#include "g_startfireworks" #include "cutscene_ch1" #include "cutscene_ch2" /*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; GestaltApplyEffect(0.0, oPC, eEffect, INSTANT, 0.0, ""); GestaltActionAnimate(0.0, oPC, ANIMATION_FIREFORGET_BOW); */ void FWEffect(float oDelay, int oEffect, string oWaypoint) { object oTarget; oTarget = GetObjectByTag(oWaypoint); int nInt; nInt = GetObjectType(oTarget); effect eEffect; eEffect = EffectVisualEffect(oEffect); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(oDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget)); else DelayCommand(oDelay, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget))); } void main() { object oMod = GetModule(); object oPC = GetEnteringObject(); int oPCs = GetLocalInt(oMod, "num_players"); int iShow = GetLocalInt(oPC, "show_seen"); MusicBackgroundPlay(GetArea(oPC)); if (!GetIsPC(oPC))return; if (oPCs>1) return; if (GetLocalInt(oPC, "show_seen")==1)return; if (GetItemPossessedBy(oPC, "show_ticket")!=OBJECT_INVALID)return; SetLocalInt(oPC, "show_seen", 1); CreateItemOnObject("show_ticket", oPC); object oNPC = GetObjectByTag("love_npc"); object oArea = GetArea(oPC); object oWP1 = GetWaypointByTag("pc_rug"); object oWP2 = GetWaypointByTag("npc_rug"); object oWP3 = GetWaypointByTag("show_face"); object oWP4 = GetWaypointByTag("rug_aim"); object oWP4a = GetWaypointByTag("rug_aim2"); object oWP5 = GetWaypointByTag("lake_wp"); object oWP6 = GetWaypointByTag("lake_wp1"); object oSource = GetObjectByTag("FireworksSource"); SetLocalInt(oMod, "chest_here", 0); SetLocalInt(oSource,"FireworkCount", 0); SetLocalInt(oMod, "one_only", 0); GestaltStartCutscene(oPC, "",TRUE,TRUE,TRUE,TRUE,2); GestaltCameraFade(0.0, oPC, FADE_IN,FADE_SPEED_SLOW); DelayCommand(70.0, StartShow(oPC)); GestaltActionUnequip(0.0, oNPC, INVENTORY_SLOT_BOOTS); GestaltFace(0.0, oPC, 0.0, 2, oWP6); GestaltFace(0.0, oNPC, 0.0, 2, oWP5); CSvoice(1.0, oNPC, 13); CSvoice(2.5, oPC, 13); GestaltSpeak(4.0, oNPC, "This is gonna be great!", ANIMATION_FIREFORGET_VICTORY3); GestaltSpeak(8.0, oPC, "Where are we?", ANIMATION_LOOPING_LOOK_FAR, 4.0); GestaltSpeak(12.0, oNPC, "You need to relax, "+GetName(oPC)+"! All that combat has got you uptight hasn't it! Do you really need that weapon?", ANIMATION_LOOPING_TALK_PLEADING, 6.0); CSvoice(14.0, oPC, 12); CSvoice(18.0, oPC, 12); GestaltSpeak(17.0, oPC, "I guess you're right....let me put this away", ANIMATION_LOOPING_TALK_LAUGHING, 3.0); GestaltActionUnequip(21.0, oPC, INVENTORY_SLOT_LEFTHAND); GestaltActionUnequip(21.5, oPC, INVENTORY_SLOT_RIGHTHAND); CSvoice(23.0, oNPC, 15); GestaltSpeak(27.0, oNPC, "Come, I have a surprise for you!", ANIMATION_NONE); GestaltSpeak(30.0, oPC, "After you...", ANIMATION_FIREFORGET_BOW); GestaltActionMove(32.0,oNPC, oWP4, FALSE, 0.0, 0.0); GestaltActionMove(32.5,oPC, oWP4a, FALSE, 0.0, 0.0); GestaltSpeak(42.0, oNPC, "Take a seat, it's almost time!", ANIMATION_NONE); GestaltActionMove(42.1,oNPC, oWP2, FALSE, 0.0, 0.0); GestaltActionMove(43.1,oPC, oWP1, FALSE, 0.0, 0.0); GestaltFace(45.1, oNPC, 0.0, 2, oWP3); GestaltFace(46.6, oPC, 0.0, 2, oWP3); GestaltActionAnimate(47.0, oPC, ANIMATION_LOOPING_SIT_CROSS, 237.0); GestaltSpeak(48.0, oPC, "Time?", ANIMATION_NONE); GestaltSpeak(52.0, oNPC, "There's going to be a lunar eclipse tonight....absolutely perfect for my surprise.....ok ready?", ANIMATION_NONE); GestaltSpeak(56.0, oPC, "Sure!", ANIMATION_NONE); GestaltSpeak(61.0, oNPC, "Ok...here goes...!", ANIMATION_NONE); GestaltActionSpellCast(63.0, oNPC, oWP3, SPELL_ISAACS_GREATER_MISSILE_STORM, TRUE); FWEffect(66.0, VFX_IMP_LIGHTNING_M, "show_face"); GestaltActionAnimate(67.0, oNPC, ANIMATION_LOOPING_SIT_CROSS, 400.0); GestaltSpeak(68.0, oNPC, "That should do it! Now just sit back, relax and enjoy the show.", ANIMATION_NONE); CSvoice(75.0, oPC, 6); CSvoice(76.0, oNPC, 6); CSvoice(86.0, oPC, 6); CSvoice(85.0, oNPC, 6); CSvoice(140.0, oPC, 6); CSvoice(141.0, oNPC, 6); CSvoice(143.0, oPC, 12); CSvoice(142.0, oNPC, 12); CSvoice(189.0, oPC, 6); CSvoice(188.0, oNPC, 6); CSvoice(205.0, oPC, 6); CSvoice(206.0, oNPC, 6); CSvoice(207.0, oPC, 12); CSvoice(208.0, oNPC, 12); CSvoice(238.0, oPC, 12); CSvoice(239.0, oNPC, 12); CSvoice(240.0, oPC, 6); CSvoice(241.0, oNPC, 6); CSvoice(250.0, oPC, 12); CSvoice(251.0, oNPC, 12); GestaltSpeak(258.0, oPC, "WOW! That was intense!", ANIMATION_NONE); GestaltSpeak(261.0, oNPC, "I'm so glad you liked it!", ANIMATION_NONE); GestaltSpeak(264.0, oNPC, "Come back anytime. I'd love to watch it with you again.", ANIMATION_NONE); CSvoice(268.0, oPC, 10); CSvoice(270.5, oNPC, 12); CSvoice(272.5, oNPC, 10); SetLocalFloat(oPC,"fCameraDirection",280.0); SetLocalFloat(oPC,"fCameraRange",10.0); SetLocalFloat(oPC,"fCameraPitch",70.0); GestaltCameraMove (0.0, 280.0,10.0,70.0, 300.0,8.0,75.0, 10.0,30.0,oPC); GestaltCameraMove (10.0, 300.0,8.0,75.0, 320.0,8.0,80.0, 3.0,30.0,oPC); GestaltCameraMove (36.0, 320.0,8.0,80.0, 400.0,10.0,65.0, 4.0,30.0,oPC); GestaltCameraMove (40.0, 400.0,10.0,65.0, 410.0,8.0,70.0, 4.0,30.0,oPC); GestaltCameraMove (58.0, 410.0,8.0,70.0, 530.0,9.0,80.0, 6.0,30.0,oPC); GestaltCameraMove (64.0, 530.0,9.0,80.0, 555.0,15.0,85.0, 6.0,30.0,oPC); GestaltCameraMove (180.0, 555.0,15.0,85.0, 555.0,15.0,100.0, 20.0,30.0,oPC); GestaltCameraMove (220.0, 555.0,15.0,100.0, 555.0,20.0,100.0, 6.0,30.0,oPC); GestaltCameraMove (262.0, 555.0,20.0,100.0, 720.0,8.0,75.0, 12.0,30.0,oPC); GestaltCameraFade (278.0, oPC, FADE_OUT, FADE_SPEED_SLOW); GestaltStopCutscene (281.0, oPC); }