//-------------------------------------------------------------------------------------------------------------- // Virgil Response Rule File //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // C3M4 //-------------------------------------------------------------------------------------------------------------- Response C3M4Button101Virgil { scene "scenes/npcs/Virgil_C3End01.vcd" then orator C3M4Button102 foo:0 0.1 //Well hello there. I ain't heard another voice out here in three days. scene "scenes/npcs/Virgil_C3End02.vcd" then orator C3M4Button102 foo:0 0.1 //Woo, hello. It's been real real quiet now since my woman got bit. scene "scenes/npcs/Virgil_C3End05.vcd" then orator C3M4Button102 foo:0 0.1 //Woo, hello there. How is y'all are? I ain't heard a nobody out here in a long time. What can I do for ya? scene "scenes/npcs/Virgil_C3End31.vcd" then orator C3M4Button102 foo:0 0.1 //Woo, bonjour! It's real, real nice to hear another somebody. scene "scenes/npcs/Virgil_C3End32.vcd" then orator C3M4Button102 foo:0 0.1 //Well, bonjour! It's real, real good to hear another somebody. It's real quiet out here. } Rule C3M4Button101Virgil { criteria ConceptC3M4Button101 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:7.623" applycontexttoworld Response C3M4Button101Virgil } Response C3M4Button102Virgil { scene "scenes/npcs/Virgil_C3End09.vcd" then orator C3M4Button104 foo:0 3 //Hey now, where're you at? scene "scenes/npcs/Virgil_C3End11.vcd" then orator C3M4Button104 foo:0 3 //Tell me now, where is ya? scene "scenes/npcs/Virgil_C3End12.vcd" then orator C3M4Button104 foo:0 3 //Where is ya? scene "scenes/npcs/Virgil_C3End13.vcd" then orator C3M4Button104 foo:0 3 //Now, where're you at? } Rule C3M4Button102Virgil { criteria ConceptC3M4Button102 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 ApplyContext "Talk:1:4.446" applycontexttoworld Response C3M4Button102Virgil } Response C3M4Button102EllisVirgil { scene "scenes/npcs/Virgil_C3End09.vcd" then mechanic C3M4Button104Ellis foo:0 0.01 //Hey now, where're you at? scene "scenes/npcs/Virgil_C3End11.vcd" then mechanic C3M4Button104Ellis foo:0 0.01 //Tell me now, where is ya? scene "scenes/npcs/Virgil_C3End12.vcd" then mechanic C3M4Button104Ellis foo:0 0.01 //Where is ya? scene "scenes/npcs/Virgil_C3End13.vcd" then mechanic C3M4Button104Ellis foo:0 0.01 //Now, where're you at? } Rule C3M4Button102EllisVirgil { criteria ConceptC3M4Button102 ChanceToFire20Percent AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 _auto_IsButton1Mechanic ApplyContext "Talk:1:1.456" applycontexttoworld forceweight 100 Response C3M4Button102EllisVirgil } Response C3M4Button104Virgil { sequential norepeat scene "scenes/npcs/Virgil_C3End17.vcd" then orator C3M4Button104 foo:0 5 //I can't quite hear ya now. Say what, now? scene "scenes/npcs/Virgil_C3End35.vcd" then orator C3M4Button104 foo:0 5 //Where y'at? scene "scenes/npcs/Virgil_C3End15.vcd" then orator C3M4Button104 foo:0 5 //Say again now, what? scene "scenes/npcs/Virgil_C3End37.vcd" then orator C3M4Button104 foo:0 5 //Where is y'all? scene "scenes/npcs/Virgil_C3End38.vcd" then orator C3M4Button104 foo:0 5 //Where y'all at now? scene "scenes/npcs/Virgil_C3End39.vcd" then orator C3M4Button104 foo:0 5 //Alright now tell me, where y'all are? scene "scenes/npcs/Virgil_C3End15.vcd" then orator C3M4Button104 foo:0 5 //Say again now, what? scene "scenes/npcs/Virgil_C3End34.vcd" then orator C3M4Button104 foo:0 5 //Alright now, where y'at? scene "scenes/npcs/Virgil_C3End35.vcd" then orator C3M4Button104 foo:0 5 //Where y'at? scene "scenes/npcs/Virgil_C3End17.vcd" then orator C3M4Button104 foo:0 5 //I can't quite hear ya now. Say what, now? scene "scenes/npcs/Virgil_C3End14.vcd" then orator C3M4Button104 foo:0 5 //What? scene "scenes/npcs/Virgil_C3End16.vcd" then orator C3M4Button104 foo:0 5 //Now, what, now? scene "scenes/npcs/Virgil_C3End17.vcd" then orator C3M4Button104 foo:0 5 //I can't quite hear ya now. Say what, now? scene "scenes/npcs/Virgil_C3End35.vcd" then orator C3M4Button104 foo:0 5 //Where y'at? scene "scenes/npcs/Virgil_C3End15.vcd" then orator C3M4Button104 foo:0 5 //Say again now, what? scene "scenes/npcs/Virgil_C3End37.vcd" then orator C3M4Button104 foo:0 5 //Where is y'all? scene "scenes/npcs/Virgil_C3End38.vcd" then orator C3M4Button104 foo:0 5 //Where y'all at now? scene "scenes/npcs/Virgil_C3End39.vcd" then orator C3M4Button104 foo:0 5 //Alright now tell me, where y'all are? scene "scenes/npcs/Virgil_C3End15.vcd" then orator C3M4Button104 foo:0 5 //Say again now, what? scene "scenes/npcs/Virgil_C3End34.vcd" then orator C3M4Button104 foo:0 5 //Alright now, where y'at? scene "scenes/npcs/Virgil_C3End35.vcd" then orator C3M4Button104 foo:0 5 //Where y'at? scene "scenes/npcs/Virgil_C3End17.vcd" then orator C3M4Button104 foo:0 5 //I can't quite hear ya now. Say what, now? scene "scenes/npcs/Virgil_C3End14.vcd" then orator C3M4Button104 foo:0 5 //What? scene "scenes/npcs/Virgil_C3End16.vcd" then orator C3M4Button104 foo:0 5 //Now, what, now? } Rule C3M4Button104Virgil { criteria ConceptC3M4Button104 AutoIsNotScavenge AutoIsNotSurvival _auto_NotButton2 Response C3M4Button104Virgil } Response C3M4Button202Virgil { scene "scenes/npcs/Virgil_C3End24.vcd" //Alright now, stay right where you is. I'll come for ya. scene "scenes/npcs/Virgil_C3End25.vcd" //Alright now, stay right where you is. I'll be right there for ya. scene "scenes/npcs/Virgil_C3End26.vcd" //Alright now, stay right where you is at. I'm be comin' for ya. scene "scenes/npcs/Virgil_C3End27.vcd" //Alright now, stay right where's you at. I'm comin' for ya. scene "scenes/npcs/Virgil_C3End28.vcd" //Alright now, stay right where y'all are. I'll be right at ya. scene "scenes/npcs/Virgil_C3End30.vcd" //Alright, real good. I'm comin' for ya now. Stay right where y'all are. } Rule C3M4Button202Virgil { criteria ConceptC3M4Button202 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.397" applycontexttoworld Response C3M4Button202Virgil } Response C3M4GateBlow02Virgil { scene "scenes/npcs/Virgil_C3End41.vcd" then orator C3M4GateBlow02 foo:0 5 //Get on the boat! scene "scenes/npcs/Virgil_C3End42.vcd" then orator C3M4GateBlow02 foo:0 5 //Now, get on the boat, now! scene "scenes/npcs/Virgil_C3End43.vcd" then orator C3M4GateBlow02 foo:0 5 //Woo, now hurry up now. Get on the boat! scene "scenes/npcs/Virgil_C3End44.vcd" then orator C3M4GateBlow02 foo:0 5 //Now c'mon now. Get on the boat, here! scene "scenes/npcs/Virgil_C3End45.vcd" then orator C3M4GateBlow02 foo:0 5 //Alright now, get on the boat. scene "scenes/npcs/Virgil_C3End46.vcd" then orator C3M4GateBlow02 foo:0 5 //Come on now, they're comin' after ya now. Get on the boat! scene "scenes/npcs/Virgil_C3End47.vcd" then orator C3M4GateBlow02 foo:0 5 //Get on the boat, now! scene "scenes/npcs/Virgil_C3End48.vcd" then orator C3M4GateBlow02 foo:0 5 //Here they come, here they come. Get on the boat! scene "scenes/npcs/Virgil_C3End49.vcd" then orator C3M4GateBlow02 foo:0 5 //Alright, I'm comin'! scene "scenes/npcs/Virgil_C3End51.vcd" then orator C3M4GateBlow02 foo:0 5 //Now, come on, come on! scene "scenes/npcs/Virgil_C3End52.vcd" then orator C3M4GateBlow02 foo:0 5 //Now, come on, now! scene "scenes/npcs/Virgil_C3End53.vcd" then orator C3M4GateBlow02 foo:0 5 //Woo, now, hurry up, now! Hurry up! scene "scenes/npcs/Virgil_C3End54.vcd" then orator C3M4GateBlow02 foo:0 5 //Allons, allons! Come on, now! scene "scenes/npcs/Virgil_C3End55.vcd" then orator C3M4GateBlow02 foo:0 5 //Allons! Come on, now! scene "scenes/npcs/Virgil_C3End56.vcd" then orator C3M4GateBlow02 foo:0 5 //Alright now, hurry up! Come on, now! scene "scenes/npcs/Virgil_C3End57.vcd" then orator C3M4GateBlow02 foo:0 5 //Woo! Allons! Come on, now! scene "scenes/npcs/Virgil_C3End58.vcd" then orator C3M4GateBlow02 foo:0 5 //Allons! Allons! scene "scenes/npcs/Virgil_C3End59.vcd" then orator C3M4GateBlow02 foo:0 5 //Y'all reach back after it now! Come on! scene "scenes/npcs/Virgil_C3End60.vcd" then orator C3M4GateBlow02 foo:0 5 //Woo! Here they come now! Hurry up, now! } Rule C3M4GateBlow02Virgil { criteria ConceptC3M4GateBlow02 AutoIsNotScavenge AutoIsNotSurvival _auto_IsGateExploded Response C3M4GateBlow02Virgil } //-------------------------------------------------------------------------------------------------------------- // C5M1 //-------------------------------------------------------------------------------------------------------------- Response C5M1_intro001Virgil { scene "scenes/npcs/Virgil_C5Start03.vcd" then any C5M1_intro002 foo:0 0.1 //Now, I ain't goin' no further, but y'all can make it back to the bridge from here. scene "scenes/npcs/Virgil_C5Start04.vcd" then any C5M1_intro002 foo:0 0.1 //Now, this is far as Virgil go, but you can make it back to the bridge from here. scene "scenes/npcs/Virgil_C5Start05.vcd" then any C5M1_intro002 foo:0 0.1 //Now, Virgil ain't goin' no further, but y'all can make it to the bridge from here. } Rule C5M1_intro001Virgil { criteria ConceptC5M1_intro001 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:4.077" applycontexttoworld Response C5M1_intro001Virgil } Response C5M1_intro003Virgil { scene "scenes/npcs/Virgil_C5Start08.vcd" then any C5M1_intro010 foo:0 0.01 //Alright, bon chance! I'm gonna hunt down some more folks! scene "scenes/npcs/Virgil_C5Start09.vcd" then any C5M1_intro010 foo:0 0.01 //Bon chance! I'm gonna go look for more folks! scene "scenes/npcs/Virgil_C5Start10.vcd" then any C5M1_intro010 foo:0 0.01 //Alright, good luck, now! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start11.vcd" then any C5M1_intro010 foo:0 0.01 //Alright, good luck, now! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start12.vcd" then any C5M1_intro010 foo:0 0.01 //Bon chance! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start14.vcd" then any C5M1_intro010 foo:0 0.01 //Good luck to ya! Y'all take care now. scene "scenes/npcs/Virgil_C5Start17.vcd" then any C5M1_intro010 foo:0 0.01 //Y'all take care now. } Rule C5M1_intro003Virgil { criteria ConceptC5M1_intro003 AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.209" applycontexttoworld Response C5M1_intro003Virgil } Response C5M1_intro004Virgil { scene "scenes/npcs/Virgil_C5Start08.vcd" then any C5M1_intro005 foo:0 0.1 //Alright, bon chance! I'm gonna hunt down some more folks! scene "scenes/npcs/Virgil_C5Start09.vcd" then any C5M1_intro005 foo:0 0.1 //Bon chance! I'm gonna go look for more folks! scene "scenes/npcs/Virgil_C5Start10.vcd" then any C5M1_intro005 foo:0 0.1 //Alright, good luck, now! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start11.vcd" then any C5M1_intro005 foo:0 0.1 //Alright, good luck, now! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start12.vcd" then any C5M1_intro005 foo:0 0.1 //Bon chance! I'm gonna see if I can help some other folks! scene "scenes/npcs/Virgil_C5Start14.vcd" then any C5M1_intro005 foo:0 0.1 //Good luck to ya! Y'all take care now. scene "scenes/npcs/Virgil_C5Start17.vcd" then any C5M1_intro005 foo:0 0.1 //Y'all take care now. } Rule C5M1_intro004Virgil { criteria ConceptC5M1_intro004 IsVirgil AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.299" applycontexttoworld Response C5M1_intro004Virgil } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response _c4m1Intro01Virgil { scene "scenes/npcs/Virgil_C4Start13.vcd" then self _c4m1Intro02 foo:0 0.01 //Now I'll throw the anchor just off the shore, waitin' for ya. } Rule _c4m1Intro01Virgil { criteria Concept_c4m1Intro01 IsVirgil AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:3.193" Response _c4m1Intro01Virgil } Response _c4m1Intro02Virgil { scene "scenes/npcs/Virgil_C4Start01.vcd" then gambler _c4m1Intro03 foo:0 0.01 //Signal at me when you get the gas. } Rule _c4m1Intro02Virgil { criteria Concept_c4m1Intro02 IsVirgil AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:2.383" Response _c4m1Intro02Virgil } Response C4BoatArrivedVirgil { scene "scenes/npcs/Virgil_C4End01.vcd" //Now get back on the boat! scene "scenes/npcs/Virgil_C4End02.vcd" //Now get back here! scene "scenes/npcs/Virgil_C4End03.vcd" //Now get back here on the boat now! scene "scenes/npcs/Virgil_C4End04.vcd" //Now come on, get back on the boat! scene "scenes/npcs/Virgil_C4End05.vcd" //Now come on, now! Get back on the boat! scene "scenes/npcs/Virgil_C4End06.vcd" //Alright, now! Get back on here! scene "scenes/npcs/Virgil_C4End07.vcd" //Now get back here on here now! scene "scenes/npcs/Virgil_C4End09.vcd" odds 2 //That was real smart there with that Burger Tank sign. Haha! scene "scenes/npcs/Virgil_C4End15.vcd" //Come on, get in now. Come on! scene "scenes/npcs/Virgil_C4End16.vcd" //Alright now, get back in the boat here. scene "scenes/npcs/Virgil_C4End17.vcd" //Come on, now. Allons! Get in the boat here! } Rule C4BoatArrivedVirgil { criteria ConceptC4BoatArrived IsVirgil ApplyContext "_auto_BoatArrived:1:0,_auto_BoatSurvivorNagGate:1:4,_auto_BoatVirgilNagGate:1:15" applycontexttoworld Response C4BoatArrivedVirgil } Response C4BoatComingVirgil { scene "scenes/npcs/Virgil_C4End09.vcd" then any _C4M5_BoatComing01 foo:0 0.01 //That was real smart there with that Burger Tank sign. Haha! } Rule C4BoatComingVirgil { criteria ConceptC4BoatComing IsVirgil Response C4BoatComingVirgil } //-------------------------------------------------------------------------------------------------------------- // ZZZ //-------------------------------------------------------------------------------------------------------------- Rule C4M5BoatNagsVirgilVirgil { criteria ConceptTalkIdle IsVirgil ChanceToFire50Percent Isc4m5 AutoIsNotScavenge AutoIsNotSurvival _auto_IsBoatArrived _auto_NotBoatSurvivorNagGate _auto_NotBoatVirgilNagGate IsNotSpeakingWeight0 ApplyContext "_auto_BoatSurvivorNagGate:1:4,_auto_BoatVirgilNagGate:1:20" applycontexttoworld Response C4BoatArrivedVirgil }