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