AOC_PRC8/_module/nss/cutscene_ch4.nss

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2025-04-03 11:24:16 -04:00
#include "cutscene_ch1"
#include "charport"
/*case 1: iVoice = VOICE_CHAT_ATTACK;break;
case 2: iVoice = VOICE_CHAT_BATTLECRY1;break;
case 3: iVoice = VOICE_CHAT_BATTLECRY2;break;
case 4: iVoice = VOICE_CHAT_BATTLECRY3;break;
case 5: iVoice = VOICE_CHAT_THREATEN;break;
case 6: iVoice = VOICE_CHAT_CHEER;break;
case 7: iVoice = VOICE_CHAT_CUSS;break;
case 8: iVoice = VOICE_CHAT_FLEE;break;
case 9: iVoice = VOICE_CHAT_GOODBYE;break;
case 10: iVoice = VOICE_CHAT_THANKS;break;
case 11: iVoice = VOICE_CHAT_WEAPONSUCKS;break;
case 12: iVoice = VOICE_CHAT_LAUGH;break;
case 13: iVoice = VOICE_CHAT_HELLO;break;
case 14: iVoice = VOICE_CHAT_FOLLOWME;break;
case 15: iVoice = VOICE_CHAT_GOODIDEA;break;
case 16: iVoice = VOICE_CHAT_REST;break;
case 17: iVoice = VOICE_CHAT_YES;break;
*/
void CutScene4(object oPC)
{
object oMod = GetModule();
object oStarfall=GetObjectByTag("starfall");
effect eEffect = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
SetLocalInt(oPC, "cutscene_on",0);
SetLocalInt(oPC, "final_on",0);
int iSwing = GetLocalInt(oPC, "pc_FBswing");
int iHit = GetLocalInt(oPC, "pc_FBhit");
int iDam = GetLocalInt(oPC, "pc_FBdam");
int aScore = GetLocalInt(oPC, "a_score");
int iAv;
float fPerc;
int iPerc;
int tScore;
if (iHit!=0){iAv = iDam / iHit; }
else {iAv = 0;}
if (iSwing!=0){fPerc = (IntToFloat(iHit) / IntToFloat(iSwing))*100;}
else {fPerc = 0.0;}
iPerc = FloatToInt(fPerc);
tScore = (iPerc * iAv)/10;
if (tScore!=0){aScore+=tScore;}
else {aScore += 0;}
SetLocalInt(oPC, "a_score", aScore);
CreateItemOnObject("duel_pass", oPC);
object oArea = GetArea(oPC);
object oSface = GetWaypointByTag("mc_facing");
object oShome = GetWaypointByTag("starfall_wp");
object oWP1=GetWaypointByTag("starfall_cswp");
object oWP2=GetWaypointByTag("pc_cswp");
object oWP3=GetWaypointByTag("test_wp");
object oGate = GetObjectByTag("arena_gate");
string sSFtalk1, sSFtalk2,sSFtalk3,sSFtalk4,sSFtalk5,sSFtalk6,sSFtalk7,
sSFtalk7a, sSFtalk8,sSFtalk9,sSFtalk10;
float oDelay1 = 10.0;
float oDelay2 = 14.0;
float oDelay3 = 19.0;
float oDelay4 = 23.0;
float oDelay7 = 28.0;
float oDelay8 = 34.0;
float oDelay5 = 41.0;
float oDelay6 = 55.0;
CleanArea(oPC);
string sOpponent;
int iMode = GetLocalInt(oMod, "gamemode");
if (iMode==1){sOpponent = "The Arch Angel Tyriel";}
else{sOpponent = "The Dark Lord Lucifer";}
sSFtalk1 = "Congratulations, "+GetName(oPC)+
"! You have defeated "+sOpponent+" in a battle that will be remembered for all eternity!";
sSFtalk2 = "Of the "+IntToString(iSwing)+" attacks that you unleashed, "+IntToString(iHit)+
" found their mark, giving you a hit percentage of "+IntToString(iPerc)+"%";
sSFtalk4 = "You bled "+sOpponent+" for "+IntToString(iDam)+" points of damage with an average of "+IntToString(iAv)+" per hit.";
sSFtalk5 = "I present you with your Worthy Champion Medal of Honour. You have thus earned the honour to contest my title for Master of Champions.";
sSFtalk6 = "I look forward to duelling a worthy opponent such as yourself.";
if (iPerc>=0) {sSFtalk7 = "Your performance was one of little or no skill "; }
if (iPerc>10) {sSFtalk7 = "Your performance was one of very low skill "; }
if (iPerc>20) {sSFtalk7 = "Your performance was one of average skill "; }
if (iPerc>30) {sSFtalk7 = "Your performance was one of moderate skill "; }
if (iPerc>40) {sSFtalk7 = "Your performance was one of high skill "; }
if (iPerc>50) {sSFtalk7 = "Your performance was one of very high skill "; }
if (iPerc>60) {sSFtalk7 = "Your performance was one of impressive skill "; }
if (iPerc>70) {sSFtalk7 = "Your performance was one of superior skill "; }
if (iPerc>80) {sSFtalk7 = "Your performance was one of incredible skill "; }
if (iPerc>90) {sSFtalk7 = "Your performance was one of supreme skill "; }
if (iAv>=0) {sSFtalk7a = "and almost no power!"; }
if (iAv>10) {sSFtalk7a = "and very low power!"; }
if (iAv>20) {sSFtalk7a = "and low power!"; }
if (iAv>30) {sSFtalk7a = "and average power!"; }
if (iAv>50) {sSFtalk7a = "and threatening power!"; }
if (iAv>70) {sSFtalk7a = "and overwhelming power!"; }
if (iAv>100) {sSFtalk7a = "and formidible power!"; }
if (iAv>110) {sSFtalk7a = "and incredible power!"; }
if (iAv>120) {sSFtalk7a = "and supreme power!"; }
if (iAv>150) {sSFtalk7a = "and devastating power!"; }
sSFtalk7+=sSFtalk7a;
sSFtalk8 = "You have been awarded "+IntToString(tScore)+" championship points, giving you a total of "+IntToString(aScore)+" points.";
GestaltStartCutscene(oPC, "",TRUE,TRUE,TRUE,TRUE,2);
GestaltCameraFade(0.0, oPC, FADE_IN,FADE_SPEED_SLOW);
GestaltPlayMusic(0.0, oArea, TRUE, TRACK_HOTU_BATTLE_LARGE);
AssignCommand(oPC, ClearAllActions());
PortIn(2.5, oStarfall, oWP1, oWP1, oWP2, 0);
GestaltActionMove(0.2,oPC, oWP2, TRUE, 0.0, 5.0);
GestaltFace(8.0, oPC, 0.0, 2, oWP1);
GestaltSpeak(oDelay1, oStarfall, sSFtalk1,
ANIMATION_FIREFORGET_VICTORY1);
GestaltSpeak(oDelay2, oStarfall, sSFtalk2,
ANIMATION_NONE);
GestaltSpeak(oDelay4, oStarfall, sSFtalk4,
ANIMATION_NONE);
GestaltSpeak(oDelay7, oStarfall, sSFtalk7,
ANIMATION_NONE);
GestaltSpeak(oDelay8, oStarfall, sSFtalk8,
ANIMATION_NONE);
GestaltSpeak(oDelay5, oStarfall, sSFtalk5,
ANIMATION_FIREFORGET_BOW);
GestaltFloatingText(oDelay5+1.0, oPC, "** Recieved Medal** ");
GestaltSpeak(oDelay6, oStarfall, sSFtalk6,
ANIMATION_NONE);
GestaltActionAnimate(48.2, oPC, ANIMATION_LOOPING_TALK_FORCEFUL, 4.0);
CSvoice2(48.0, oPC, 5);
CSvoice2(52.0, oStarfall, 12);
PortIn(54.7, oStarfall, oWP1, oShome, oSface, 1);
SetLocalFloat(oPC,"fCameraDirection",120.0);
SetLocalFloat(oPC,"fCameraRange",18.0);
SetLocalFloat(oPC,"fCameraPitch",60.0);
GestaltCameraMove (0.0,
120.0,18.0,60.0,
300.0, 20.0,60.0,
10.0,30.0,oPC);
GestaltCameraMove (10.0,
300.0,20.0,60.0,
325.0,22.0,60.0,
5.0,30.0,oPC);
GestaltCameraMove (15.0,
325.0,22.0,60.0,
330.0,17.0,60.0,
5.0,30.0,oPC);
GestaltCameraMove (20.0,
330.0,17.0,60.0,
345.0,12.0,75.0,
4.0,30.0,oPC);
GestaltCameraFade (62.0, oPC, FADE_OUT, FADE_SPEED_SLOW, 3.0);
GestaltStopCutscene (65.0, oPC);
DelayCommand(66.0, MusicBackgroundChangeDay(GetArea(oPC), 0));
DelayCommand(66.0, MusicBackgroundChangeNight(GetArea(oPC), 0));
DelayCommand(67.0, MusicBackgroundStop(GetArea(oPC)));
DelayCommand(68.5, AssignCommand(oPC, PlaySound("sce_positive")));
DelayCommand(68.5, FloatingTextStringOnCreature("** HOLY WAR feature - UNLOCKED - **", oPC));
}
//void main () {}