#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 () {}