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optionnalConversation.tcl
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2005-11-03
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################################################################################
# ##
# file optionnalConversation.tcl ##
# brief Events for the Optionnal Conversations. ##
# ##
################################################################################
# TAKE NOTE THAT THE SECTION TITLES ARE DIFFERENT HERE THEN ANY OTHER TCL FILE
# NOTE HERE IS THE RANDOM CHECKTIME COMMENT: eventState [checkTime [expr 60000 + [random 120000]]]
## ===================================================== ##
## Initialization ##
## ===================================================== ##
event "init" {
}
## ===================================================== ##
## Zak position check proc ##
## ===================================================== ##
proc calcPos {p q d} {
set a "0.1 0 0.1"
set q [vector::vexpr {$q + $a}]
return [vector::vexpr {$p + (normalize( $q - $p ) * $d)}]
}
################################################################################
## ========================================================================== ##
## PROC STRUCTURE ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## Optionnal Conversation ##
## ===================================================== ##
event "optionnalConversation" {
if ![canZakTalk] {eventState queue}
eventState [checkEventPriority]
chainCallEvent "optionnalConversation"
}
################################################################################
## ========================================================================== ##
## EMERGENCY ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## First Search of Lydia ##
## ===================================================== ##
# Lydia is alone searching in the academy
# START IN ---> Event dragonvaleAcademy.firstKnock
# STOP WHEN --> Event millStoreRoom.zakFree
# FORCED --> Never
event "firstSearch" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "elvandarPathway" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "millStoreRoom" } {
eventState queue
} else {
wizqTalkOpen
wizqTalkSay Lydia $::lng::firstSearchL1 "sound/vo/$::LNG/scenes/optionnalConversation/firstSearchL1.ogg"
wizqTalkClose
if { [ozGet "firstSearch"] == "initiated" } {
setEventPriority optionnalConversation.firstSearch short
ozSet "firstSearch" "repeat"
} else {
ozSet "firstSearch" "discussed"
}
}
}
## ===================================================== ##
## Second Search of Lydia ##
## ===================================================== ##
# Lydia is alone searching in the academy
# START IN ---> Event dragonvaleAcademy.firstKnock
# STOP WHEN --> Event millStoreRoom.zakFree
# FORCED --> Never
event "secondSearch" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "elvandarPathway" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "millStoreRoom" } {
eventState queue
} else {
ozSet "secondSearch" "discussed"
wizqTalkOpen
wizqTalkSay Lydia $::lng::secondSearchL1 "sound/vo/$::LNG/scenes/optionnalConversation/secondSearchL1.ogg"
wizqTalkSay Lydia $::lng::secondSearchL2 "sound/vo/$::LNG/scenes/optionnalConversation/secondSearchL2.ogg"
wizqTalkClose
}
}
## ===================================================== ##
## Third Search of Lydia ##
## ===================================================== ##
# Lydia is alone searching in the academy
# START IN ---> Event dragonvaleAcademy.firstKnock
# STOP WHEN --> Event millStoreRoom.zakFree
# FORCED --> Never
event "thirdSearch" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "elvandarPathway" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "millStoreRoom" } {
eventState queue
} else {
ozSet "thirdSearch" "discussed"
wizqTalkOpen
wizqTalkSay Lydia $::lng::thirdSearchL1 "sound/vo/$::LNG/scenes/optionnalConversation/thirdSearchL1.ogg"
wizqTalkSay Lydia $::lng::thirdSearchL2 "sound/vo/$::LNG/scenes/optionnalConversation/thirdSearchL2.ogg"
wizqTalkClose
}
}
## ===================================================== ##
## Fourth Search of Lydia ##
## ===================================================== ##
# Lydia is alone searching in the academy
# START IN ---> Event dragonvaleAcademy.firstKnock
# STOP WHEN --> Event millStoreRoom.zakFree
# FORCED --> Never
event "fourthSearch" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "elvandarPathway" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "millStoreRoom" } {
eventState queue
} else {
wizqTalkOpen
wizqTalkSay Lydia $::lng::fourthSearchL1 "sound/vo/$::LNG/scenes/optionnalConversation/fourthSearchL1.ogg"
wizqTalkClose
if { [ozGet "fourthSearch"] == "initiated" } {
setEventPriority optionnalConversation.fourthSearch short
ozSet "fourthSearch" "repeat"
} else {
ozSet "fourthSearch" "discussed"
}
}
}
## ===================================================== ##
## Fifth Search of Lydia ##
## ===================================================== ##
# Lydia is alone searching in the academy
# START IN ---> Event dragonvaleAcademy.firstKnock
# STOP WHEN --> Event millStoreRoom.zakFree
# FORCED --> Never
event "fifthSearch" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "elvandarPathway" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "millStoreRoom" } {
eventState queue
} else {
ozSet "fifthSearch" "discussed"
wizqTalkOpen
wizqTalkSay Lydia $::lng::fifthSearchL1 "sound/vo/$::LNG/scenes/optionnalConversation/fifthSearchL1.ogg"
wizqTalkSay Lydia $::lng::fifthSearchL2 "sound/vo/$::LNG/scenes/optionnalConversation/fifthSearchL2.ogg"
wizqTalkSay Lydia $::lng::fifthSearchL3 "sound/vo/$::LNG/scenes/optionnalConversation/fifthSearchL3.ogg"
wizqTalkClose
}
}
## ===================================================== ##
## Why walk here ##
## ===================================================== ##
## SCENE SET UP: After Lydia had her first vision, she don't understand her sleepwalking
# START IN ---> vision.dollEffectOne
# STOP WHEN --> vision.dollEffectTwo
# FORCED --> Never
event "whyWalkHere" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whyWalkHere" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standDisbelief "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whyWalkHereL1 "sound/vo/$::LNG/scenes/optionnalConversation/whyWalkHereL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whyWalkHereL2 "sound/vo/$::LNG/scenes/optionnalConversation/whyWalkHereL2.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::whyWalkHereZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whyWalkHereZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standNo "wait"
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whyWalkHereL3 "sound/vo/$::LNG/scenes/optionnalConversation/whyWalkHereL3.ogg"
wizqTalkClose
# Wait for Block 3
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Empty with Zak ##
## ===================================================== ##
## SCENE SET UP: Lydia and Zak are moving in the empty school and Zak still doubt it's empty.
# START IN ---> Grand Hall Init
# STOP WHEN --> grandHall.nightingaleStudy camera and dinnerHall.init
# FORCED --> Never
event "emptyZak" {
if { [ozGet "sysScene"] == "dragonvaleAcademy" || [ozGet "sysScene"] == "millStoreRoom" || [ozGet "sysScene"] == "millWalkway" || [ozGet "sysScene"] == "elvandarPathway" } {
eventState queue
} else {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "emptyZak" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
wizqEntityAction Zak standTurnLeftHoldShort "wait"
wizqEntityAction Zak standTurnRightHoldShort "wait"
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::emptyZakZ1 "sound/vo/$::LNG/scenes/optionnalConversation/emptyZakZ1.ogg"
# Wait for Block 1-B
wizqWaitQueue 2
# Block 2-B
wizqQueue 2 {
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::emptyZakL1 "sound/vo/$::LNG/scenes/optionnalConversation/emptyZakL1.ogg"
# Wait for Block 1 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standArmCross "wait"
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::emptyZakZ2 "sound/vo/$::LNG/scenes/optionnalConversation/emptyZakZ2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 2000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::emptyZakZ3 "sound/vo/$::LNG/scenes/optionnalConversation/emptyZakZ3.ogg"
wizqTalkClose
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
}
## ===================================================== ##
## Wing Flapping ##
## ===================================================== ##
## SCENE SET UP: When they pass in the Grand Hall after the second vision has been viewed
# START IN ---> After they visit the caretaker office
# STOP WHEN --> When the discussion has been said
# FORCED --> When they come out of the caretaker's office
event "wingFlapping" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "wingFlapping" "discussed"
wizqEntityWalk Lydia "351.3 72.2 168.2" "wait"
Play3DSound "sfx/owlFlight"
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
# Block 1-B
wizqQueue 2 {
wizqEntityAction Lydia standSurprise "wait"
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
chainEvent { delay 500 }
wizqTalkOpen
wizqTalkSay Zak $::lng::wingFlappingZ1 "sound/vo/$::LNG/scenes/optionnalConversation/wingFlappingZ1.ogg" fastout
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::wingFlappingL1 "sound/vo/$::LNG/scenes/optionnalConversation/wingFlappingL1.ogg" fastin
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::wingFlappingZ2 "sound/vo/$::LNG/scenes/optionnalConversation/wingFlappingZ2.ogg"
# Block 3-B
wizqQueue 2 {
wizqEntityAction Lydia standTurnLeft "wait"
wizqEntityAction Lydia standTurnRight "wait"
}
wizqTalkSay Lydia $::lng::wingFlappingL2 "sound/vo/$::LNG/scenes/optionnalConversation/wingFlappingL2.ogg"
wizqTalkClose
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
if { [getVar "whoCaretaker"] == "" } {
setEventPriority optionnalConversation.whoCaretakerBehavior medium
ozSet "whoCaretaker" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Owl Noise ##
## ===================================================== ##
## SCENE SET UP: They hear a weird owl noise
# START IN ---> Aqueduct Init
# STOP WHEN --> When the discussion has been said
# FORCED --> In camera "stairsG" in the whispering stairway after the third trial is over
event "owlNoise" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "owlNoise" "discussed"
deleteEventPriority optionnalConversation.owlNoise emergency
deleteEventPriority optionnalConversation.owlNoise short
deleteEventPriority optionnalConversation.owlNoise medium
deleteEventPriority optionnalConversation.owlNoise long
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
Play3DSound "sfx/owlNoise1"
# Block 1
wizqQueue 1 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
# Block 1-B
wizqQueue 2 {
wizqEntityAction Zak standTurnLeft "wait"
wizqEntityAction Zak standTurnRight "wait"
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::owlNoiseL1 "sound/vo/$::LNG/scenes/optionnalConversation/owlNoiseL1.ogg"
wizqTalkSay Zak $::lng::owlNoiseZ1 "sound/vo/$::LNG/scenes/optionnalConversation/owlNoiseZ1.ogg"
# Block 1-C
wizqQueue 3 {
ozqSound::NewFX "sound/sfx/owlNoise2.ogg"
}
wizqTalkSay Lydia $::lng::owlNoiseL2 "sound/vo/$::LNG/scenes/optionnalConversation/owlNoiseL2.ogg"
# Wait for Block 1
wizqWaitQueue 1
# Block 2
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standArmCross "wait"
}
wizqTalkSay Zak $::lng::owlNoiseZ2 "sound/vo/$::LNG/scenes/optionnalConversation/owlNoiseZ2.ogg"
wizqTalkClose
# Wait for Block 2 & 1-B & 1-C
wizqWaitQueue 1
wizqWaitQueue 2
wizqWaitQueue 3
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Potion Please ##
## ===================================================== ##
## SCENE SET UP: They have the notebook and they found the circlet. Zak want Lydia to try to make him the potion
# START IN ---> enchantedHallway.myasBook & enchantedHallway.bookCornerBehavior && grandHall.useCircletGet
# STOP WHEN --> trialRoom.needBrokenWindow && trialRoom.windowView && dinnerHall.potionBrewing
# FORCED --> Never
event "potionPlease" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "potionPlease" "discussed"
deleteEventPriority optionnalConversation.whichPotionBehavior emergency
deleteEventPriority optionnalConversation.whichPotionBehavior short
deleteEventPriority optionnalConversation.whichPotionBehavior medium
deleteEventPriority optionnalConversation.whichPotionBehavior long
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 1500 }
wizqEntityAction Zak standRelax "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::potionPleaseZ1 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ1.ogg"
# Wait for Block 1-B
wizqWaitQueue 2
# Block 2-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standArmCross "wait"
}
wizqTalkSay Zak $::lng::potionPleaseZ2 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ2.ogg"
# Wait for Block 1
wizqWaitQueue 1
# Block 2
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::potionPleaseZ3 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ3.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::potionPleaseZ4 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ4.ogg"
# Block 3-B
wizqQueue 2 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::potionPleaseL1 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseL1.ogg"
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 4
wizqQueue 1 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::potionPleaseZ5 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ5.ogg"
# Block 4-B
wizqQueue 2 {
wizqEntityAction Lydia standTalkTwoHands "wait"
wizqEntityAction Lydia standNo "wait"
}
wizqTalkSay Lydia $::lng::potionPleaseL2 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseL2.ogg"
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 5
wizqQueue 1 {
wizqEntityAction Lydia standArmCross "wait"
chainEvent { delay 2000 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Zak $::lng::potionPleaseZ6 "sound/vo/$::LNG/scenes//optionnalConversation/potionPleaseZ6.ogg" fastout
# Block 5-B
wizqQueue 2 {
chainEvent { delay 2000 }
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Lydia $::lng::potionPleaseL3 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseL3.ogg" fastin
# Wait for Block 5 & 5-B
wizqWaitQueue 1
wizqWaitQueue 2
wizqTalkSay Zak $::lng::potionPleaseZ7 "sound/vo/$::LNG/scenes/optionnalConversation/potionPleaseZ7.ogg"
wizqTalkClose
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## lydiaDeception ##
## ===================================================== ##
## SCENE SET UP: After moving through a lot of the room only to find no one, she start getting depressed
# START IN ---> grandHall.sadThoughts
# STOP WHEN --> sanctuaryExterior.circletRediscover
# FORCED --> Never
event "lydiaDeception" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "lydiaDeception" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 1500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::lydiaDeceptionL1 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Zak standNo "wait"
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::lydiaDeceptionZ1 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionZ1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Zak standTurnLeft "wait"
wizqEntityAction Zak standTurnRight "wait"
}
wizqTalkSay Zak $::lng::lydiaDeceptionZ2 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionZ2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standLoseHope "wait"
}
wizqTalkSay Lydia $::lng::lydiaDeceptionL2 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 2000 }
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::lydiaDeceptionZ3 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionZ3.ogg"
# Wait for Block 3-B
wizqWaitQueue 2
# Block 4-B
wizqQueue 2 {
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Lydia $::lng::lydiaDeceptionL3 "sound/vo/$::LNG/scenes/optionnalConversation/lydiaDeceptionL3.ogg"
wizqTalkClose
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Zak and the Headen Flower ##
## ===================================================== ##
## SCENE SET UP: Lydia got the Headen flower from elvandar and explain a student came looking for it a few days ago (it was actually zak in his human form)
# START IN ---> elvandarPathway.zakHeadenFlower
# STOP WHEN --> celesteRoom.roomSearching
# FORCED --> Never
event "guiltyStudent" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "guiltyStudent" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 1000 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::guiltyStudentL1 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standArmCross "wait"
}
wizqTalkSay Zak $::lng::guiltyStudentZ1 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentZ1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standYes "wait"
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 2000 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::guiltyStudentL2 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL2.ogg"
wizqTalkSay Lydia $::lng::guiltyStudentL3 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL3.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::guiltyStudentL4 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL4.ogg" fastout
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::guiltyStudentZ2 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentZ2.ogg" fastin
# Wait for Block 5
wizqWaitQueue 1
# Block 6
wizqQueue 1 {
chainEvent { delay 2000 }
wizqEntityAction Lydia standArmCross "wait"
}
wizqTalkSay Zak $::lng::guiltyStudentZ3 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentZ3.ogg"
# Wait for Block 6
wizqWaitQueue 1
# Block 7
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::guiltyStudentL5 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL5.ogg"
# Wait for Block 7
wizqWaitQueue 1
# Block 8
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
chainEvent { delay 1000 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::guiltyStudentL6 "sound/vo/$::LNG/scenes/optionnalConversation/guiltyStudentL6.ogg"
wizqTalkClose
# Wait for Block 8
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
################################################################################
## ========================================================================== ##
## CHARACTERS BACKGROUND AND INFORMATION ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## Who is Celeste Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak want to know more exactly who is Celeste for Lydia
# START IN ---> vision.dollEffectOne
# STOP WHEN --> in the event "zakAndCelesteBehavior" further down
# FORCED --> Never
event "whoIsCelesteBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whoIsCeleste" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::whoIsCelesteBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::whoIsCelesteL1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteL1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whoIsCelesteL2 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Lydia $::lng::whoIsCelesteL3 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteL3.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
}
# Block 5-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Lydia $::lng::whoIsCelesteL4 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteL4.ogg"
# Wait for Block 5 & 5-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 6
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standDisbelief "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standLoseHope "wait"
}
wizqTalkSay Lydia $::lng::whoIsCelesteL5 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteL5.ogg"
# Wait for Block 6
wizqWaitQueue 1
# Block 7
wizqQueue 1 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::whoIsCelesteZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteZ1.ogg"
# Block 7-B
wizqQueue 2 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::whoIsCelesteZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsCelesteZ2.ogg"
wizqTalkClose
# Wait for Block 7 & 7-B
wizqWaitQueue 1
wizqWaitQueue 2
if { [getVar "whoIsNathaniel"] == "" } {
setEventPriority optionnalConversation.whoIsNathanielBehavior long
ozSet "whoIsNathaniel" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Who is Nathaniel Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak want to know if Lydia is speaking of the same Nathaniel he knows
# START IN ---> optionnalConversation.whoIsCeleste & vision.dollEffectTwo
# STOP WHEN --> When the discussion has been said
# FORCED --> Never
event "whoIsNathanielBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whoIsNathaniel" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
if { [ozGet "wherePrincipalOffice"] == "" } {
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
if { [ozGet "wherePrincipalOffice"] == "" } {
wizqTalkOpen
wizqTalkSay Zak $::lng::whoIsNathanielBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielBehaviorZ1.ogg"
}
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
if { [ozGet "wherePrincipalOffice"] == "discussed" } {
wizqTalkOpen
}
# Block 2
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standDisbelief "wait"
chainEvent { delay 1500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL2 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL2.ogg"
wizqTalkSay Lydia $::lng::whoIsNathanielL3 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL3.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standNo "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL4 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL4.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::whoIsNathanielZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielZ1.ogg"
# Block 5-B
wizqQueue 2 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL5 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL5.ogg"
# Wait for Block 5 & 5-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 6
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL6 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL6.ogg"
# Wait for Block 6
wizqWaitQueue 1
# Block 7
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL7 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL7.ogg"
# Block 7-B
wizqQueue 2 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::whoIsNathanielZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielZ2.ogg"
# Wait for Block 7 & 7-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 8
wizqQueue 1 {
wizqEntityAction Lydia standYes "wait"
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL8 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL8.ogg"
# Block 8-B
wizqQueue 2 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::whoIsNathanielZ3 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielZ3.ogg"
# Wait for Block 8 & 8-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 9
wizqQueue 1 {
wizqEntityAction Lydia standNo "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::whoIsNathanielL9 "sound/vo/$::LNG/scenes/optionnalConversation/whoIsNathanielL9.ogg"
wizqTalkClose
# Wait for Block 9
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## What is the Doll Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak want to know what's the deal with the doll they found
# START IN ---> vision.dollEffectOne
# STOP WHEN --> When the discussion has been said
# FORCED --> Never
event "dollAsKeepsakeBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "dollAsKeepsake" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standConfusedRight "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::dollAsKeepsakeBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::dollAsKeepsakeL1 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standRelax "wait"
}
wizqTalkSay Zak $::lng::dollAsKeepsakeZ1 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Lydia $::lng::dollAsKeepsakeL2 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::dollAsKeepsakeL3 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeL3.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 1000 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::dollAsKeepsakeL4 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeL4.ogg"
# Wait for Block 5
wizqWaitQueue 1
# Block 6
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standNo "wait"
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::dollAsKeepsakeL5 "sound/vo/$::LNG/scenes/optionnalConversation/dollAsKeepsakeL5.ogg"
wizqTalkClose
# Wait for Block 6
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## What happened to Celeste's mother Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak is curious to know what's the story of Celeste's mother
# START IN ---> optionnalConversation.specialPendant
# STOP WHEN --> When the discussion has been said
# FORCED --> None
event "celestesMotherDiscussionBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "celestesMother" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standConfusedLeft "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::celestesMotherDiscussionBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL1 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL2 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 500 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::celestesMotherDiscussionZ1 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionZ1.ogg"
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standYes "wait"
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL3 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL3.ogg"
# Block 4-B
wizqQueue 2 {
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::celestesMotherDiscussionZ2 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionZ2.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standLoseHope "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL4 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL4.ogg"
# Wait for Block 5 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 6
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL5 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL5.ogg"
# Wait for Block 6
wizqWaitQueue 1
# Block 7
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 2500 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::celestesMotherDiscussionL6 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionL6.ogg"
# Block 7-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::celestesMotherDiscussionZ3 "sound/vo/$::LNG/scenes/optionnalConversation/celestesMotherDiscussionZ3.ogg"
wizqTalkClose
# Wait for Block 7 & 7-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Lydia's Past Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak want to know more about Lydia's past and how she got at this school
# START IN ---> mill.millSolved && crescentCoastWaterway.millWheelSolved
# STOP WHEN --> When the discussion has been said
# FORCED --> Never
event "lydiasPastBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "lydiasPastConversation" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standConfusedRight "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::lydiasPastBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::lydiasPastL1 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastL1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTurnLeft "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::lydiasPastL2 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::lydiasPastL3 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastL3.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::lydiasPastL4 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastL4.ogg"
# Block 5-B
wizqQueue 2 {
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::lydiasPastZ1 "sound/vo/$::LNG/scenes/optionnalConversation/lydiasPastZ1.ogg"
wizqTalkClose
# Wait for Block 5 & 5-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Who is the Caretaker Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak open the door to elaborate on who is the Caretaker and his importance in this academy
# START IN ---> optionnalCnversation.wingFlapping
# STOP WHEN --> hallOfTrials.trialCompleted
# FORCED --> Never
event "whoCaretakerBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whoCaretaker" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standArmCross "wait"
}
wizqTalkOpen
wizqTalkSay Zak $::lng::whoCaretakerBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoCaretakerBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
chainEvent { delay 1500 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whoCaretakerL1 "sound/vo/$::LNG/scenes/optionnalConversation/whoCaretakerL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::whoCaretakerZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whoCaretakerZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::whoCaretakerZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whoCaretakerZ2.ogg"
wizqTalkClose
# Wait for Block 3
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
################################################################################
## ========================================================================== ##
## ROOM BACKGROUND AND INFORMATIONS ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## Where is the Mill Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak set up a discussion that will lead Lydia to ask where is the Mill
# START IN ---> grandHall.leverVision if they never went to the mill
# STOP WHEN --> When they go in the mill in the Init
# FORCED -->
event "whereMillBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whereMill" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 250 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standLoseHope "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::whereMillBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whereMillBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::whereMillL1 "sound/vo/$::LNG/scenes/optionnalConversation/whereMillL1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::whereMillL2 "sound/vo/$::LNG/scenes/optionnalConversation/whereMillL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::whereMillZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whereMillZ1.ogg"
# Block 3-B
wizqQueue 2 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whereMillL3 "sound/vo/$::LNG/scenes/optionnalConversation/whereMillL3.ogg"
wizqTalkClose
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
################################################################################
## ========================================================================== ##
## ITEMS BACKGROUND AND INFORMATION ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## In what language is it Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia is stating a fact about how they can't read magical language
# START IN ---> enchantedHallway.myasBook & enchantedHallway.bookCornerBehavior + "usePage" of enchanted crossway, dinnerHall and Grand Hall
# STOP WHEN --> grandHall.useCircletGet
# FORCED --> Never
event "whatLanguageBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whatLanguage" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 250 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standHandOnChin "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whatLanguageBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatLanguageBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::whatLanguageL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatLanguageL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::whatLanguageZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whatLanguageZ1.ogg"
wizqTalkClose
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
wizqEntityChangeCycle Lydia crouchCycleNormal standToCrouch "wait"
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia crouchTalk "wait"
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whatLanguageL2 "sound/vo/$::LNG/scenes/optionnalConversation/whatLanguageL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Zak standNo "wait"
}
# Block 4-B
wizqQueue 2 {
chainEvent { delay 1500 }
wizqEntityChangeCycle Lydia standCycleNormal crouchToStand "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::whatLanguageZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whatLanguageZ2.ogg"
wizqTalkClose
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## What is written there Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia wonder what is in the notebook they found
# START IN ---> enchantedHallway.myasBook & enchantedHallway.bookCornerBehavior + "usePage" of enchanted crossway, dinnerHall and Grand Hall
# STOP WHEN --> grandHall.useCircletGet
# FORCED --> Never
event "whatIsWrittenBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whatIsWritten" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whatIsWrittenBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatIsWrittenBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
chainEvent { delay 2000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whatIsWrittenL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatIsWrittenL1.ogg"
# Block 2-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::whatIsWrittenZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whatIsWrittenZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
chainEvent { delay 500 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::whatIsWrittenL2 "sound/vo/$::LNG/scenes/optionnalConversation/whatIsWrittenL2.ogg"
wizqTalkClose
# Wait for Block 3
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## What is this Pendant Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak inquire why the pendant Lydia broke is so special
# START IN ---> crescenCoastWaterway.pendantBreak
# STOP WHEN --> When conversation has been said
# FORCED --> Never
event "specialPendantBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "specialPendant" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standConfusedLeft "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::specialPendantBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/specialPendantBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
wizqEntityAction Lydia standYes "wait"
}
# Block 2-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntitySetCycle Zak sitCycleNormal
}
wizqTalkSay Lydia $::lng::specialPendantL1 "sound/vo/$::LNG/scenes/optionnalConversation/specialPendantL1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::specialPendantL2 "sound/vo/$::LNG/scenes/optionnalConversation/specialPendantL2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standDisbelief "wait"
}
# Block 4-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak sitConfusedRight "wait"
}
wizqTalkSay Lydia $::lng::specialPendantL3 "sound/vo/$::LNG/scenes/optionnalConversation/specialPendantL3.ogg"
# Wait for Block 4
wizqWaitQueue 1
# Block 5
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standYes "wait"
}
wizqTalkSay Lydia $::lng::specialPendantL4 "sound/vo/$::LNG/scenes/optionnalConversation/specialPendantL4.ogg"
wizqTalkClose
# Wait for Block 5
wizqWaitQueue 1
wizqEntitySetCycle Zak standCycleNormal
if { [getVar "celestesMother"] == "" } {
setEventPriority optionnalConversation.celestesMotherDiscussionBehavior long
ozSet "celestesMotherDiscussion" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
################################################################################
## ========================================================================== ##
## OTHERS ##
## ========================================================================== ##
################################################################################
## ===================================================== ##
## What will you do to them Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia is unsure of the attitude of Zak and his desire of vengeance
# START IN ---> optionnalConversation.familiar
# STOP WHEN --> celesteRoom.roomSearching
# FORCED --> Never
event "whatWillYouDoBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whatWillYouDo" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whatWillYouDoBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatWillYouDoBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::whatWillYouDoL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatWillYouDoL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::whatWillYouDoZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whatWillYouDoZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whatWillYouDoL2 "sound/vo/$::LNG/scenes/optionnalConversation/whatWillYouDoL2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 500 }
wizqEntityAction Zak standYes "wait"
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::whatWillYouDoZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whatWillYouDoZ2.ogg"
wizqTalkClose
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Which potion are you talking about Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak curse at the potion he took that didn't work
# START IN ---> millStoreRoom.zakFree
# STOP WHEN --> optionnalConversation.potionPlease or in trialRoom.needBrokenWindow && trialRoom.windowView
# FORCED --> Never
event "whichPotionBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whichPotion" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standLoseHope "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::whichPotionBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whichPotionBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::whichPotionL1 "sound/vo/$::LNG/scenes/optionnalConversation/whichPotionL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standConfusedRight "wait"
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::whichPotionZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whichPotionZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
chainEvent { delay 2000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::whichPotionZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whichPotionZ2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standNo "wait"
}
wizqTalkSay Lydia $::lng::whichPotionL2 "sound/vo/$::LNG/scenes/optionnalConversation/whichPotionL2.ogg"
wizqTalkClose
# Wait for Block 4
wizqWaitQueue 1
if { [getVar "familiar"] == "" } {
setEventPriority optionnalConversation.familiarBehavior medium
ozSet "familiar" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## You can talk Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia is amazed to have found a talking wolf
# START IN ---> millStoreRoom.zakFree
# STOP WHEN --> They pass together after the flashback on passerelle dragonvale hallway
# FORCED --> When they pass together after the flashback on passerelle dragonvale hallway
event "whatAreYouBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "whatAreYou" "discussed"
deleteEventPriority optionnalConversation.whatAreYouBehavior emergency
deleteEventPriority optionnalConversation.whatAreYouBehavior short
deleteEventPriority optionnalConversation.whatAreYouBehavior medium
deleteEventPriority optionnalConversation.whatAreYouBehavior long
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 250 }
wizqEntityAction Lydia standTalkTwoHands "wait"
wizqEntityAction Lydia standNo "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::whatAreYouBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatAreYouBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::whatAreYouL1 "sound/vo/$::LNG/scenes/optionnalConversation/whatAreYouL1.ogg"
# Block 2-B
wizqQueue 2 {
chainEvent { delay 2000 }
wizqEntityAction Zak standConfusedRight "wait"
}
wizqTalkSay Zak $::lng::whatAreYouZ1 "sound/vo/$::LNG/scenes/optionnalConversation/whatAreYouZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::whatAreYouL2 "sound/vo/$::LNG/scenes/optionnalConversation/whatAreYouL2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::whatAreYouZ2 "sound/vo/$::LNG/scenes/optionnalConversation/whatAreYouZ2.ogg"
wizqTalkClose
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
if { [getVar "familiar"] == "" } {
setEventPriority optionnalConversation.familiarBehavior medium
ozSet "familiar" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## A Familiar Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak curse at his familiar shape
# START IN ---> optionnalConversation.whatAreYou & optionnalConversation.whichPotion
# STOP WHEN --> When they pass in the garden for the second time close to the puppet, this erase whatAreYou
# FORCED --> In the camera gardenEnd
event "familiarBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "familiar" "discussed"
deleteEventPriority optionnalConversation.familiarBehavior emergency
deleteEventPriority optionnalConversation.familiarBehavior short
deleteEventPriority optionnalConversation.familiarBehavior medium
deleteEventPriority optionnalConversation.familiarBehavior long
deleteEventPriority optionnalConversation.whatAreYouBehavior emergency
deleteEventPriority optionnalConversation.whatAreYouBehavior short
deleteEventPriority optionnalConversation.whatAreYouBehavior medium
deleteEventPriority optionnalConversation.whatAreYouBehavior long
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standLoseHope "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::familiarBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/familiarBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::familiarL1 "sound/vo/$::LNG/scenes/optionnalConversation/familiarL1.ogg"
# Block 2-B
wizqQueue 2 {
chainEvent { delay 1500 }
wizqEntityAction Zak standConfusedLeft "wait"
}
wizqTalkSay Zak $::lng::familiarZ1 "sound/vo/$::LNG/scenes/optionnalConversation/familiarZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
chainEvent { delay 500 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::familiarZ2 "sound/vo/$::LNG/scenes/optionnalConversation/familiarZ2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::familiarL2 "sound/vo/$::LNG/scenes/optionnalConversation/familiarL2.ogg"
# Block 4-B
wizqQueue 2 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::familiarZ3 "sound/vo/$::LNG/scenes/optionnalConversation/familiarZ3.ogg"
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
wizqTalkSay Zak $::lng::familiarZ4 "sound/vo/$::LNG/scenes/optionnalConversation/familiarZ4.ogg"
# Block 5
wizqQueue 1 {
wizqEntityAction Lydia standDisbelief "wait"
}
wizqTalkSay Zak $::lng::familiarZ5 "sound/vo/$::LNG/scenes/optionnalConversation/familiarZ5.ogg"
wizqTalkClose
# Wait for Block 5
wizqWaitQueue 1
if { [getVar "whatWillYouDo"] == "" } {
setEventPriority optionnalConversation.whatWillYouDoBehavior medium
ozSet "whatWillYouDo" "initiated"
}
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Zak Past Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia want to know more of Zak past
# START IN ---> laboratory.leaveTogether
# STOP WHEN --> The conversation has been said
# FORCED --> Never
event "zaksPastBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "zaksPast" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::zaksPastBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
wizqTalkSay Zak $::lng::zaksPastZ1 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ1.ogg"
# Block 2
wizqQueue 1 {
chainEvent { delay 1500 }
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::zaksPastZ2 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ2.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
wizqEntityAction Lydia standWhat "wait"
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::zaksPastL1 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastL1.ogg"
wizqTalkSay Zak $::lng::zaksPastZ3 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ3.ogg"
# Block 3-B
wizqQueue 2 {
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::zaksPastZ4 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ4.ogg"
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::zaksPastL2 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastL2.ogg"
wizqTalkSay Zak $::lng::zaksPastZ7 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ7.ogg"
# Block 4-B
wizqQueue 2 {
chainEvent { delay 1500 }
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::zaksPastZ5 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ5.ogg"
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 5
wizqQueue 1 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::zaksPastL3 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastL3.ogg"
# Block 5-B
wizqQueue 2 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::zaksPastZ6 "sound/vo/$::LNG/scenes/optionnalConversation/zaksPastZ6.ogg"
wizqTalkClose
# Wait for Block 5 & 5-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Relation between Zak and Celeste Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia want to know more of what Zak knows of Celeste
# START IN ---> celesteRoom.roomSearching
# STOP WHEN --> The conversation has been said
# FORCED --> Never
event "zakAndCelesteBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "zakAndCeleste" "discussed"
deleteEventPriority optionnalConversation.whoIsCelesteBehavior emergency
deleteEventPriority optionnalConversation.whoIsCelesteBehavior short
deleteEventPriority optionnalConversation.whoIsCelesteBehavior medium
deleteEventPriority optionnalConversation.whoIsCelesteBehavior long
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::zakAndCelesteBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
wizqTalkSay Zak $::lng::zakAndCelesteZ1 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteZ1.ogg"
# Block 2
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Zak standLoseHope "wait"
}
wizqTalkSay Zak $::lng::zakAndCelesteZ2 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteZ2.ogg"
# Block 2-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::zakAndCelesteZ3 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteZ3.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
chainEvent { delay 2500 }
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::zakAndCelesteZ4 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteZ4.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standLoseHope "wait"
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::zakAndCelesteL1 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteL1.ogg"
# Block 4-B
wizqQueue 2 {
chainEvent { delay 2000 }
wizqEntityAction Zak standConfusedLeft "wait"
}
wizqTalkSay Zak $::lng::zakAndCelesteZ5 "sound/vo/$::LNG/scenes/optionnalConversation/zakAndCelesteZ5.ogg"
wizqTalkClose
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Relation between Zak and Celeste Behavior ##
## ===================================================== ##
## SCENE SET UP: Zak want to check if Lydia knows the story of the Chimera
# START IN ---> trialRoom.tOACompleted
# STOP WHEN --> The conversation has been said
# FORCED --> Never
event "chimeraBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "chimera" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
chainEvent { delay 500 }
wizqEntityAction Zak standConfusedRight "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
}
wizqTalkOpen
wizqTalkSay Zak $::lng::chimeraBehaviorZ1 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraBehaviorZ1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
wizqEntityAction Lydia standWhat "wait"
}
wizqTalkSay Lydia $::lng::chimeraL1 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraL1.ogg"
# Block 2-B
wizqQueue 2 {
wizqEntityAction Zak standNo "wait"
chainEvent { delay 1000 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::chimeraZ1 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraZ1.ogg"
# Wait for Block 2 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standNo "wait"
}
wizqTalkSay Lydia $::lng::chimeraL2 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraL2.ogg"
# Block 3-B
wizqQueue 2 {
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::chimeraZ2 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraZ2.ogg"
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 4
wizqQueue 1 {
chainEvent { delay 2000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::chimeraZ3 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraZ3.ogg"
# Block 4-B
wizqQueue 2 {
chainEvent { delay 1000 }
wizqEntityAction Zak standRelax "wait"
}
wizqTalkSay Zak $::lng::chimeraZ4 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraZ4.ogg"
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 5
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standTurnLeftHoldLong "wait"
}
wizqTalkSay Zak $::lng::chimeraZ5 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraZ5.ogg"
# Wait for Block 5
wizqWaitQueue 1
# Block 6
wizqQueue 1 {
wizqEntityAction Lydia standTalkTwoHands "wait"
}
wizqTalkSay Lydia $::lng::chimeraL3 "sound/vo/$::LNG/scenes/optionnalConversation/chimeraL3.ogg"
wizqTalkClose
# Wait for Block 6
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## Mages Familiar Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia want to know more about the familiar
# START IN ---> principalSkyway.nathanielOwl
# STOP WHEN --> The conversation has been said
# FORCED --> Never
event "magesFamiliarBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "magesFamiliar" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkTwoHands "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::magesFamiliarBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarBehaviorL1.ogg"
# Wait for Block 1 & 1-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 2
wizqQueue 1 {
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::magesFamiliarZ1 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarZ1.ogg"
# Wait for Block 2
wizqWaitQueue 1
# Block 3
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Lydia $::lng::magesFamiliarL1 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarL1.ogg"
wizqTalkSay Zak $::lng::magesFamiliarZ2 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarZ2.ogg"
# Block 3-B
wizqQueue 2 {
chainEvent { delay 500 }
wizqEntityAction Zak standRelax "wait"
}
wizqTalkSay Zak $::lng::magesFamiliarZ3 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarZ3.ogg"
# Wait for Block 3 & 3-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 4
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::magesFamiliarZ4 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarZ4.ogg"
# Block 4-B
wizqQueue 2 {
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::magesFamiliarL2 "sound/vo/$::LNG/scenes/optionnalConversation/magesFamiliarL2.ogg"
wizqTalkClose
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}
## ===================================================== ##
## teleport Background Behavior ##
## ===================================================== ##
## SCENE SET UP: Lydia want to know more about the hidden teleports
# START IN ---> teleportTowerBase.teleportComplete
# STOP WHEN --> The conversation has been said
# FORCED --> Never
event "teleportBackgroundBehavior" {
chainEvent {
freezePlayer
wizDisableMouse
wizEntityStopFollow Zak
}
ozSet "teleportBackground" "discussed"
chainEvent {
wizqEntityMove Zak [calcPos [wizEntityGetPosition Lydia] [wizEntityGetPosition Zak] 10] "wait"
}
# Block 1
wizqQueue 1 {
chainEvent { delay 500 }
chainEvent { wizEntityLookAt Lydia [wizEntityGetPosition Zak] }
chainEvent { delay 500 }
wizqEntityAction Lydia standTalkHandHip "wait"
}
# Block 1-B
wizqQueue 2 {
chainEvent { delay 1000 }
chainEvent { wizEntityLookAt Zak [wizEntityGetPosition Lydia] }
}
wizqTalkOpen
wizqTalkSay Lydia $::lng::teleportBackgroundBehaviorL1 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundBehaviorL1.ogg"
# Wait for Block 1-B
wizqWaitQueue 2
# Block 2-B
wizqQueue 2 {
chainEvent { delay 2000 }
wizqEntityAction Zak standNo "wait"
}
wizqTalkSay Zak $::lng::teleportBackgroundZ1 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundZ1.ogg"
# Wait for Block 1 & 2-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 3
wizqQueue 1 {
chainEvent { delay 1000 }
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::teleportBackgroundZ2 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundZ2.ogg"
# Wait for Block 3
wizqWaitQueue 1
# Block 4
wizqQueue 1 {
wizqEntityAction Lydia standWhat "wait"
wizqEntityAction Lydia standTalkHandHip "wait"
}
wizqTalkSay Lydia $::lng::teleportBackgroundL1 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundL1.ogg"
# Block 4-B
wizqQueue 2 {
chainEvent { delay 1500 }
wizqEntityAction Zak standYes "wait"
}
wizqTalkSay Zak $::lng::teleportBackgroundZ3 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundZ3.ogg"
# Wait for Block 4 & 4-B
wizqWaitQueue 1
wizqWaitQueue 2
# Block 5
wizqQueue 1 {
wizqEntityAction Lydia standHandOnChin "wait"
}
wizqTalkSay Zak $::lng::teleportBackgroundZ4 "sound/vo/$::LNG/scenes/optionnalConversation/teleportBackgroundZ4.ogg"
wizqTalkClose
# Wait for Block 5
wizqWaitQueue 1
chainEvent {
unfreezePlayer
wizEnableMouse
wizEntityResumeFollow Zak
}
}