1082 lines
34 KiB
Lua
1082 lines
34 KiB
Lua
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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player_hold_key = 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 dialog_aiperi_give_key()
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if (player_hold_key == false) then
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game_api.pickup_item("teacher_room_key")
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game_api.quest_unlock("aiperi_knife")
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game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_keys")
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player_hold_key = true
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end
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end
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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.player_stop()
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game_api.start_cutscene("test_cutscene_01")
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game_api.quest_set_objective_completed("study_beginning", "study_beginning_lecture")
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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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if (player_hold_key) then
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game_api.start_dialogue("knife_dialog002")
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else
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game_api.start_dialogue("knife_dialog001")
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end
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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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game_api.quest_set_objective_completed("aiperi_knife", "aiperi_knife_take")
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end
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function on_book_pickup()
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print("on_book_pickup")
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local day = game_api.getIntValue("day")
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if (teacher_told_about_book) then
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print("on_book_pickup step1")
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if not player_hold_book then
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if (night_time) or (day >= 1) then
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game_api.start_dialogue("book_dialog006")
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else
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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.quest_set_objective_completed("study_project", "study_project_book")
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game_api.start_dialogue("book_dialog003")
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--game_api.set_trigger_zone_enabled(3, true)
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end
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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.start_dialogue("book_dialog004")
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--game_api.set_trigger_zone_enabled(3, false)
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end
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else
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print("on_book_pickup step2")
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game_api.start_dialogue("book_dialog005")
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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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on_book_pickup()
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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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if (day == 0) then
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if (player_hold_key) then
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game_api.start_dialogue("knife_dialog002")
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else
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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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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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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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end
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end
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end
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function on_quest_over()
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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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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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function on_darklands_over()
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game_api.set_player_hp(10)
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game_api.resetPlayerAfterDeath()
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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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game_api.player_stop()
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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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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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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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else
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print("Library door step 1")
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if (game_api.is_night()) then
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print("Library door step 2")
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print("morning_did_open_door_index")
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print(morning_did_open_door_index)
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print("game.is_dawn()")
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print(game.is_dawn())
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if (not game.is_dawn() or not (morning_did_open_door_index == 4)) then
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print("Library door step 3")
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game_api.start_dialogue("door_dialog001")
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end
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print("Library door step 4")
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end
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print("Library door step5")
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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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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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print("Library door step 5")
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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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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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else
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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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print("morning_did_open_door_index is")
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print(morning_did_open_door_index)
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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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end
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--[[
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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 player_hold_key) then
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game_api.start_dialogue("door_teacher_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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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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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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else
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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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end
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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 (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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else
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game_api.start_dialogue("door_dialog001")
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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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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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end
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function on_s2_door_click()
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--if (player_left_darklands) then
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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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else
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game_api.start_dialogue("door_dialog001")
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end
|
|
|
|
--[[
|
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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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end
|
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|
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function on_n2_door_click()
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|
|
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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 (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")
|
|
end
|
|
end
|
|
|
|
--[[
|
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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)
|
|
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)
|
|
end
|
|
else
|
|
game_api.start_dialogue("door_dialog001")
|
|
end]]
|
|
end
|
|
|
|
function on_teacher_arrived()
|
|
print("Teacher arrived")
|
|
end
|
|
|
|
function on_teacher_arrived2()
|
|
print("Teacher arrived2")
|
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end
|
|
|
|
function book_dialog_zone001_enter_callback()
|
|
print("book_dialog_zone001_enter_callback step 1")
|
|
if (game_api.is_darklands()) then
|
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print("book_dialog_zone001_enter_callback step 2")
|
|
game_api.start_dialogue("ghost_dialog002")
|
|
game_api.set_trigger_zone_enabled(3, false)
|
|
game_api.advance_darklands_hud()
|
|
else
|
|
print("book_dialog_zone001_enter_callback step 3")
|
|
if (player_hold_book) and (night_time == false) then
|
|
print("book_dialog_zone001_enter_callback step 4")
|
|
game_api.player_stop()
|
|
game_api.start_dialogue("book_dialog001")
|
|
game_api.switch_navigation(0)
|
|
end
|
|
end
|
|
end
|
|
|
|
function book_dialog_zone001_exit_callback()
|
|
print("book_dialog_zone001_exit_callback step 1")
|
|
if (player_hold_book) and (night_time == false) then
|
|
game_api.switch_navigation(3)
|
|
end
|
|
end
|
|
|
|
function on_computer_clicked()
|
|
print("on_computer_clicked--")
|
|
local day = game_api.getIntValue("day")
|
|
|
|
if (day == 1) then
|
|
-- TODO: some dialog like I don't need it
|
|
print("on_computer_clicked--1")
|
|
game_api.start_dialogue("computer_dialog003")
|
|
else
|
|
if teacher_told_about_book then
|
|
print("on_computer_clicked--2")
|
|
if (night_time == false) then
|
|
print("on_computer_clicked--3")
|
|
if (player_hold_book) then
|
|
print("on_computer_clicked--4")
|
|
game_api.quest_set_objective_completed("study_project", "study_project_write")
|
|
game_api.start_cutscene("computer_cutscene001")
|
|
else
|
|
print("on_computer_clicked--5")
|
|
game_api.start_dialogue("book_dialog002")
|
|
end
|
|
else
|
|
print("on_computer_clicked--6")
|
|
game_api.start_dialogue("computer_dialog002")
|
|
end
|
|
else
|
|
print("on_computer_clicked--7")
|
|
game_api.start_dialogue("computer_dialog001")
|
|
end
|
|
end
|
|
end
|
|
|
|
function on_sleep_cutscene()
|
|
print("Cutscene 2 done!")
|
|
night_time = true
|
|
game_api.set_night()
|
|
--game_api.set_trigger_zone_enabled(1, false)
|
|
game_api.set_npc_enabled(0, false)
|
|
game_api.switch_navigation(0)
|
|
game_api.set_object_rotation("Room_N_2_Leaf001", 0)
|
|
game_api.set_object_rotation("Hall_Leaf001", 0)
|
|
game_api.set_object_rotation("Room_S_2_Leaf001", 0)
|
|
|
|
game_api.activate_interactive_object("Room_Cover_Corridor_001")
|
|
game_api.activate_interactive_object("Room_Cover_Main_Hall_001")
|
|
game_api.activate_interactive_object("Room_Cover_North_1_001")
|
|
game_api.activate_interactive_object("Room_Cover_North_2_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.set_object_alpha("Room_Cover_Corridor_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_South_3_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_North_1_001", 1)
|
|
game_api.set_object_alpha("Room_Cover_Main_Hall_001", 1)
|
|
game_api.activate_interactive_object("Note001")
|
|
end
|
|
|
|
function on_teacher_arrived_intermediate()
|
|
game_api.rotate_object("Room_N_2_Leaf001", -90, 0.5, nil)
|
|
game_api.fade_object("Room_Cover_North_3_001", 0, 0.5, function()
|
|
game_api.deactivate_interactive_object("Room_Cover_North_3_001")
|
|
end)
|
|
game_api.switch_navigation(2)
|
|
game_api.npc_walk_to(0, 3.19574, 0, 6.45595, on_teacher_arrived)
|
|
teacher_arrived = true
|
|
end
|
|
|
|
game_api.set_cutscene_callback("test_cutscene_01", function()
|
|
print("Cutscene done!")
|
|
lection_is_over = true
|
|
game_api.set_npc_enabled(1, true)
|
|
game_api.npc_walk_to(0, 0.758123, 0, 6.50063, on_teacher_arrived_intermediate)
|
|
end)
|
|
|
|
|
|
function on_note_pickup()
|
|
game_api.start_dialogue("note_dialog001")
|
|
game_api.pickup_item("note_spell")
|
|
game_api.deactivate_interactive_object("Note001")
|
|
end
|
|
|
|
function on_report_card_pickup()
|
|
local player_ghost_aware = game_api.getIntValue("ghost_aware")
|
|
if player_ghost_aware then
|
|
local player_has_report_card = game_api.getIntValue("player_has_report_card")
|
|
local report_card_signed = game_api.getIntValue("report_card_signed")
|
|
|
|
if (player_has_report_card == 1) then
|
|
game_api.start_dialogue("dialog_report_card003") -- Еще рано возвращать зачетку обратно в шкаф
|
|
else
|
|
game_api.start_dialogue("dialog_report_card002") -- Я пожалуй возьму зачетку
|
|
game_api.pickup_item("report_card")
|
|
game_api.deactivate_interactive_object("ReportCard001")
|
|
game_api.setIntValue("player_has_report_card", 1)
|
|
game_api.quest_set_objective_completed("ghost_release", "ghost_release_reportcard")
|
|
end
|
|
else
|
|
game_api.start_dialogue("dialog_report_card001")
|
|
end
|
|
end
|
|
|
|
function on_bookshelf_teacher_clicked()
|
|
on_report_card_pickup()
|
|
end
|
|
|
|
first_time_darklands = true
|
|
|
|
|
|
|
|
game_api.set_darklands_callbacks(
|
|
function()
|
|
if (first_time_darklands) then
|
|
game_api.start_dialogue("ghost_dialog001")
|
|
first_time_darklands = false
|
|
end
|
|
|
|
game_api.set_trigger_zone_enabled(1, false)
|
|
|
|
game_api.set_npc_enabled(0, false)
|
|
game_api.set_npc_enabled(1, false)
|
|
|
|
if (ghost_gone) then
|
|
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)
|
|
else
|
|
game_api.set_npc_enabled(2, true)
|
|
game_api.set_npc_enabled(3, true)
|
|
game_api.set_npc_enabled(4, true)
|
|
game_api.set_npc_enabled(5, true)
|
|
|
|
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(5)
|
|
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)
|
|
player_left_darklands = true
|
|
morning_did_open_door_index = 0
|
|
setDay1MorningSetup()
|
|
game_api.set_dawn()
|
|
|
|
|
|
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
|
|
|
|
|
|
if (morning_can_open_door_index == 0) or (morning_can_open_door_index==3) then
|
|
game_api.setIntValue("morning_player_can_leave", 1)
|
|
game_api.getIntValue("morning_aiperi_save_again", 0)
|
|
else
|
|
game_api.setIntValue("morning_player_can_leave", 0)
|
|
local morning_aiperi_talked = game_api.getIntValue("morning_aiperi_talked")
|
|
if (morning_aiperi_talked == 1) then
|
|
game_api.getIntValue("morning_aiperi_save_again", 1)
|
|
end
|
|
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("Room_Cover_North_2_001")
|
|
|
|
|
|
game_api.rotate_object("Room_N_1_Leaf001", -90, 0.01, nil)
|
|
--game_api.set_object_rotation("Room_N_1_Leaf001", -90)
|
|
|
|
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.deactivate_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", -90)
|
|
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(7)
|
|
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(6)
|
|
else
|
|
game_api.switch_navigation(0)
|
|
end
|
|
end
|
|
|
|
function setDay1NightSetup()
|
|
night_time = true
|
|
|
|
print("setDay1NightSetup")
|
|
morning_did_open_door_index = 0
|
|
|
|
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)
|
|
|
|
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
|
|
print("(pz > 8.0)")
|
|
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
|
|
print("(pz <= 8.0) and (pz > 0) and (px >= 1.5)")
|
|
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
|
|
print("(pz <= 8.0) and (pz > 0) and (px <= -1.5)")
|
|
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
|
|
print("(pz <= 0.0) and (pz > -8) and (px >= 1.5)")
|
|
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
|
|
print("(pz <= 0.0) and (pz > -8) and (px <= -1.5)")
|
|
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
|
|
print("(pz <= -8.0) and (px <= -1.5)")
|
|
else
|
|
--All set before
|
|
morning_can_open_door_index = 0
|
|
print("pz and px not working")
|
|
end
|
|
end
|
|
|
|
game_api.set_enter_night_callback(
|
|
function()
|
|
game_api.start_dialogue("dialog_video001")
|
|
setDay1NightSetup()
|
|
end
|
|
)
|
|
|
|
|
|
game_api.set_chat_callbacks(
|
|
function()
|
|
if (game_api.is_night()) then
|
|
if (game_api.is_dawn()) then
|
|
if not (morning_can_open_door_index == 0) and not (morning_can_open_door_index==3) then
|
|
game_api.start_dialogue("phone_morning_aiperi001")
|
|
else
|
|
--TODO: add aiperi that she already came to the uni
|
|
end
|
|
else
|
|
local asked_help_locked = game_api.getIntValue("asked_help_locked")
|
|
if not (asked_help_locked == 1) then
|
|
game_api.start_dialogue("phone_night_aiperi001")
|
|
end
|
|
end
|
|
end
|
|
end,
|
|
nil,
|
|
nil
|
|
)
|
|
|
|
--[[function on_aiperi_give_keys()
|
|
game_api.pickup_item("all_keys")
|
|
end]]
|
|
|
|
function on_aiperi_opens_door()
|
|
print("on_aiperi_opens_door")
|
|
game_api.close_phone()
|
|
if (morning_can_open_door_index == 6) then
|
|
if (morning_did_open_door_index == 0) then
|
|
morning_did_open_door_index = 6
|
|
game_api.start_dialogue("door_unlock_dialog001")
|
|
|
|
game_api.rotate_object("Hall_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(6)
|
|
|
|
--Aiperi incoming
|
|
game_api.npc_set_position(1, 0, 0, 6.5)
|
|
game_api.set_npc_enabled(1, true)
|
|
game_api.npc_walk_to(1, 0.0, 0, 9.1, function()
|
|
game_api.start_dialogue("dialog_aiperi_morning001")
|
|
end)
|
|
game_api.player_walk_to(0.0, 0.0, 10.0, nil)
|
|
end
|
|
elseif (morning_can_open_door_index == 5) then
|
|
if (morning_did_open_door_index == 0) then
|
|
morning_did_open_door_index = 5
|
|
game_api.start_dialogue("door_unlock_dialog001")
|
|
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(7)
|
|
|
|
--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()
|
|
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()
|
|
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!")
|