//-------------------------------------------------------------------------------------------------------------- // Whitaker Response Rule File //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // AutoConvo //-------------------------------------------------------------------------------------------------------------- Response NPCC1M2WhitakerPutCola { scene "scenes/npcs/Whitaker_MissionCompleted01.vcd" //Put the cola in the slot. scene "scenes/npcs/Whitaker_MissionCompleted02.vcd" //Put the cola in the slot. scene "scenes/npcs/Whitaker_MissionCompleted03.vcd" //You got the cola. Put it in the slot. scene "scenes/npcs/Whitaker_MissionCompleted04.vcd" //There's my cola. Quick, put it in the slot. scene "scenes/npcs/Whitaker_MissionCompleted05.vcd" //Yeah, put it in the damn slot. scene "scenes/npcs/Whitaker_MissionCompleted13.vcd" //Hey, put the cola in the slot. scene "scenes/npcs/Whitaker_MissionCompleted14.vcd" //Put the cola in the slot, will ya? scene "scenes/npcs/Whitaker_MissionCompleted15.vcd" //Okay, that's my cola. Yes, yes. Put it in the slot! } Rule NPCC1M2WhitakerPutCola { criteria Conceptwhitakerputcola IsTalk IsNotSaidwhitakerputcola ApplyContext "Saidwhitakerputcola:1:20" applycontexttoworld Response NPCC1M2WhitakerPutCola } //-------------------------------------------------------------------------------------------------------------- // C1M2 //-------------------------------------------------------------------------------------------------------------- Response C1M2GoodLuckGettingToTheMall { scene "scenes/npcs/Whitaker_MissionCompleted17.vcd" //Good luck now! scene "scenes/npcs/Whitaker_MissionCompleted20.vcd" //Good luck to you, gang. scene "scenes/npcs/Whitaker_MissionCompleted21.vcd" then mechanic C1M2_GoodLuck01 foo:0 0.2 //God watch over you. scene "scenes/npcs/Whitaker_MissionCompleted22.vcd" //Good luck gettin' to that mall. scene "scenes/npcs/Whitaker_MissionCompleted23.vcd" //Good luck gettin' to that mall. } Rule C1M2GoodLuckGettingToTheMall { criteria ConceptC1M2GoodLuckGettingToTheMall AutoIsNotScavenge AutoIsNotSurvival Response C1M2GoodLuckGettingToTheMall } Response C1M2GunRoomDoorResponse1Whitaker { scene "scenes/npcs/Whitaker_Conversation03.vcd" then orator Whitaker.Nags foo:0 10 //I am a man of my word, sir. Procure my colas and I'll clear a path to the mall for you. The guns are on the house. scene "scenes/npcs/Whitaker_Conversation04.vcd" then orator Whitaker.Nags foo:0 10 //Procure my colas and my help is guaranteed, sir. Consider the guns a generous donation to the cause. scene "scenes/npcs/Whitaker_Conversation08.vcd" then orator Whitaker.Nags foo:0 10 //On my word as a gentleman I will do no screwing, sir. I'd come down there and shake on it, but I already welded the door shut. } Rule C1M2GunRoomDoorResponse1Whitaker { criteria ConceptC1M2GunRoomDoorResponse1 IsWhitaker AutoIsNotScavenge AutoIsNotSurvival Response C1M2GunRoomDoorResponse1Whitaker } Response C1M2GunRoomDoorResponse2Whitaker { scene "scenes/npcs/Whitaker_Conversation12.vcd" then orator Whitaker.Nags foo:0 10 //If they can be of service to you in your endeavor, please keep them. scene "scenes/npcs/Whitaker_Conversation13.vcd" then orator Whitaker.Nags foo:0 10 //Only your promise that you'll put them to good use. } Rule C1M2GunRoomDoorResponse2Whitaker { criteria ConceptC1M2GunRoomDoorResponse2 IsWhitaker AutoIsNotScavenge AutoIsNotSurvival Response C1M2GunRoomDoorResponse2Whitaker } Response C1M2GunRoomDoorResponse3Whitaker { scene "scenes/npcs/Whitaker_Conversation02.vcd" then orator Whitaker.Nags foo:0 10 //Not only will I help you get to the mall, I'll even throw in the guns you stole from me, free of charge. } Rule C1M2GunRoomDoorResponse3Whitaker { criteria ConceptC1M2GunRoomDoorResponse3 IsWhitaker AutoIsNotScavenge AutoIsNotSurvival Response C1M2GunRoomDoorResponse3Whitaker } Response C1M2GunRoomDoorResponse4Whitaker { scene "scenes/npcs/Whitaker_Conversation05.vcd" then orator Whitaker.Nags foo:0 10 //I am not a man to weasel out of a deal. I'd shake on it with you, but there's no way in hell I'm going back down there. scene "scenes/npcs/Whitaker_Conversation14.vcd" then orator Whitaker.Nags foo:0 10 //Only your promise that you'll put them to good use. And, as I mentioned, the colas. } Rule C1M2GunRoomDoorResponse4Whitaker { criteria ConceptC1M2GunRoomDoorResponse4 IsWhitaker AutoIsNotScavenge AutoIsNotSurvival Response C1M2GunRoomDoorResponse4Whitaker } Response C1M2GunRoomDoorResponse5Whitaker { scene "scenes/npcs/Whitaker_Conversation06.vcd" then orator Whitaker.Nags foo:0 10 //I been on this world sixty years, ma'am, and I've weaseled nothing from nobody. You got my word as a gentleman. scene "scenes/npcs/Whitaker_Conversation07.vcd" then orator Whitaker.Nags foo:0 10 //I'm a man of my word, ma'am. You got my word on that. } Rule C1M2GunRoomDoorResponse5Whitaker { criteria ConceptC1M2GunRoomDoorResponse5 IsWhitaker AutoIsNotScavenge AutoIsNotSurvival Response C1M2GunRoomDoorResponse5Whitaker } //-------------------------------------------------------------------------------------------------------------- // C1M2 GunStore //-------------------------------------------------------------------------------------------------------------- Response C1M2GunRoomDoorWhit { sequential norepeat scene "scenes/npcs/Whitaker_ComeUpstairsLongerD01.vcd" then orator C1M2GunRoomDoor foo:0 0 //Hello there. scene "scenes/npcs/Whitaker_WayBlockedLongerE01.vcd" then orator C1M2GunRoomDoor foo:0 0 //I've barricaded myself on the roof with ample provisions. scene "scenes/npcs/Whitaker_WayBlockedLongerE02.vcd" then orator C1M2GunRoomDoor foo:0 0 //But in my haste I forgot cola. scene "scenes/npcs/Whitaker_WayBlockedLongerF01.vcd" then any C1M2GunRoomDoorResponse foo:0 0 //So here is my proposition: If you go find me some cola at yonder food store, I'll clear a path to the mall for you. } Rule C1M2GunRoomDoorWhit { criteria ConceptC1M2GunRoomDoor AutoIsNotScavenge AutoIsNotSurvival ApplyContext "Talk:1:7.713,_auto_C1M2GunRoomDoorWhit:1:0" applycontexttoworld Response C1M2GunRoomDoorWhit } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response Whitaker.NagsWhitaker { scene "scenes/npcs/Whitaker_Nags01.vcd" //I didn't realize you'd need this much preparation. Can I bring y'all a pillow and blankets while you sleep on it? scene "scenes/npcs/Whitaker_Nags02.vcd" //You folks best hurry before I change my mind. scene "scenes/npcs/Whitaker_Nags03.vcd" //Y'all don't get moving, I might just rescind my generous offer. I got a hell of a view up here to watch y'all die. scene "scenes/npcs/Whitaker_Nags04.vcd" //Perhaps I should have mentioned this bein' a limited time offer. scene "scenes/npcs/Whitaker_Nags05.vcd" //You folks wanna get a move on? scene "scenes/npcs/Whitaker_Nags06.vcd" //I'm getting mighty thirsty up here... scene "scenes/npcs/Whitaker_Nags07.vcd" //Any time now... scene "scenes/npcs/Whitaker_Nags08.vcd" //Throat... so dry... can't think straight... must... rescind offer... to these lazy people... } Rule Whitaker.NagsWhitaker { criteria ConceptWhitaker.Nags IsWhitaker _auto_NotSaidC1M2GrabbedCola Response Whitaker.NagsWhitaker }