api.set_object_rotation("Room_S_0_Leaf001", 90)
|
|
game_api.switch_navigation(8)
|
|
elseif morning_did_open_door_index == 2 then
|
|
game_api.deactivate_interactive_object("Room_Cover_South_2_001")
|
|
game_api.set_object_rotation("Room_S_1_Leaf001", 90)
|
|
game_api.switch_navigation(9)
|
|
elseif morning_did_open_door_index == 3 then
|
|
game_api.deactivate_interactive_object("Room_Cover_South_3_001")
|
|
game_api.set_object_rotation("Room_S_2_Leaf001", 90)
|
|
game_api.switch_navigation(10)
|
|
elseif morning_did_open_door_index == 4 then
|
|
game_api.deactivate_interactive_object("Room_Cover_North_2_001")
|
|
game_api.set_object_rotation("Room_N_1_Leaf001", -90)
|
|
game_api.switch_navigation(11)
|
|
elseif morning_did_open_door_index == 5 then
|
|
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
|
|
game_api.set_object_rotation("Room_N_2_Leaf001", -90)
|
|
game_api.switch_navigation(12)
|
|
elseif morning_did_open_door_index == 6 then
|
|
game_api.deactivate_interactive_object("Room_Cover_Main_Hall_001")
|
|
game_api.set_object_rotation("Hall_Leaf001", 90)
|
|
game_api.switch_navigation(13)
|
|
else
|
|
game_api.switch_navigation(7)
|
|
end
|
|
end
|
|
|
|
|
|
game_api.set_location_callbacks(
|
|
function()
|
|
print("Enter location uni interior")
|
|
player_left_darklands = false
|
|
local hp = game_api.getFloatValue("player_hp")
|
|
game_api.set_player_hp(hp)
|
|
|
|
local need_sleep = game_api.getIntValue("need_sleep")
|
|
local day = game_api.getIntValue("day")
|
|
if (day>0) and (need_sleep==1) then
|
|
setDay1MorningSetup()
|
|
--game_api.switch_navigation(7)
|
|
elseif (day>0) then
|
|
setDay1setup()
|
|
game_api.switch_navigation(3)
|
|
else
|
|
--Do nothing, it should have been already set up
|
|
end
|
|
end,
|
|
function()
|
|
print("Exit location uni interior")
|
|
player_left_darklands = false
|
|
local hp = game_api.get_player_hp()
|
|
game_api.setFloatValue("player_hp", hp)
|
|
end
|
|
)
|
|
|
|
setDay0setup()
|
|
game_api.switch_navigation(0)
|
|
|
|
print("Lua script loaded successfully!") |