MOD V1.0 " i}//@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_109(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_109() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for aramus.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token AramusMad Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_4613"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_109() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2   ", #SE_PLOT_TOKEN_46137,8         6 "  "  H++s+-.i Oe2 &UMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z x  1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC g+  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ  < NCS V1.0B  "SE_PLOT_TOKEN_149         : vaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 NCS V1.0B" V",2  ",,8           NCS V1.0B  "@           NCS V1.0B  "SE_PLOT_TOKEN_149SE_PLOT_TOKEN_51         : ually * need to know who it is. */ SetLocalObject(GetModule(), param_1, OBJECT_INVALID); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_114(); void Theseactionswillbeperformedaddactionsordeletethissitutation_114() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After aramus.dlg:1:39 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:39 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:39 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:39 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Take KnowsAboutJack away from PC Speaker SE_Ac_TakePlotToken("SE_PLOT_TOKEN_149", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_114(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           DLG V3.28WL`hLj[8', $ L t    DP x     HT`lx      <H p|    @L t   ,8 `p    4DTdt  (4@LX  (8H X !   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"'1 &' ''0 +' ,'/ 0' 1' 5'  9' ' ' ' '5 ' '4 ' '2 ( (1 ( (0  (  (/ ( ( (  ( ) )  )  )45 ) )3 ) )2 ) )1 )  )0 $) %)/ )) *) .)  2) ) ) ) )P4 ) )3 ) )2 ) )1 ) )0 * */ * *  *  * * * * *l. * *- * *, + ++ + +  + + + #+ $+` (+  )+ =+ >+ B+ C+h G+  H+ \+ ]+ a+ b+p f+  g+ {+ |+ + +x +  + + + + + +  + + + + + +  + + + + + ,  , R, _, s, t, x,  y, , , , , ,  , 3- @- T- U- Y-  Z- - - - - -  - - - - - -  - . .  .  . .  . . . . . .  . . . . . .  . . . . . .  . / / / / /  */ >/ ?/ C/ D/ H/  I/ ~/ / / / /  / / /  0  0 0  0 U0 b0 v0 w0 {0  0 0 0 0 0 0  0 0 0 0 0 0  0 1 1 #1 $1 (1  )1 h1 i1 m1 n1  r1  s1 1 1 1 1( 1  1 1 1 1 10 1  1 62 72 ;2 <28 @2  A2 k2 l2 p2 q2@ u2  v2 2 2 2 2H 2  2 2 2 2 2P! 2  2 3 3  3 3X" 3  3 =3 >3 B3 C3`# G3  H3 o3 p3 t3 u3h$ y3  z3 3 3 3 3p% 3  3 3 3 4 4x' 4  4 D4 E4 I4 J4( N4  O4 4 4 4 4) 4  4 4 4 4 4* 4  4 4 4 4 4+ 4  4 5 5  5  5, 5  5 %5 &5 *5 +5- /5  05 D5 E5 I5 J5. N5  O5 5 5 5 5/ 5  5 5 5 5 50 5  5 -6 .6 26 361 76  86 c6 d6 h6 i62 m6  n6 6 6 6 63 6  6 6 6 6 64 6  6 7 7 7 75 7  7 E7 F7 J7 K76 O7  P7 y7 z7 ~7 77 7  7 7 7 7 78 7  7 7 7 7 79 7  7 )8 *8 .8 /8: 38& 48 @8 M8 Z8DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp9)Get out of my house, and don't come back.1!Mr. Lawless, how good to see you. scriptease37%{SEZ%{55%}SEZ%}jack@0Take it easy, boss, eh? Just a bit o' silly fun.aramusRobbing me of my gold and wandering about my house in the night is hardly what I would call silly fun. It is my responsibility to see you brought to justice, and justice shall be done!jackAye, toss poor Jackie in the iron maiden, very nice, and don't be surprised none if that gold o' yours keeps right on disappearing, 'cause it weren't no Jackie stealing it, so it wasn't!aramusEnough! , I thank you for your efforts. You have brought a career criminal to justice, and you shall be properly rewarded.jack2"Peanuts for ol' Jackie. Very nice.aramusI believe this gold will be sufficient. Thank you for your assistance - Broffus will return you to the city. In the meantime, I have some judgment to mete out. scriptease33%{SEZ%{53%}SEZ%}aQWelcome back, . Have you made any progress in tracking down the thief? scriptease31%{SEZ%{52%}SEZ%} scriptease28 Good luck.2"Excellent! What news do you bring? scriptease2i scriptease2g scriptease2e scriptease2aC3Interesting. Return when you have more information.QAWhat? This cannot be! This is an outrage! What proof do you have? scriptease2cI should suggest you find some, before slinging such outrageous accusations! Delvern is of questionable ethics, but he would not be so foolish as to attempt to rob me.This is absurd! I may be old, but I'm not foolish. There's no way this much money could have been stolen from my coffers! , you've done a great service in bringing this information to me.jZThen this "Jack Lawless" was nothing more than a figment of Delvern's twisted imagination?I suspected as much. No doubt he is long gone now that his picks are back in his possession. Oh, well - his crimes pale in comparison to Delvern's, and I have much wrath to focus now.As agreed upon, your reward. I hope this gold will prove satisfactory. Additionally, for unmasking a thief from within, please accept this signet. Really, it's the least I can do. scriptease2t%{SEZ%{49%}SEZ%}tdI appreciate your hard work. Broffus will take you back to the mainland when you are ready to leave.Well. Tell me something, adventurer. If it is as you say, who was the owner of those extraordinary lockpicks you "liberated" from my vaults? Did you think I wouldn't notice? scriptease35%{SEZ%{54%}SEZ%}I'm gravely disappointed. Mr. Lawless' actions were reprehensible and required justice, justice that has now been denied. Begone from my castle! Dishonesty earns you no reward, cur!Well, that's all well and good, but I don't see him in front of me at the moment. I should hope he has been incapacitated and bound. Bring him before me, and you will receive your reward.I'm quite perturbed by this information. She should have return them immediately, and without delay. It is unfortunate that I will have to punish her - I always thought her one of my best employees. scriptease2i scriptease2e scriptease2aI suspected as much. I know that Grover means well, but his punishment must nonetheless be harsh. I appreciate you bringing this to my attention. Please, accept a token of my gratitude. scriptease2n%{SEZ%{45%}SEZ%}2"Have you any other news to report? scriptease2e scriptease2a Yes? What is it?Splendid, splendid. Do report any progress to me, please. And don't disturb the wife - her nerves have been dreadful since this thief began tormenting us. Good luck!Rest assured, you will be well-compensated for your efforts. I am prepared to offer a handsome sum of gold for the arrest of this villain.You're free to examine every room, although I don't know what you'll find. Be kind and leave the wife be, though - this thief business has put her out of sorts.I have six domestics in the household - Grug, my door guard; Broffus, my messenger; Grover, my cook; Tienna, my maid; Delvern, my accountant; and Priscia, my... consort. Yes? What is it?x*ahem* Well, she's a fine girl, and I do enjoy her company. Every noble lord deserves a bit of... comfort, shall we say?Delvern... for a pointy-ear, I confess he has an excellent head for numbers. He's always struck me as a shady character, but I keep a close eye on his activities. He'll be holed up in the vault.Ah, blessed Tienna. Works harder than anyone in my household, and never do I hear a word of complaint. Worth every penny, that girl is.Grover is the finest cook in the land, though he has decidedly common tastes. He fancies gambling, and seems to enjoy the company of less than noble individuals.Broffus is a bit gruff, but a fine fellow. I trust him implicitly. Should you require to leave the island, Broffus will return you to the mainland - though if the thief is not caught, you forfeit your pay by leaving.Grug is a fine guard, but as you may have noticed, astonishingly stupid. I doubt he would know a thief if the thief picked his purse and threw it in his face.As I said, only his name. He fancies gold, as well as some of the wife's precious jewelry. By the way, I'd appreciate it if you left the wife alone, as she is quite distraught over the whole incident.qYou must be , the adventurer I requested, are you not? I am Aramus Wollthrup, and my time is precious. scripteasen%{SEZ%{11%}SEZ%}Then you should know that I am exempt from taxation, as it is distributed evenly among my peasants. And if you didn't know that, you're hardly a tax collector. Come back when you're going to stop playing games. scriptease3b%{SEZ%{57%}SEZ%}I BEG your pardon? Unless you want some of the old discipline on your head, you will demonstrate some respect! I hope that is clear!I suggest adopting a less casual tone around me. I didn't spend my life earning the title of Lord just to share gutter talk with lowly peasants.Good, good. I will be counting on you to solve my little problem - it seems none of my household servants have been able to offer any insight.About a week ago, my house was infiltrated by a common thief. He has somehow managed to evade the detection of myself and my servants, and has caused no small amount of havoc.He has left calling cards here and there, identifying himself as "Jack Lawless". I've never heard of him, but rest assured, when that rapscallion is in my clutches, he will never forget the name Aramus Wollthrup!You are free to travel the length and breadth of the house in pursuit of this thief. I have instructed all my domestics to assist you in any capacity, so feel free to order them around as you wish.Any questions? scripteaset%{SEZ%{13%}SEZ%}Splendid, splendid. Do report any progress to me, please. And don't disturb the wife - her nerves have been dreadful since this thief began tormenting us. Good luck!Rest assured, you will be well-compensated for your efforts. I am prepared to offer a handsome sum of gold for the arrest of this villain.You're free to examine every room, although I don't know what you'll find. Be kind and leave the wife be, though - this thief business has put her out of sorts.I have six domestics in the household - Grug, my door guard; Broffus, my messenger; Grover, my cook; Tienna, my maid; Delvern, my accountant; and Priscia, my... consort. Yes? What is it?x*ahem* Well, she's a fine girl, and I do enjoy her company. Every noble lord deserves a bit of... comfort, shall we say?Delvern... for a pointy-ear, I confess he has an excellent head for numbers. He's always struck me as a shady character, but I keep a close eye on his activities. He'll be holed up in the vault.Ah, blessed Tienna. Works harder than anyone in my household, and never do I hear a word of complaint. Worth every penny, that girl is.Grover is the finest cook in the land, though he has decidedly common tastes. He fancies gambling, and seems to enjoy the company of less than noble individuals.Broffus is a bit gruff, but a fine fellow. I trust him implicitly. Should you require to leave the island, Broffus will return you to the mainland - though if the thief is not caught, you forfeit your pay by leaving.Grug is a fine guard, but as you may have noticed, astonishingly stupid. I doubt he would know a thief if the thief picked his purse and threw it in his face.As I said, only his name. He fancies gold, as well as some of the wife's precious jewelry. By the way, I'd appreciate it if you left the wife alone, as she is quite distraught over the whole incident. scriptease32"I'll be going now.M=I've made some progress in tracking down the thief, actually. scriptease29%{SEZ%{38%}SEZ%}.I have nothing more to report.yi"Jack Lawless" is just a cover name for Delvern. He fabricated the story and has been cooking your books. scriptease2b%{SEZ%{42%}SEZ%}1!I don't have any proof, actually.+resent Delvern's Ledgers] scriptease2d%{SEZ%{43%}SEZ%}zActually, Jack Lawless was real, but he only stole around a hundred gold pieces. He helped bring these documents to light. scriptease2s That's right. scriptease341!I have tracked down Jack Lawless. scriptease2f%{SEZ%{41%}SEZ%}B2Tienna received a pair of earrings from the thief. scriptease2h%{SEZ%{40%}SEZ%}?/Grover has been supplying your thief with food. scriptease2j%{SEZ%{39%}SEZ%} scriptease2m(I have some questions...<,I'll have the thief tracked down in no time!;+What kind of pay are we talking about here?E5Are there any places I should check in the household?'Who are your domestics?5%I'd like to ask you something else...&Tell me about Priscia.&Tell me about Delvern.%Tell me about Tienna.%Tell me about Grover.&Tell me about Broffus.#Tell me about Grug.:*Have you learned anything about the thief?5%Adventurer? I'm just a tax collector. scriptease3a-Yeah, yeah, what do you want?,That's me. What needs doing?:*Yes, I am . How may I help you?<,I'll have the thief tracked down in no time!;+What kind of pay are we talking about here?E5Are there any places I should check in the household?'Who are your domestics?5%I'd like to ask you something else...&Tell me about Priscia.&Tell me about Delvern.%Tell me about Tienna.%Tell me about Grover.&Tell me about Broffus.#Tell me about Grug.:*Have you learned anything about the thief? scripteasem scriptease30 scriptease36W  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_; !$&()+,-247=>CHPV]dkry    "#%'*./0135689:;<?@ABDEFGIJKLMNOQRSTUWXYZ[\^_`abcefghijlmnopqstuvwxz{|}~7   !#%')+-/13579;=?ACEGIKMOQ   "$&(*,.02468:<>@BDFHJLNPRSTUV "$&(*,.02468:<>@BDFHJLNPRSTUVDLG V3.28G$ #"* $ LX    <L\   (4 \     ( P` p    $0 T`      DP t       4 @ dpx7       d e i jD n o  s Q ^ r sL w x y z  ~    \      ! "` & ' + , 0  4 z {  l           x          ` l                   w x | }                 N O S T X Y Z [  _        N O S T X Y ] ^ b  f         q r v w { |                   O P T U( Y  Z    0       8        @     ,  - 1 2 H 6   7 z  {   P       X         `     L  M Q R h V   W    p       x               DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wpF6Oh, good, you're here. Jack warned me you'd be coming.Yes, there's a hidden passage behind the screen. Here's the key to the inner door - but beware. Aramus recently purchased the assistance of a rather... wild... creature, and you will have to be careful. scriptease1l%{SEZ%{27%}SEZ%}7'Do be careful. You're Jack's last hope.QAHe hired an ogre. A mean fellow, he was. Even Grug looked scared.B2Because Jack's a good man. And my husband is not. 9)Is there something else I can do for you? scriptease1n%{SEZ%{26%}SEZ%}TDOh... hello... you must be the, eh, hired help, correct? A pleasure. scripteaseb%{SEZ%{9%}SEZ%}aramusm]Mind how you speak to my wife, peasant! Any more of that talk, and I'll have my sword on you!bRI'm sorry, but I couldn't possibly be of any use to you... leave me alone, please.RBI... well, I suppose I can try, although I may not be very useful.RBAh, decent manners. So unlike those of your kind. It's refreshing.8(Not at all. Good luck, brave adventurer.With a thief in my household? Not well. Only the might of my loving husband keeps me feeling safe. You can't imagine what a burden this has been.`PNothing! Not a thing! Oh, how I loathe that fiend! That invader of my household!aramus~I thought I told you to leave well enough alone! My wife is in a great deal of misery, and I will not have you compounding it!:*I'm terribly sorry... please, leave me be.:*You know how to get into the secret vault? scriptease1k.Thank you for your assistance.1!What kind of creature did he buy?)Why are you helping Jack?7'Shut up and answer my questions, woman.?/I'm . Can you answer some questions?<,My name is . Pleased to meet you.@0I'm sorry for disturbing you. I'll be on my way.)How have you been faring?8(Do you know anything about Jack Lawless? scripteasea scriptease1m  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ !"%')   #$&( *,.02468:<>@B+-/13579;=?ACDEFUTC V3.281x$K ,C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcdefg $tu   " >     q !"#6$6%E&'()2*d+@,- . / 0 1 2 3 4, 5; 6J 7Y 8h 9w :;<<<<<<< <<<<<<<<<<<<<<<<<<<<=p>>>>>>> >> >>>>o>,>->.?@A+BC A+BC DEFG H HI+ JTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment bandit007T0GrugAhwegmeh{kThis half-orc doesn't look particularly bright, but his sword is enough to keep someone from mentioning it.gruggrugnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_aarcl005 nw_wdbma001  !"#$%&'()*+,-./0123456789:;Whipsvwjklmnoqr  !"#$%&'()*+,-./0DLG V3.282+E$ $ L\l|   0 Xdp   $ L X      4@ dp     0< `l        Q R V W4 [ \ ` m q }     ( )D - . ; G  K    T      0 1 5 6` :  >    d         p         ) * . / 3  7          u        X Y ] ^ b c g  k               + ? @ D  E k l p q u  v               G H L M Q  R                  , - 1  2 m n r s w x DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp3#You again? Need a ride to the city? scriptease2k scripteaseqpAin't much to see here, is there? If ye be wantin', I can bring ye back to the mainland. Wouldn't blame ya none. scripteasef%{SEZ%{4%}SEZ%} scriptease2k scripteaseqNot a thing. Don't know how he got here, don't know when he's leavin', and don't know why he hasn't left a pretty trinket for me somewhere.2"Aye, very good, then. On your way.qaAh, well, maybe I better be keepin' me mouth shut about that. Ol' master's agitated enough as is.Aye? scripteaseq&Let's shove off, then.eUNaw, it's hardly an important nugget anyway. Ye'll be finding things out soon enough.Well, the story goes that Jack's been pretty good to a couple of the domestics. Grover got himself a pay raise, if you catch my mean, and Tiella got a fancy pair of earrings. scripteasep%{SEZ%{12%}SEZ%}Can't wear 'em 'bout the house, of course, but it's a nice thought. I figured he could nip me some wine from the cellar, but it don't look like he's takin' requests.&Let's shove off, then.2"Aye, very good, then. On your way.8(Do you know anything about Jack Lawless? scripteaser%{SEZ%{14%}SEZ%}"I'll be going now.3#What do you mean, a pretty trinket?;+All right. Let me ask you something else...A1I'm ready to leave. [Click here to exit scenario]5%Oh, come on, I won't tell the master. scripteaseoF6Yes, I'm ready to leave. [Click here to exit scenario] scriptease2l%{SEZ%{44%}SEZ%}7'I still have matters to attend to here. scripteasee&  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%'()*    !#%'*,. "$&()+-/01ARE V3.28AD<#4|&9& ]1*     H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X  |   $ +   <<<  <4B !"# $/ %0 &1 '2 (3)*t+,-./0123*t+,-. /0123*t+,-./0123*+,-./0123*t+,-./0123*t+,-. /0123*t+,-./0123*t+,-./0123*,+,-. /0123*+,-./0123*]+,-. /0123*V+,-./0123*^+,-./0123*]+,-./0123*R+,-. /0123*t+,-./0123*-+,-./0123*+,-./0123*S+,-./0123*+,-./0123*S+,-. /0123*R+,-./0123*^+,-. /0123*t+,-. /0123*,+,-./0123*+,-./0123*]+,-./0123*S+,-./0123*R+,-./0123*R+,-. /0123*]+,-. /0123*t+,-. /0123*-+,-./0123*+,-./0123*:+,-./0123*.+,-./0123*)+,-./0123*\+,-./0123*R+,-./0123*t+,-./0123*,+,-. /0123*+,-./0123*.+,-./0123*.+,-./0123*+,-./0123*+,-. /0123*+,-. /0123*t+,-. /0123*-+,-./0123*t+,-. /0123*+,-./0123*t+,-./0123*_+,-./0123*+,-./0123*+,-./0123*t+,-./0123*t+,-./0123*t+,-./0123*_+,-./0123*t+,-./0123*t+,-. /0123*t+,-./0123*+,-. /0123*t+,-. /0123IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityFogClipDistSkyBoxDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3CastleCastlecastletic01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~@  !"#$%&'()*+,-./0123456789:;<=>?@GIC V3.28k<s @ $$=$      ! # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r        $  3 A N ] l z    TX\`d l  0   q   G j    ! Y      - = M X c n y                ) 8 G W g w            ( 1 : G P ] f o x         , > M d m x      Creature ListCommentDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListEvil Stone Door Fancy Door Weak Door Strong Door Strong Door Fancy Door Metal Door Metal Door Metal Door Rusted Door Fancy DoorgThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.Chest - 1 (Low treasure script)Chest - 1 (Low treasure script) Chest - 4 (High treasure script)4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. 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overweight, boisterous, and not at all the image of a master thief.jackjacknw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8 scriptease2unw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte x0_cloth004v X0_CLOTH004 x0_wswmdg002P3 X0_WSWMDG002 nw_wswmdg00873 NW_WSWMDG008 nw_ogre01x1w1 NW_OGRE01nw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_aarcl008(2 NW_AARCL008nw_it_crewcl0013NW_IT_CREWCL001DoorCasteToExterior$DoorCastleToExteriorr#door_evlstone001DoorExteriorToCastle FancyDooru# nw_door_fancyWeakDoorv# nw_door_weak NormalDoorv#nw_door_normal StrongDoorv#nw_door_strong FancyDooru# nw_door_fancy MetalDoorn# nw_door_metal MetalDoorn# nw_door_metal MetalDoorn# nw_door_metal RustedDooro#nw_door_rustedVaultKey FancyDooru# nw_door_fancy jackarrives newgeneric0019 Jack Arrives scriptease2znw_waypoint001 WP_tienna_019nw_waypoint001 WP_tienna_029Waypointnw_waypoint001 WP_tienna_039nw_waypoint001 WP_tienna_049 waypoint002 aramuswalkto9 Aramus Walkto waypoint003 aramusback9 Aramus BackChest19 plc_chest1nw_o2_classlownw_o2_classlow nw_ashmto003Z2[2 NW_ASHMTO003 Chest - 19 plc_chest1nw_o2_classlownw_o2_classlowChest49 plc_chest4nw_o2_classhignw_o2_classhig it_picks0054Jack's CrackersFinely carved and lightweight, these are truly the ultimate in thieves' tools. They're the closest possible thing to a skeleton key. jackscrackers jhhiddendoor# Jack's Hideout DoorF9pl_hiddendr024 scriptease1a khiddendoor# Kitchen Hidden DoorF9pl_hiddendr003 scriptease1b wvhiddendoor- Wollthrup's Vault Hidden DoorF9pl_hiddendr004 scriptease1d brhiddendoor# Bedroom Hidden DoorF9pl_hiddendr005 scriptease1cChest29yStrange runes and pictographs, likely arcane in nature, have been scorched into the sides of this hide-covered strongbox. plc_chest2nw_o2_classlownw_o2_classlow nw_wblmcl003{6z6 NW_WBLMCL003 nw_wbwmsh00263 NW_WBWMSH002Chest19 plc_chest1nw_o2_classlownw_o2_classlow nw_it_gold001 NW_IT_GOLD001Chest19 plc_chest1nw_o2_classlownw_o2_classlownw_it_contain006 3iNW_IT_CONTAIN006X0_TRES_CLTHHIGH88x0_tres_clthhighx0_o2_clthhighx0_o2_clthhigh x0_wizdesk b  x0_wizdesk x0_wizdesk b  x0_wizdesk x0_wizdesk b  x0_wizdeskChair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2Chair  x0_chair2ChairA B  x0_thronewoodChairA B  x0_thronewood RugOriental  x0_rugoriental RugOriental  x0_rugoriental RugOriental  x0_rugoriental CandelabraG8plc_candelabra nw_02_onoff CandelabraG8plc_candelabra nw_02_onoff CandelabraG8plc_candelabra nw_02_onoff CandelabraG8plc_candelabra nw_02_onoff Potted Plant^n9plc_pottedplant VaseFlower[  x0_vaseflowerCouch9 plc_couchTablel9 plc_tableWood Burning Oven99 plc_woodovenTablel9 plc_tableOvergrownRuinedPillar  x0_overgrownrui x0_cushionsj$  x0_cushionsChair9 plc_chairChair9 plc_chairRugLarge   x0_ruglargeTablel9 plc_table Bird Cage88 plc_birdcagePlate  x0_platePlate  x0_platePlate  x0_plate BrokenPillarx0_brokenpillar BrokenPillarx0_brokenpillarx0_brokenfurniture1x0_brokenfurnit1x0_brokenfurniture2x0_brokenfurnit2BrokenFurnitureLeg#x0_brokenfurnitBrokenFurnitureLeg#x0_brokenfurnit BrokenTable2# x0_brokentable2 BrokenChair1Wx0_brokenchair1 BrokenChair2Wx0_brokenchair2 BrokenChair3Wx0_brokenchair3BenchPew8 plc_benchBed - Bedding Rolls88 plc_bedrollsPlate  x0_plateGarbage59 plc_garbageNW_PL_RUBBLE001 s9nw_pl_rubble001Campfire - with SpitD8plc_campfrwspittienna1 Tienna Point 1tilepathfindw001tienna2 Tienna Point 2tilepathfindw002tienna3 Tienna Point 3tilepathfindw003tienna4 Tienna Point 4tilepathfindw004rchest Records Chest9The records chest has a complex array of locks strewn about it, and very obvious traps. Attempting to open this chest without the right key or divine skills would be suicide.chest004nw_o2_classmednw_o2_classmed hen_gal1qt001 2Delvern's Ledger2Delvern's ledger is neatly attended to and looks very official. A quick scan through its accounts shows that a vast amount of money has been written off as a result of thievery - more than any average thief could carry on his own, for certain.delvernsledgernw_it_mneck004J4K4NW_IT_MNECK004 /0123e  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKgxyz}{|~      !"#$%&'()*+,HKLMPNOQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ !$"#%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcde !$"#%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrs      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-.456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdfghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~                           ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~        !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~5Tt  !"#$%&'()*+,-./140236789:;<=>?@ABCDEFGHIJKLMNOPQRSUVWXYZ[\]^_`abcdefghijklmnopqrsuvwxyz{|}~        !"#$%&'()*+,-./012345 6789:;<=>?@ABCDEFGHIJKLPMQRUVWXYbdghijklmnopqrstuvwxyz{|}~NOPSTZ`[\]^_acefNCS V1.0BM F*+  ",{ 'V",2     %8 %N %      M [?%&?% M ;f   ,8 //:://///////////////////////////////////////////// //:: FileName checkbroffus1 //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: Created By: Script Wizard //:: Created On: 04/05/2005 8:17:10 PM //::////////////////////////////////////////////// #include "nw_i0_tool" int StartingConditional() { // Make sure the player has the required skills if(!GetHasSkill(SKILL_PERSUADE, GetPCSpeaker())) return FALSE; // Perform skill checks if(!(AutoDC(DC_MEDIUM, SKILL_PERSUADE, GetPCSpeaker()))) return FALSE; return TRUE; } UTP V3.28D44K?4  +    2o<    ! "  #  $ % & ' (  )! *"+,-./ 0# 1$2 3%TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDCommentrchest Records Chest9The records chest has a complex array of locks strewn about it, and very obvious traps. Attempting to open this chest without the right key or divine skills would be suicide.chest004nw_o2_classmednw_o2_classmed"Chest - 3 (Medium treasure script)  !"#$%&'()*+,-./0123UTC V3.28 c\H xT h C<=>?@ABCDEFGHIJKLMNOPQRSTUVXY `   'I D       !"#$%&'()2*2+>,- . / 0 1 2 3 4 5 6 7, 8; 9J :Y;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>>(?|@ABCD EhF, GtTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment comfemale0010Tienna BarkbrookJ:This woman is filthy, unkempt, and looking very miserable.tiennanw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_cloth024  !"#$%&'()*+,-./0123456789:;WZ[\_ab]^ ITP V3.28C\ , 2^ lD (08@HPX`hpx (08@HP\lx ,4<DLT\d%&D'()* 89:\G"H#I$J%1p23456,- . 8 ;<=>+/?/ # BDCk E!K&   ? ' # .? 9(*) E O@@ [!+  g o@ y#,  @   >   A   >   > &-, !"#$L.MAINSTRREFLISTIDNAMERESREFCRFACTIONBroffus dwarfmerc002HostileDelvern elfmerc002CommonerGrover halfling006CommonerGrug bandit007CommonerAramus humanmerc004CommonerChesais noblfemale001HostileJack oldman001 Jack LawlessPriscia hooker002CommonerTienna comfemale001Commoner  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~*<B  !"  #$%&'()+-/0135;,.246789:=>?@ADLG V3.28N '. $ L t   HT`lx   (8H p|       @P` p     H l|    4@ dp     $ 0 T `          [ \ ` a@ e  i   D                  f r  `       J K O Pp T U V W d q r  v                                      d e i j n o  s D E I J N O  S         9 : > ? C D H I M N R  V &  ' + ,  0  1  5  6  :  ; ?   C                         R  S W X 4 \  ]   a    <           D     N  O S T L X   Y    T    3  @ T U \ Y   Z    d       l       t       |    8  9 = >  B   C                     DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp=-Begone, wretch! I have nothing to say to you.I9What do you want now? Quickly! I have lots of work to do! scriptease1z%{SEZ%{34%}SEZ%} scriptease24 scriptease22L<Yes? What? Who are you and what are you doing in the vaults? scripteaseh%{SEZ%{7%}SEZ%}Do I look like I have time to be answering questions? Do I? These ledgers are a mess, and they won't hardly be fixing themselves up! Speak quickly. What do you want? scriptease24 scriptease22O?Thank goodness. Don't knock over any gold piles on the way out.What? Get out! Out of my vault, before I call the guards! The very idea, me skimming my beloved master? Shoo! Begone! Go bother the other domestics! OUT! scriptease21%{SEZ%{33%}SEZ%}What? Absurd! Unless the thief was willing to write the books for me, and as you can see, I'm still very busily working on them! I wouldn't consider working with that scum bag. Priscia's an idiot.Wrong? Let me tell you a little story about my job. I look after the thousand upon thousands of gold pieces the master has accumulated. I get paid well to do this. Usually, it's a fairly easy job.Then, a thief somehow sneaks into the place. This thief proceeds to steal idiotically random sums of money from the vaults! Sometimes he'll steal ten gold, sometimes he'll steal ten thousand...But more often that not, he steals something completely in between! Five thousand eight hundred and twenty six, or some inane number! And I have to spend the next day recounting EVERYTHING!So I want you to catch him. I want him strung up, and then I want to throw every piece of gold he's stolen at his face until he bleeds gold! No punishment is good enough!What?I know he's making my life a living hell! Sneaking in and stealing the master's gold while I have my back turned... what a fiend! You have no idea how hard it is accounting for the losses.TDI'm Delvern. Delvern Myrspriss. Accountant. Next brilliant question?7'Go speak to the master. Leave me alone. scriptease19%{SEZ%{22%}SEZ%}5%Answer my questions, bookkeeper. Now.E5I'm , and I've got some questions for you.VFMy name is . I'd like to ask you some questions.,I'll leave you to your work.YII have reason to believe you are skimming the accounts of Lord Wollthrup. scriptease23%{SEZ%{37%}SEZ%} scriptease20F6Priscia suggested you might be working with the thief. scriptease25%{SEZ%{36%}SEZ%}7'You sound agitated. Is something wrong?7'Right, let me ask you something else...>.What do you know about the thief Jack Lawless? Who are you? scriptease18 scripteaseg scriptease1y  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ !#'+/  "$%&()*,-. 02468:<>@BDFH13579;=?ACEGIJKLMITP V3.280RlND (08@HT\d !"#$NO(PQ8   ) ARMAINSTRREFLISTIDNAMERESREFDoorCastleToExteriordoor_evlstone001DoorExteriorToCastledoor_evlstone002   UTD V3.28D33^*3  ? K \  ]<< a b !c "d #e $f %g &h 'i (j )k *l +m,-. /q 0r1 2sTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDCommentDoorCasteToExterior$DoorCastleToExteriorr#door_evlstone001Evil Stone Door  !"#$%&'()*+,-./012UTD V3.28D33_+3  @ L ]  ^<< b c !d "e #f $g %h &i 'j (k )l *m +n,-. /r 0s1 2tTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenPaletteIDCommentDoorExteriorToCastle$DoorExteriorToCastler#door_evlstone002Evil Stone Door  !"#$%&'()*+,-./012UTC V3.28.`qH, ?k C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcdefg n   ( D P c    d h   !"# $ %&'()2*+?,- .l /{ 0 1 2 3 4 5 6 7 8 9 : ;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>>>>>>>>>>>>>n>,>->.?@ABCD E/F& G;TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment dwarfmerc0020BroffusMartrollNW_DWARFMERC001nw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_cloth022  !"#$%&'()*+,-./0123456789:;Whijmopkl  !"#$%&'()*+,-UTC V3.28(kG 1  C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`ab    & C O Z    b fR !"# $ % &'()2*+?,- .j /y 0 1 2 3 4 5 6 7 8 9 :;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>>>>>>>>>/>>3?@ABCDE' F-TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListPaletteIDComment elfmerc0020Delvern Myrsprissdelverndelvernnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte  !"#$%&'()*+,-./0123456789:;Wcdehijfg   !"#$%&'ITP V3.28 Xt4 (08@HP  !"#$MAINSTRREFIDLIST   ARE V3.28| 4 ? (#H*     H p     8 `        ( 1    dd 22d22dh~24B !"# $5 %6 &7 '8 (9)*+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123*!+,-./0123*+,-./0123*+,-./0123*+,-./0123*+,-./0123* +,-./0123*+,-./0123IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityFogClipDistSkyBoxDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3ExteriorExteriorexteriortcn01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ GIC V3.28 p N^$D          $(  0    %Creature ListCommentDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListEvil Stone DoorThis is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). This will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). Note that this feature will only work in modules that use the XP1 modified AI. Chest - 4 (High treasure script)Chest - 1 (Low treasure script)%Box / Crate - 1 (Low treasure script)%Box / Crate - 2 (Low treasure script) GIT V3.28px/L<3D CQ@ d( LFLMNOPQRSTUVWXYZ[\]^_`abcdefhijklmnopqrstuvwdp|-8F      !"#%&'()*+,-./01234-h5< t7P 7\ 6 7 /L / /   h) _  F     !"q#$%&'()*+,-./ 01236465E67892:d;@<= > ? @ A B C D, E; FJ GY Hh Iw JK LLLLLLL LLLLLLLLLLLLLLLLLLLLM|NNNNNNN NN NNNNoN,N-N.OPQ+RS Q+RS TUVW   ? X Y  Z [\]^#_`abcdefghij klmnopqrstu vw x yz{   ? X Y  Z [\P]^#_`a| } ~ { %qZA @ b; <C?    ; W c v ~  !"#$%&'()*+, -. / 0123 4 567892:;?<= > ? @ A B C D E F G  H I+ J:KLLLLLLLLLLLLLLLLLLLLLLLLLLLM\NNNNNNNNNNNNNnN,N-N.OPTUVW   ? IX YU a Zm y[\]^#_`abcdefghi'jklmnopqrstu vw xyz{     %# ,<<               TAAɿ    Y/ S _ #A A ? k u    %#p        ! " # 2 3 4 5( 6 7ACPAc??   ? 8XL YF R Z^ j[\]^#_`a|{ {    %#m             (  ?@ABCDEFGHIJKgxyz{|}~$567:89;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefgijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLTUMNOPQRSVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~3  !"#$%&'()*+,-./012456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcekldfhigjmnoDLG V3.28@+,I? UK $ L t  8HXhx  (4@LXd   ,<L \    $4D T |   ,< dt  , Tdt   DTdt  $4DTd      @ L p |    0  < `  l    , P \               W X \ ]\ a  e   `             0 < O Px T U V W  [                    ! " & ' + , 0 1 5 B F G K  O                                 ! " & ' + , 0 1 5 B F G K  O                                          Y Z ^ _, c d e f g h i  m    H              z {  `              F  G K L x P  Q  U  V  Z  [  _  `  d  e i   m               !  %  &  *  + /   3                           J  K O P  T  U  Y  Z  ^  _  c  d  h  i m   q                    !   %                            $ f  g k l P p   q    X    G H L M` Q  R    h      / 0p 4  5 o p t ux y  z          " # '  ( O P T U Y  f                   #  $ N O S T X  Y                      , - 1 2 6  7 W X \ ] a b o { DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp9)Get lost. I'm in enough trouble as it is.<,Is there something else I can help you with? scriptease1x%{SEZ%{32%}SEZ%} scriptease1s8(Good day, friend. What can I do for you? scripteasej%{SEZ%{5%}SEZ%}ZJPfft, halfer. Makes you feel like a big man, doesn't it? What do you want? scriptease1s,Sure, if I know the answers. scriptease1sQAOh... yeah, the thief. Heard about him. What do you want to know? scriptease1s,Good luck tracking him down.Argh! I can't lose my job! All right, all right, Jackie's been giving me a bit of extra bread for food, but I'm not stealing anything! He was just so nice, it didn't seem right to get him in trouble... scriptease1u *sigh* What? scriptease1sWhat? No! I'll be fired! I'll be thrown in the dungeon! Damn it all! I should've known better than to trust an adventurer! Get out! Get lost! Go away!I dunno. He told me he doesn't keep track - he's only doing it for fun. I know he got those earrings for Tienna, but for the life of me, I can't figure out how he stole them from the master's chambers. scriptease1uThere's a secret passageway somewhere around here. Not even the master knows about it - it's in the dining room, behind the armoire. Go easy on him, okay? He's a good guy. scriptease1f%{SEZ%{23%}SEZ%} scriptease1u:*Yeah, sure, who do you want to talk about?Sure. Name it. scriptease1sPriscia's such a nice girl - it's a crying shame she's only set up to be the master's consort. She deserves better than... well, I shouldn't overstep my boundaries.I would, but I couldn't tell you a thing. Delvern's got a high-and-mighty attitude - no time for the little folk. I don't know a thing about him.Well, she's a good woman, but you have to be careful, or she'll talk your ear off. Can't say she's ever given me any issues before, though.l\Nobody sees much of Broffus. He's always on the move. I barely ever have to cook him a meal.|lGrug's a dope, but he's a nice dope. I bake cookies for him sometimes. He's incapable of doing anything bad.rUh... not a thing, really. All I know is he's nicking the master's stuff. Hasn't paid my kitchen any mind, no sir. scriptease1sl\The name's Grover Humbers, head culinary specialist of the Wollthrup manor. At your service. scriptease1s7'You should go speak to Lord Wollthrup. scriptease17%{SEZ%{20%}SEZ%}>.Listen up, halfer. I've got questions for you.P@Good day. 's the name. Can you answer some questions?scMy name is . I'm investigating the thief, and I'd appreciate your assistance.)I'll leave you alone now.pCome clean. I know Jack Lawless has been slipping you money - tell me where he is, and I won't tell your master. scriptease1t%{SEZ%{29%}SEZ%}6&Let me ask you about something else...M=I'm going to have to tell the master about this, I'm afraid. scriptease1v%{SEZ%{31%}SEZ%}'How much has he stolen?#Where is he hiding? scriptease1e4$May I ask you about your co-workers?7'I'd like to ask about something else...&Tell me about Priscia.&Tell me about Delvern.%Tell me about Tienna.&Tell me about Broffus.#Tell me about Grug.4$What do you know about Jack Lawless? Who are you? scriptease16 scripteasei scriptease1w!  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      "#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ $*+05<BHNTZ`ej   !"#%&'(),-./12346789:;=>?@ACDEFGIJKLMOPQRSUVWXY[\]^_abcdfghikmoqsuwy{}lnprtvxz|~DLG V3.28f9,!09, $ LXdp|   $4DT |  ,<L\     8HX h     @LXdp   (8H p   $0 T`      D P t        8D ht         J K O PL T U V W X  \ ~  `   a b f gd k l p q u v z(  ~ ; < @ At E F J K O P T  X                3 4 8 9 : ; <  @           (   Z [ _ ` d e  i " # ' ( , - . / 0  4 V b u v z  ~ 9 : > ? C D H I M N R(  V       " # ' ( ,  0              t u y z ~                               (  e  f j k 0 o  p  t  u  y  z ~      @            P  "  # ' (  ,   8 q  r v w  {   |                H  I M N  R   S                      (  ) - .  2   3 o  p t u  y   z                                        H I M N R  S        DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp,You back? What you want now?Okay, bye bye. scriptease5%{SEZ%{2%}SEZ%}Big Boss? He called... uhh... Lord... Worpshire, me think. Big important man, he really rich. Big temper, too. He real mad at everyone because he can't find bad thief.Look! Big weapon! Me not looking, turn around, and boom! Pretty vase in little pieces. Me sorry, but boss still say he take it out of pay. Not that Grug buy much anyway.]MDunno. Grover knows. He cook, sometimes brings good food to Grug. Ask Grover.:*Hey! What you want? You work for big boss? scriptease1%{SEZ%{0%}SEZ%}xhMaybe not, but me swing mace harder than any puny human. Me crack skulls of people trying to get inside.}mHey! No talk big around me! Nobody get inside without Grug's say-so! You talk mean, you stay outside all day!You probably hotshot adventurer big boss hired. Get rid of thief? Maybe that put big boss in better mood. He yell at me real bad today. All Grug do was smash vase...Okay, bye bye. scriptease7%{SEZ%{3%}SEZ%}Big Boss? He called... uhh... Lord... Worpshire, me think. Big important man, he really rich. Big temper, too. He real mad at everyone because he can't find bad thief.Look! Big weapon! Me not looking, turn around, and boom! Pretty vase in little pieces. Me sorry, but boss still say he take it out of pay. Not that Grug buy much anyway.]MDunno. Grover knows. He cook, sometimes brings good food to Grug. Ask Grover.Ooh, okay. Big boss real mad 'bout bad thief. Don't be talking too much to him, yuh? He yell, say nasty things. He call Grug bonehead... was after smashing vase, but Grug clumsy.Okay, bye bye. scriptease3%{SEZ%{1%}SEZ%}Big Boss? He called... uhh... Lord... Wollthrup, me think. Big important man, he really rich. Big temper, too. He real mad at everyone because he can't find bad thief.Look! Big weapon! Me not looking, turn around, and boom! Pretty vase in little pieces. Me sorry, but boss still say he take it out of pay. Not that Grug buy much anyway.]MDunno. Grover knows. He cook, sometimes brings good food to Grug. Ask Grover."I'll be going now. scriptease45%What can you tell me about your boss?8(I'd be mad if someone broke a vase, too.1!Do you know who the bad thief is?A1Not the brightest guard in the garrison, are you?2"Stand aside! I'll go where I like!"I'll be going now. scriptease65%What can you tell me about your boss?8(I'd be mad if someone broke a vase, too.1!Do you know who the bad thief is?D4I'm . Your boss probably wants to see me.l\My name is , and I am under the employ of the master of the household."I'll be going now. scriptease25%What can you tell me about your boss?8(I'd be mad if someone broke a vase, too.1!Do you know who the bad thief is? scriptease0f4  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdeghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./01235678 #$(,056:>   !"%&')*+-./1234789;<=?@ABDFHJLNPRTVXZ\^`bCEGIKMOQSUWY[]_acdeUTC V3.28)$l4H 9 C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`ab i   &> A M W    ^ b  !"#$%&'()2*2+@@,- .f /u 0 1 2 3 4 5 6 7 8 9  :;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>> >>>>>>>)>>2?@ABCD E)F) G5TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment halfling00661GroverHumbersgrovergrovernw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_aarcl002  !"#$%&'()*+,-./0123456789:;Wcdehjkfg   !"#$%&'(UTI V3.28D<[H   2 9 E    *6 WTemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPaletteIDComment hen_gal1qt001 2Delvern's Ledger2Delvern's ledger is neatly attended to and looks very official. A quick scan through its accounts shows that a vast amount of money has been written off as a result of thievery - more than any average thief could carry on his own, for certain.delvernsledger UTC V3.28 c\G /  C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ    %D A M X    ` d     !"#$%&'()2*2+>,- .h /w 0 1 2 3 4 5 6 7 8 9  :;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>>(>.?@ABCDE, F+TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListPaletteIDComment hooker002F1PrisciaTrevelosprisciapriscianw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte  !"#$%&'()*+,-./0123456789:;W[\]`ab^_ UTC V3.280xsH\ X C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcdefg no p   '{ D P Z    a e{   !"##$#%+&'()*d+@,- .i /x 0 1 2 3 4 5 6 7 8 9 :;<< <<<<<<<<<<<<<<<<<<<<<<<<<=p>>>>>>>>> >>(>&>j>->.>?@ABCD E, E9 EHF, GTTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment humanmerc004I1Aramus Wollthruparamusaramusnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_maarcl066nw_it_novel007 nw_ashto001  !"#$%&'()*+,-./0123456789:;Whijmqrkl  !"#$%&'()*+,-./ITP V3.28R 8 | H (08@HPX`hpx (0<DLT\dlt| $,4<DLT\dlt|O S  :T@ U V WP7X ?;88l<YZ[9]^_  \+ % 8 D Qab6 Z n !"#$L5defg$j hik4l!m"n#o$+%p&Pq'r(s)t*=w.x/yhz0{1|23xv+,->4MAINSTRREFLISTIDNAMERESREFWollthrup Signet Ring it_mring010Jack's Crackers it_picks005 Vault KeyvaultkeyDelvern's Ledger hen_gal1qt001  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ &(./   !$%"#')*+,- 048?EFGKLQ1235679:;<=>@ABCDHIJMNOPUTI V3.28h'<]Hd 4  5 I 9b    d, d(d TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDComment it_mring010%&Wollthrup Signet Ring'This ring bears the signet of the Wollthrup Noble House. It emits a pale yellow light, and bears the hallmarks of magical protection. signetring1 %& !"#$UTI V3.28P| d`H >  / C     7 d TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDComment it_picks0054Jack's CrackersFinely carved and lightweight, these are truly the ultimate in thieves' tools. They're the closest possible thing to a skeleton key. jackscrackers object SE_AUX_GetSpecificObject(string tag, string resref){ int i = 0; object obj; while (GetResRef(obj) != resref){ obj = GetObjectByTag(tag, i++); if (obj == OBJECT_INVALID) return OBJECT_INVALID; } return obj; } // Derivative of CreateItemOnObject that can be placed on an action queue. void SE_AUX_CreateItemOnObject(string blueprint, object target) { CreateItemOnObject(blueprint, target); } // Function that determines if a one-time situation should run. int SE_AUX_Once(string var, int nEntities, int shouldDelete) { string instvar = var + "_ninst"; int nInstances = GetLocalInt(GetModule(), instvar ); int bFound = FALSE; /* linear search expecting this not to happen too often for any * one var. */ int i,j; for( i = 0; i < nInstances; ++i ) { int b_iMatches = TRUE; for( j = 0; j < nEntities; ++j ) { string vij = var + "_" + IntToString(i) + "_" + IntToString(j); string vej = var + "_" + IntToString(j); if( GetLocalObject(GetModule(), vij) != GetLocalObject(OBJECT_SELF, vej) ) { b_iMatches = FALSE; break; } } // for j if( b_iMatches == TRUE ) { bFound = TRUE; break; } } // for i if( bFound != TRUE ) { // record this set of entities. for( j = 0; j < nEntities; ++j ) { string vij = var + "_" + IntToString(nInstances) + "_" + IntToString(j); string vej = var + "_" + IntToString(j); SetLocalObject( GetModule(), vij, GetLocalObject(OBJECT_SELF, vej) ); } // Increment count of previous occurrence set. SetLocalInt( GetModule(), instvar, nInstances + 1 ); } /* regardless of whether this set of entities already existed, delete * the input array. */ if( shouldDelete ) { for( j = 0; j < nEntities; ++j ) { string vej = var + "_" + IntToString(j); DeleteLocalObject( OBJECT_SELF, vej ); } } // May proceed if no previous sets were found. return ! bFound; } // Derivative of CreateObject that can be placed on an action queue. void SE_AUX_CreateObject(int objectType, string blueprint, location loc) { CreateObject(objectType, blueprint, loc); } /***SUPERHEARTBEAT STUFF***/ /* This is an interface for user defined heartbeat events. This allows the user to define a heartbeat event with a much shorter duration than the standard six second heartbeat event. (THE FOLLOWING RANGE COMPONENT HAS BEEN REMOVED FOR THE TIME BEING) The heartbeat event also has a range component to it as well, so if the object with a heartbeat is not within range of a source then the heartbeat will not fire. This allows for a heartbeat event that is not CPU extensive if placed on a large amount of objects. */ /* Sets the super heartbeat event. When a super heartbeat occurs a userdefined event is fired on the target object. Multiple targets can be assigned to one activator and vice versa. target - This is the object that the super heartbeat is attached to. When a super heartbeat occurs a user defined event will be fired on the target object, with a specific event number. activator - This is the object that the target object must be within range of in order to have a super heartbeat occur. The range is 15.0 metres. */ void SE_AUX_SetSuperHeartBeat(object target, object activator); /* Removes the super heart beat between the target and the activator. */ void SE_AUX_RemoveSuperHeartBeat(object target, object activator); /* This function is called internally by SetSuperHeartBeat, there is no need for a user to call this function. */ void SE_AUX_PerformSuperHeartBeat(object activator); /* Returns TRUE if the target object has just fired a super heartbeat given the user defined event number. Returns FALSE otherwise. */ int SE_AUX_IsSuperHeartBeat(object target, int event_num); void SE_AUX_SetSuperHeartBeat(object target, object activator) { // See if there is a super heartbeat already. int activator_id = GetLocalInt(activator, "SE_AUX_SHB_ACTIVATOR_ID"); int num_targets = GetLocalInt(activator, "SE_AUX_SHB_NUM_TARGETS"); // If this activator has no ID assigned to them... if(activator_id == 0) { // Assign a new ID. activator_id = 1 + GetLocalInt(GetModule(), "SE_AUX_SHB_LAST_KNOWN_ACTIVATOR_ID"); SetLocalInt(GetModule(), "SE_AUX_SHB_LAST_KNOWN_ACTIVATOR_ID", activator_id); SetLocalInt(activator, "SE_AUX_SHB_ACTIVATOR_ID", activator_id); } string id_string = "SE_AUX_SHB_ACTIVATOR_ID_" + IntToString(activator_id); // If the activator hasn't registered the target then do so. if(GetLocalInt(target, id_string) == FALSE) { SetLocalInt(target, id_string, TRUE); SetLocalInt(activator, "SE_AUX_SHB_NUM_TARGETS", num_targets + 1); } // If the activator has just added its first target then we need to start // performing the super heart beat. if(num_targets == 0) { // This doesn't actually get called until we exit the current function. DelayCommand(0.0, SE_AUX_PerformSuperHeartBeat(activator)); } } void SE_AUX_RemoveSuperHeartBeat(object target, object activator) { int activator_id = GetLocalInt(activator, "SE_AUX_SHB_ACTIVATOR_ID"); string id_string = "SE_AUX_SHB_ACTIVATOR_ID_" + IntToString(activator_id); int num_targets; // If the activator is registered with the target... if(GetLocalInt(target, id_string) == TRUE) { // Unregister the activator with the target. DeleteLocalInt(target, id_string); num_targets = GetLocalInt(activator, "SE_AUX_SHB_NUM_TARGETS"); SetLocalInt(activator, "SE_AUX_SHB_NUM_TARGETS", num_targets - 1); } } void SE_AUX_PerformSuperHeartBeat(object activator) { location activator_loc = GetLocation(activator); int obj_index = 0; object next_closest; // = GetNearestObject(OBJECT_TYPE_ALL, activator, obj_index); //float obj_distance = GetDistanceBetweenLocations(activator_loc, GetLocation(next_closest)); int activator_id = GetLocalInt(activator, "SE_AUX_SHB_ACTIVATOR_ID"); string id_string = "SE_AUX_SHB_ACTIVATOR_ID_" + IntToString(activator_id); string producer_string; object current_object; int producer_index; int buffer_size; // If the activator has 0 targets then we can stop performing the // super heart beat if(GetLocalInt(activator, "SE_AUX_SHB_NUM_TARGETS") == 0) { return; } // First check to see if the area the activator is in is registered for a // super heart beat with the area next_closest = GetArea(activator); // Loop through all objects within 15.0 metres of the activator while(GetIsObjectValid(next_closest)) // && obj_distance < 15.0) { // If the object has a super heart beat registered with the activator... if(GetLocalInt(next_closest, id_string) == TRUE) { // The activator has a bounded buffer of the activators that have // activated the super heart beat, add this activator to it. buffer_size = 50; // This is the buffer size. // The producer_index should be at the next unallocated space in // the buffer. producer_index = GetLocalInt(next_closest, "SE_AUX_SHB_PRODUCER_INDEX"); producer_string = "SE_AUX_SHB_ACTIVATOR_" + IntToString(producer_index); current_object = GetLocalObject(next_closest, producer_string); // We can only add to the buffer if the current_object is invalid // otherwise the buffer is full. if(!GetIsObjectValid(current_object)) { // Add the activator to the buffer. SetLocalObject(next_closest, producer_string, activator); // Increment the producer index producer_index ++; // Wrap around the buffer if needed. if(producer_index == buffer_size) { producer_index = 0; } // Set the producer index. SetLocalInt(next_closest, "SE_AUX_SHB_PRODUCER_INDEX", producer_index); } // Finally signal the event. SignalEvent(next_closest, EventUserDefined(42)); } obj_index ++; next_closest = GetNearestObject(OBJECT_TYPE_ALL, activator, obj_index); //obj_distance = GetDistanceBetweenLocations(activator_loc, GetLocation(next_closest)); } DelayCommand(0.333333333, SE_AUX_PerformSuperHeartBeat(activator)); } int SE_AUX_IsSuperHeartBeat(object target, int event_num) { int producer_index; int consumer_index; object activator; string activator_string; int buffer_size = 50; // If the event number is not that of the super heart beat... if(event_num != 42) { return FALSE; } // Get the consumer index. consumer_index = GetLocalInt(target, "SE_AUX_SHB_CONSUMER_INDEX"); // Get the producer index. producer_index = GetLocalInt(target, "SE_AUX_SHB_PRODUCER_INDEX"); // If there are no objects currently in the buffer... if(consumer_index == producer_index) { // Just return FALSE return FALSE; } activator_string = "SE_AUX_SHB_ACTIVATOR_" + IntToString(consumer_index); // Get the next consumer. activator = GetLocalObject(target, activator_string); DeleteLocalObject(target, activator_string); // Increment to the next consumer index consumer_index ++; // Account for wrap around if(consumer_index == buffer_size) { consumer_index = 0; } // Set the new consumer index SetLocalInt(target, "SE_AUX_SHB_CONSUMER_INDEX", consumer_index); int return_status = FALSE; if(GetIsObjectValid(activator)) { // Sets the current activator. (This applies to the script that this function // is called from. SetLocalObject(target, "SE_AUX_SHB_ACTIVATOR", activator); return_status = TRUE; } return return_status; } /** * Return 1 with probability numerator / denominator. * Results undefined if denominator <= 0. */ int SE_AUX_RandomGroupChance( int numerator, int denominator ) { return (Random(denominator) < numerator); } /** * Use with ActionDoCommand to queue up a Special Conversation. This has to * exist so that the local variable set on the owner isn't overwritten by * multiple queued one-liner actions. * @param topickey The string key to set on the owner that must be matched * against the argument in the tag in the Comment field of the header * node in the topic group in the dialog file. */ void SE_AUX_SpeakSpecialOneLiner( object speaker, string topickey, string topic, string dlgfile ) { SetLocalString(OBJECT_SELF, topickey, topic); AssignCommand(speaker, SpeakOneLinerConversation(dlgfile)); } aramusaramuswifebandit007broffuscastlecastlecastlecheckbroffus1checkbroffus1chest004 comfemale001 creaturepalcus delvern doorpalcus door_evlstone001door_evlstone002dwarfmerc002elfmerc002encounterpalcusexteriorexteriorexteriorgrovergrughalfling006hen_gal1qt001hooker002humanmerc004itempalcusit_mring010it_picks005i_se_auxjack module!newgeneric001"noblfemale001#oldman001$placeablepalcus%pl_hiddendr003&pl_hiddendr004'pl_hiddendr005(pl_hiddendr006)pl_hiddendr024*priscia+Repute,scriptease0-scriptease0.scriptease1/scriptease10scriptease121scriptease122scriptease133scriptease134scriptease145scriptease146scriptease157scriptease158scriptease169scriptease16:scriptease17;scriptease17<scriptease18=scriptease18>scriptease19?scriptease19@scriptease1aAscriptease1aBscriptease1bCscriptease1bDscriptease1cEscriptease1cFscriptease1dGscriptease1dHscriptease1eIscriptease1eJscriptease1fKscriptease1fLscriptease1gMscriptease1gNscriptease1hOscriptease1hPscriptease1iQscriptease1iRscriptease1jSscriptease1jTscriptease1kUscriptease1kVscriptease1lWscriptease1lXscriptease1mYscriptease1mZscriptease1n[scriptease1n\scriptease1o]scriptease1o^scriptease1p_scriptease1p`scriptease1qascriptease1qbscriptease1rcscriptease1rdscriptease1sescriptease1sfscriptease1tgscriptease1thscriptease1uiscriptease1ujscriptease1vkscriptease1vlscriptease1wmscriptease1wnscriptease1xoscriptease1xpscriptease1yqscriptease1yrscriptease1zsscriptease1ztscriptease2uscriptease2vscriptease20wscriptease20xscriptease21yscriptease21zscriptease22{scriptease22|scriptease23}scriptease23~scriptease24scriptease24scriptease25scriptease25scriptease26scriptease26scriptease27scriptease27scriptease28scriptease28scriptease29scriptease29scriptease2ascriptease2ascriptease2bscriptease2bscriptease2cscriptease2cscriptease2dscriptease2dscriptease2escriptease2escriptease2fscriptease2fscriptease2gscriptease2gscriptease2hscriptease2hscriptease2iscriptease2iscriptease2jscriptease2jscriptease2kscriptease2kscriptease2lscriptease2lscriptease2mscriptease2mscriptease2nscriptease2nscriptease2oscriptease2oscriptease2pscriptease2pscriptease2qscriptease2qscriptease2rscriptease2rscriptease2sscriptease2sscriptease2tscriptease2tscriptease2uscriptease2uscriptease2vscriptease2vscriptease2wscriptease2wscriptease2xscriptease2xscriptease2yscriptease2yscriptease2zscriptease2zscriptease3scriptease3scriptease30scriptease30scriptease31scriptease31scriptease32scriptease32scriptease33scriptease33scriptease34scriptease34scriptease35scriptease35scriptease36scriptease36scriptease37scriptease37scriptease4scriptease4scriptease5scriptease5scriptease6scriptease6scriptease7scriptease7scriptease8scriptease8scriptease9scriptease9scripteaseascripteaseascripteasebscripteasebscripteasecscripteasecscripteasedscripteasedscripteaseDATAscripteaseescripteaseescripteasefscripteasefscripteasegscripteasegscripteasehscripteasehscripteaseiscripteaseiscripteasejscripteasejscripteasekscripteasekscripteaselscripteaselscripteasemscripteasemscripteasenscripteasenscripteaseoscripteaseoscripteasepscripteasepscripteaseqscripteaseqscripteaserscripteaserscripteasetscripteasetsoundpalcusstorepalcustiennatriggerpalcusvaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 scriptease38scriptease39scriptease38scriptease39scriptease3bUMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z " ?% 1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC g+  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_111(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_111() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for jack.dlg:1:6 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_111() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE aramusaramuswifebandit007broffuscastlecastlecastlecheckbroffus1checkbroffus1chest004 comfemale001 creaturepalcus delvern doorpalcus door_evlstone001door_evlstone002dwarfmerc002elfmerc002encounterpalcusexteriorexteriorexteriorgrovergrughalfling006hen_gal1qt001hooker002humanmerc004itempalcusit_mring010it_picks005i_se_auxjack module!newgeneric001"noblfemale001#oldman001$placeablepalcus%pl_hiddendr003&pl_hiddendr004'pl_hiddendr005(pl_hiddendr006)pl_hiddendr024*priscia+Repute,scriptease0-scriptease0.scriptease1/scriptease10scriptease121scriptease122scriptease133scriptease134scriptease145scriptease146scriptease157scriptease158scriptease169scriptease16:scriptease17;scriptease17<scriptease18=scriptease18>scriptease19?scriptease19@scriptease1aAscriptease1aBscriptease1bCscriptease1bDscriptease1cEscriptease1cFscriptease1dGscriptease1dHscriptease1eIscriptease1eJscriptease1fKscriptease1fLscriptease1gMscriptease1gNscriptease1hOscriptease1hPscriptease1iQscriptease1iRscriptease1jSscriptease1jTscriptease1kUscriptease1kVscriptease1lWscriptease1lXscriptease1mYscriptease1mZscriptease1n[scriptease1n\scriptease1o]scriptease1o^scriptease1p_scriptease1p`scriptease1qascriptease1qbscriptease1rcscriptease1rdscriptease1sescriptease1sfscriptease1tgscriptease1thscriptease1uiscriptease1ujscriptease1vkscriptease1vlscriptease1wmscriptease1wnscriptease1xoscriptease1xpscriptease1yqscriptease1yrscriptease1zsscriptease1ztscriptease2uscriptease2vscriptease20wscriptease20xscriptease21yscriptease21zscriptease22{scriptease22|scriptease23}scriptease23~scriptease24scriptease24scriptease25scriptease25scriptease26scriptease26scriptease27scriptease27scriptease28scriptease28scriptease29scriptease29scriptease2ascriptease2ascriptease2bscriptease2bscriptease2cscriptease2cscriptease2dscriptease2dscriptease2escriptease2escriptease2fscriptease2fscriptease2gscriptease2gscriptease2hscriptease2hscriptease2iscriptease2iscriptease2jscriptease2jscriptease2kscriptease2kscriptease2lscriptease2lscriptease2mscriptease2mscriptease2nscriptease2nscriptease2oscriptease2oscriptease2pscriptease2pscriptease2qscriptease2qscriptease2rscriptease2rscriptease2sscriptease2sscriptease2tscriptease2tscriptease2uscriptease2uscriptease2vscriptease2vscriptease2wscriptease2wscriptease2xscriptease2xscriptease2yscriptease2yscriptease2zscriptease2zscriptease3scriptease3scriptease30scriptease30scriptease31scriptease31scriptease32scriptease32scriptease33scriptease33scriptease34scriptease34scriptease35scriptease35scriptease36scriptease36scriptease37scriptease37scriptease4scriptease4scriptease5scriptease5scriptease6scriptease6scriptease7scriptease7scriptease8scriptease8scriptease9scriptease9scripteaseascripteaseascripteasebscripteasebscripteasecscripteasecscripteasedscripteasedscripteaseDATAscripteaseescripteaseescripteasefscripteasefscripteasegscripteasegscripteasehscripteasehscripteaseiscripteaseiscripteasejscripteasejscripteasekscripteasekscripteaselscripteaselscripteasemscripteasemscripteasenscripteasenscripteaseoscripteaseoscripteasepscripteasepscripteaseqscripteaseqscripteaserscripteaserscripteasetscripteasetsoundpalcusstorepalcustiennatriggerpalcusvaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 scriptease38scriptease39scriptease38scriptease39H++s+-.i Oe2 &UMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z x  1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC g+  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); void SE_Ac_DestroyObject(object param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_ShowTempSpellVisualEffectOnCreature(int param_1, object param_2, float param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_ShowTempSpellVisualEffectOnCreature(int param_1, object param_2, float param_3) { effect veffect = EffectVisualEffect(param_1); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, veffect, GetLocation(param_2), param_3); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_112(); void Theseactionswillbeperformedaddactionsordeletethissitutation_112() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // After jack.dlg:1:6 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Show the Blur spell visual effect at NPC Speaker SE_Ac_ShowTempSpellVisualEffectOnCreature(VFX_DUR_BLUR, NPCSpeaker_SE2, 5.0); // Destroy NPC Speaker SE_Ac_DestroyObject(NPCSpeaker_SE2); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_112(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE H++s+-.i Oe2 &UMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z x  1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC g+  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ  < **Ss+-.i Oe2 &UMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z x  1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC g+  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ  < ("56789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$$ !#&',0468;?ACEGIKMOQVXY]a  "$%()*+-./123579:<=>@BDFHJLNPRSTUWZ[\^_`bcd'eghjlnprtvxy{}fikmoqsuwz|~IFO V3.28\21 0./   6 @ L P RS@ LqA ? \ Y Z j k l m | ! " # $ % & ' ( ) *+,- . ./0Mod_IDMod_MinGameVerMod_Creator_IDMod_VersionExpansion_PackMod_NameMod_TagMod_DescriptionMod_IsSaveGameMod_CustomTlkMod_Entry_AreaMod_Entry_XMod_Entry_YMod_Entry_ZMod_Entry_Dir_XMod_Entry_Dir_YMod_Expan_ListMod_DawnHourMod_DuskHourMod_MinPerHourMod_StartMonthMod_StartDayMod_StartHourMod_StartYearMod_XPScaleMod_OnHeartbeatMod_OnModLoadMod_OnModStartMod_OnClientEntrMod_OnClientLeavMod_OnActvtItemMod_OnAcquirItemMod_OnUsrDefinedMod_OnUnAqreItemMod_OnPlrDeathMod_OnPlrDyingMod_OnPlrEqItmMod_OnPlrLvlUpMod_OnSpawnBtnDnMod_OnPlrRestMod_OnPlrUnEqItmMod_OnCutsnAbortMod_StartMovieMod_CutSceneListMod_GVar_ListMod_Area_listArea_NameMod_HakListMod_CacheNSSList:ʹ!| i^a1.65GetOutMODULEexteriorx2_mod_def_loadx2_mod_def_actx2_mod_def_aqux2_mod_def_unaqu nw_o0_death nw_o0_dyingx2_mod_def_equ nw_o0_respawnx2_mod_def_restx2_mod_def_unequcastleexterior  !"#$%&'()*+,-01UTT V3.28Dp\t@   = A     E F G H I V W XTagTemplateResRefLocalizedNameAutoRemoveKeyFactionCursorHighlightHeightKeyNameLinkedToLinkedToFlagsLoadScreenIDPortraitIdTypeTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeOnDisarmOnTrapTriggeredOnClickScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefinePaletteIDComment jackarrives newgeneric0019 Jack Arrives scriptease2z UTC V3.28bDG 7  C<=>?@ABCDEFGHIJKLMNOPQRSTUVXY    )U F R ]    h l   !"#$%&'()2*2+>,- .p / 0 1 2 3 4 5 6 7 8 9 :$;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>>(?|@ABCDE, F3TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListPaletteIDComment noblfemale001s1Chesais Wollthrupchesais aramuswifenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte  !"#$%&'()*+,-./0123456789:;WZ[\_`a]^ UTC V3.28' jH 4 HC<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^ ef g   "t =       !"#$$$% &'()d*2+A,- . / 0 1 2 3 4 5, 6; 7J 8Y 9h :w;<<< <<< <<< < <<<<< < <<<< << < <<<<=p>>>>]>)>>.?@ABC D E E EF, GTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDComment oldman001~1JackLawlesso_This must be Jack Lawless - overweight, boisterous, and not at all the image of a master thief.jackjacknw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8 scriptease2unw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte x0_cloth004 x0_wswmdg002 nw_wswmdg008  !"#$%&'()*+,-./0123456789:;W_`adhibc  !"#$%&ITP V3.28>$,8@HPX`hpx~8  8  @  1 @ W f }      ##X !"#$ p<}MAINSTRREFIDLISTNAMERESREF Records Chestchest004Bedroom Hidden Doorpl_hiddendr005Jack's Hideout Doorpl_hiddendr024Kitchen Hidden Doorpl_hiddendr003Wollthrup Travel Pointpl_hiddendr006Wollthrup's Vault Hidden Doorpl_hiddendr004  !"#$%&'()*+,-./0123456789:;<=   UTP V3.28D44l4  6 B Q  R  V W !X "Y #Z $g %h &i 'j (k )l *m+,-./ 0n 1o2 3pTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment khiddendoor# Kitchen Hidden DoorF9pl_hiddendr003 scriptease1b4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.  !"#$%&'()*+,-./0123UTP V3.28D44w4  A M \  ]  a b !c "d #e $r %s &t 'u (v )w *x+,-./ 0y 1z2 3{TagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment wvhiddendoor- Wollthrup's Vault Hidden DoorF9pl_hiddendr004 scriptease1d4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.  !"#$%&'()*+,-./0123UTP V3.28D44m4  7 C R  S  W X !Y "Z #[ $h %i &j 'k (l )m *n+,-./ 0o 1p2 3qTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment brhiddendoor# Bedroom Hidden DoorF9pl_hiddendr005 scriptease1c4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.  !"#$%&'()*+,-./0123UTP V3.28D44s4  : F U  V  Z [ !\ "] #^ $o %p &q 'r (s )t *u+,-./ 0v 1w2 3xTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment wtravelpoint& Wollthrup Travel PointF9pl_hiddendr006nw_o2_dttrapdoor3Hidden Trapdoor Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.  !"#$%&'()*+,-./0123UTP V3.28D44m4  7 C R  S  W X !Y "Z #[ $h %i &j 'k (l )m *n+,-./ 0o 1p2 3qTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment jhhiddendoor# Jack's Hideout DoorF9pl_hiddendr024 scriptease1a4Hidden Wall Door Trigger Make a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location. The reflex save is the distance in meters that the player can find the hidden door. The willpower save is the DC of finding this door.  !"#$%&'()*+,-./0123DLG V3.28\P'(-9 D $ L\l|    HX    @P`p   (8H X     ,<L\l |  ,<L\l   @P`p  ,<L\     8D ht    (  4 X  d     $ H T x             ] ^ b cX g h l m q r v w { |     p      { |                                                           , - 1 2 6 7 8 9 : ; <  @ k l p q u v z {        p q u v z {            y z ~                            0              5 6 : ;H ? @ D E I J N O S T X  \    `              {  |   x      ]  j ~                        ! "  &  '  (  ,  -  1  2  6  7 ;   ?               $  %  )  * .   2              R  S W X  \   ]            (    : ; ? @0 D  E    8       @       H    G H L MP Q  R { |  X       `       h        p     5 6 : ;x ?  @ | }                             ,DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp?/Hey there, gorgeous. How else can I... satisfy?H8Well, well, what have we here? So nice to get a visitor. scripteasel%{SEZ%{8%}SEZ%}|lOoh, that's quite a mouth you have there. I wouldn't dream about lying, though I'm not averse to lying down.RBSure thing, friend. If nothing else, I could use the conversation.yOh, dear. You don't have to stand on courtesy here. I get enough of that from my lovely gentleman friend, Lord Wollthrup.&What can I do for you?$Don't be a stranger.Not likely, pal. You gotta get permission from the Lord first, and I'll tell you without modesty that many have tried - and none succeeded. I'd love to break the rules, but I got a lot of years left to serve. Sure, shoot.'And what might that be?There isn't a soul in the house that likes Delvern, except maybe Grug, and that's 'cause Grug's a bonehead. That pasty elf wouldn't leave the vault for anything that wasn't a meal or a new ledger. Weird guy.Pretty girl... and that's about it. She's an airheaded whiner, and I don't mind you telling anyone about it. Acts like her job is the worst pain in the world, but she doesn't know a thing about my problems.l\It isn't easy finding new ways to please an old man, you know. Someone oughta tell her that.Grover's one heck of a guy. He always sneaks me a treat on the weekend, and he's the sweetest soul in the house. All-around great guy.QABroffus? The messenger? Haven't seen him since he was introduced.(Bonehead. Next question?I've heard plenty about him, but I can't say I've run into him myself. He's hiding somewhere in the mansion, so they say, and he's making a pretty penny off Lord Wollthrup's valuables.Tell you what, the guy you might want to talk to is Delvern. That guy practically never leaves the vaults, and that's where all the money is - if you ask me, him and the thief are in cahoots. scriptease27%{SEZ%{35%}SEZ%}}mThe name's Priscia Trevelos, and I hope you'll forget the second part. I'm Lord Wollthrup's personal consort.I prefer the term consort, but yeah, it's all the same. When the wife doesn't do it for him, I give him what he really wants. And ever since this thief business, I've been working overtime.N>I'd love to talk, but I think you should talk to Aramus first. scriptease13%{SEZ%{19%}SEZ%}M=Answer my questions, woman, and don't even think about lying.H8I've got some questions that I need answered, all right?tdMy name is , and I am investigating the thief Jack Lawless. May I ask you some questions?7'Sorry to bother you. I'll be on my way.>.I don't suppose I could enjoy your services...8(Can I ask you about the other domestics?5%I'd like to ask you something else...&Tell me about Delvern.%Tell me about Tienna.%Tell me about Grover.&Tell me about Broffus.#Tell me about Grug.8(Do you know anything about Jack Lawless? scriptease26 Who are you?'So you're a prostitute? scriptease12 scripteasek  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ $)/17=CIKPV[   !"#%&'(*+,-.02345689:;<>?@ABDEFGHJLMNOQRSTUWXYZ\^`bdfhjlnprtvxz|~]_acegikmoqsuwy{}FAC V3.28' t|EA H $0<P\ht     (4@LXdp|     ) 52222d22d2d2dd2dd22dd2d2d2ddFactionListFactionParentIDFactionNameFactionGlobalRepListFactionID1FactionID2FactionRepPCHostileCommonerMerchantDefender Jack Lawless  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrs   !"#$%&NCS V1.0B V",2  >",*5ASE_PLOT_TOKEN_98XMSE_PLOT_TOKEN_9]8         6 "  "  : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; int Owns_SE3; object PCSpeaker_SE0; // Display text for grug.dlg:1:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grug.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeGrug Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_9"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { // Assign FirstTimeGrug to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_9", PCSpeaker_SE0); /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_0() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_1(); void Theseactionswillbeperformedaddactionsordeletethissitutation_1() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After grug.dlg:1:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grug.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_1(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1497,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_35(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_35() { // The following are all of the variables used in this situation object PCSpeaker_SE0; int Owns_SE3; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for priscia.dlg:1:20 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the priscia.dlg:1:20 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the priscia.dlg:1:20 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the priscia.dlg:1:20 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token KnowsAboutJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_149"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_35() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_36(); void Theseactionswillbeperformedaddactionsordeletethissitutation_36() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After priscia.dlg:1:20 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the priscia.dlg:1:20 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the priscia.dlg:1:20 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the priscia.dlg:1:20 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_36(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1497,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_31(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_31() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; // Display text for tienna.dlg:1:17 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the tienna.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token KnowsAboutJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_149"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_31() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_32(); void Theseactionswillbeperformedaddactionsordeletethissitutation_32() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After tienna.dlg:1:17 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the tienna.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_32(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1497,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_29(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_29() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for grover.dlg:1:21 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grover.dlg:1:21 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:21 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:21 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token KnowsAboutJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_149"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_29() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_30(); void Theseactionswillbeperformedaddactionsordeletethissitutation_30() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After grover.dlg:1:21 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grover.dlg:1:21 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:21 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:21 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_30(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1497,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_33(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_33() { // The following are all of the variables used in this situation int Owns_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for delvern.dlg:1:14 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the delvern.dlg:1:14 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:14 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:14 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token KnowsAboutJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_149"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_33() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_34(); void Theseactionswillbeperformedaddactionsordeletethissitutation_34() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After delvern.dlg:1:14 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the delvern.dlg:1:14 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:14 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:14 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_34(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B   "pl_hiddendr024 jhhiddendoorSE_PLOT_TOKEN_139epl_hiddendr003 khiddendoorlt   F #q$ ",@~ 6 "    D_#3Reset3 D_#7Reset7D_#7Reset7Door6 "G ResetDelay4Door6 "G ResetDelay42&    " a!; 8 - &U   * f  l .nw_pl_hiddendr01*-nw_pl_hiddendr03 .nw_pl_hiddendr01*-nw_pl_hiddendr03@@ Destination9 Destination9D_#7D_#7Door:Door: //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_ContainerOnHeartBeat(object param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Co_IsPositive(int param_1); void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4); int SE_Ev_ContainerOnHeartBeat(object param_1) { return TRUE; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4) { /* This is copied from Bioware's secret door script: nw_o2_dtwalldoor.nss */ // get the radius and DC of the secret door. float fSearchDist = IntToFloat(GetReflexSavingThrow(param_1)); int nDiffaculty = GetWillSavingThrow(param_1); // what is the tag of this object used in setting the destination string sTag = GetTag(param_1); string sTagDest = GetTag(param_3); // has it been found? int nDone = GetLocalInt(param_1,"D_"+sTag); int nReset = GetLocalInt(param_1,"Reset"); // ok reset the door is destroyed, and the done and reset flas are made 0 again if (nReset == 1) { nDone = 0; nReset = 0; SetLocalInt(param_1,"D_"+sTag,nDone); SetLocalInt(param_1,"Reset",nReset); SetLocalInt(param_3,"D_"+sTagDest,nDone); SetLocalInt(param_3,"Reset",nReset); object oidDoor= GetLocalObject(param_1,"Door"); if (oidDoor != OBJECT_INVALID) { SetPlotFlag(oidDoor,0); DestroyObject(oidDoor,GetLocalFloat(param_1,"ResetDelay")); } object oidDoorDest= GetLocalObject(param_3,"Door"); if (oidDoorDest != OBJECT_INVALID) { SetPlotFlag(oidDoorDest,0); DestroyObject(oidDoorDest,GetLocalFloat(param_3,"ResetDelay")); } } int nBestSkill = -50; object oidBestSearcher = OBJECT_INVALID; int nCount = 1; // Find the best searcher within the search radius. object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); int nDoneSearch = 0; int nFoundPCs = 0; while ((nDone == 0) && (nDoneSearch == 0) && (oidNearestCreature != OBJECT_INVALID) ) { // what is the distance of the PC to the door location float fDist = GetDistanceBetween(param_1,oidNearestCreature); if (fDist <= fSearchDist) { int nSkill = GetSkillRank(SKILL_SEARCH,oidNearestCreature); if (nSkill > nBestSkill) { nBestSkill = nSkill; oidBestSearcher = oidNearestCreature; } nFoundPCs = nFoundPCs +1; } else { // If there is no one in the search radius, don't continue to search // for the best skill. nDoneSearch = 1; } nCount = nCount +1; oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, param_1 ,nCount); } if ((nDone == 0) && (nFoundPCs != 0) && (GetIsObjectValid(oidBestSearcher)) ) { int nMod = d20(); // did we find it. if ((nBestSkill +nMod > nDiffaculty)) { location locLoc = GetLocation (param_1); location locLocDest = GetLocation (param_3); object oidDoor; object oidDoorDest; string doorRes; string doorResDest; if(param_2 == 0) doorRes = "nw_pl_hiddendr01"; else doorRes = "nw_pl_hiddendr03"; if(param_4 == 0) doorResDest = "nw_pl_hiddendr01"; else doorResDest = "nw_pl_hiddendr03"; // yes we found it, now create the appropriate door oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE, doorRes, locLoc, TRUE); // SCRIPTEASE: We will also create the destination door as well. oidDoorDest = CreateObject(OBJECT_TYPE_PLACEABLE, doorResDest, locLocDest, TRUE); SetLocalString( oidDoor, "Destination" , sTagDest ); SetLocalString( oidDoorDest, "Destination" , sTag ); // make this door as found. SetLocalInt(param_1,"D_"+sTag,1); SetLocalInt(param_3,"D_"+sTagDest,1); SetPlotFlag(oidDoor,1); SetPlotFlag(oidDoorDest,1); SetLocalObject(param_1,"Door",oidDoor); SetLocalObject(param_3,"Door",oidDoorDest); } // if skill search found } // if Object is valid } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DetectingsecretdoorA_37(); void DetectingsecretdoorA_37() { // The following are all of the variables used in this situation int Owns_SE2; object KitchenHiddenDoor_SE3; object JacksHideoutDoor_SE1; object JacksHideoutDoor_SE0; // This script is attached to the following object's OnHeartbeat script slot JacksHideoutDoor_SE0 = OBJECT_SELF; // When Jack's Hideout Door's heart beats if( ! SE_Ev_ContainerOnHeartBeat(JacksHideoutDoor_SE0) ) return; // Get the object with tag "jhhiddendoor" JacksHideoutDoor_SE1 = SE_AUX_GetSpecificObject("jhhiddendoor", "pl_hiddendr024"); // Define Owns as whether Jack's Hideout Door owns plot token GroverHint1 Owns_SE2 = SE_Df_OwnsPlotToken(JacksHideoutDoor_SE1, "SE_PLOT_TOKEN_139"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE2) ) { // Get the object with tag "khiddendoor" KitchenHiddenDoor_SE3 = SE_AUX_GetSpecificObject("khiddendoor", "pl_hiddendr003"); // Detect secret door Jack's Hideout Door that links to Kitchen Hidden Door SE_Ac_Detect_Secret_Door(JacksHideoutDoor_SE0, 0, KitchenHiddenDoor_SE3, 0); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DetectingsecretdoorA_37(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B   "pl_hiddendr003 khiddendoorSE_PLOT_TOKEN_694fpl_hiddendr024 jhhiddendoorlt   F #q$ ",@~ 6 "    D_#3Reset3 D_#7Reset7D_#7Reset7Door6 "G ResetDelay4Door6 "G ResetDelay42&    " a!; 8 - &U   * f  l .nw_pl_hiddendr01*-nw_pl_hiddendr03 .nw_pl_hiddendr01*-nw_pl_hiddendr03@@ Destination9 Destination9D_#7D_#7Door:Door: //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_ContainerOnHeartBeat(object param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Co_IsPositive(int param_1); void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4); int SE_Ev_ContainerOnHeartBeat(object param_1) { return TRUE; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4) { /* This is copied from Bioware's secret door script: nw_o2_dtwalldoor.nss */ // get the radius and DC of the secret door. float fSearchDist = IntToFloat(GetReflexSavingThrow(param_1)); int nDiffaculty = GetWillSavingThrow(param_1); // what is the tag of this object used in setting the destination string sTag = GetTag(param_1); string sTagDest = GetTag(param_3); // has it been found? int nDone = GetLocalInt(param_1,"D_"+sTag); int nReset = GetLocalInt(param_1,"Reset"); // ok reset the door is destroyed, and the done and reset flas are made 0 again if (nReset == 1) { nDone = 0; nReset = 0; SetLocalInt(param_1,"D_"+sTag,nDone); SetLocalInt(param_1,"Reset",nReset); SetLocalInt(param_3,"D_"+sTagDest,nDone); SetLocalInt(param_3,"Reset",nReset); object oidDoor= GetLocalObject(param_1,"Door"); if (oidDoor != OBJECT_INVALID) { SetPlotFlag(oidDoor,0); DestroyObject(oidDoor,GetLocalFloat(param_1,"ResetDelay")); } object oidDoorDest= GetLocalObject(param_3,"Door"); if (oidDoorDest != OBJECT_INVALID) { SetPlotFlag(oidDoorDest,0); DestroyObject(oidDoorDest,GetLocalFloat(param_3,"ResetDelay")); } } int nBestSkill = -50; object oidBestSearcher = OBJECT_INVALID; int nCount = 1; // Find the best searcher within the search radius. object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); int nDoneSearch = 0; int nFoundPCs = 0; while ((nDone == 0) && (nDoneSearch == 0) && (oidNearestCreature != OBJECT_INVALID) ) { // what is the distance of the PC to the door location float fDist = GetDistanceBetween(param_1,oidNearestCreature); if (fDist <= fSearchDist) { int nSkill = GetSkillRank(SKILL_SEARCH,oidNearestCreature); if (nSkill > nBestSkill) { nBestSkill = nSkill; oidBestSearcher = oidNearestCreature; } nFoundPCs = nFoundPCs +1; } else { // If there is no one in the search radius, don't continue to search // for the best skill. nDoneSearch = 1; } nCount = nCount +1; oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, param_1 ,nCount); } if ((nDone == 0) && (nFoundPCs != 0) && (GetIsObjectValid(oidBestSearcher)) ) { int nMod = d20(); // did we find it. if ((nBestSkill +nMod > nDiffaculty)) { location locLoc = GetLocation (param_1); location locLocDest = GetLocation (param_3); object oidDoor; object oidDoorDest; string doorRes; string doorResDest; if(param_2 == 0) doorRes = "nw_pl_hiddendr01"; else doorRes = "nw_pl_hiddendr03"; if(param_4 == 0) doorResDest = "nw_pl_hiddendr01"; else doorResDest = "nw_pl_hiddendr03"; // yes we found it, now create the appropriate door oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE, doorRes, locLoc, TRUE); // SCRIPTEASE: We will also create the destination door as well. oidDoorDest = CreateObject(OBJECT_TYPE_PLACEABLE, doorResDest, locLocDest, TRUE); SetLocalString( oidDoor, "Destination" , sTagDest ); SetLocalString( oidDoorDest, "Destination" , sTag ); // make this door as found. SetLocalInt(param_1,"D_"+sTag,1); SetLocalInt(param_3,"D_"+sTagDest,1); SetPlotFlag(oidDoor,1); SetPlotFlag(oidDoorDest,1); SetLocalObject(param_1,"Door",oidDoor); SetLocalObject(param_3,"Door",oidDoorDest); } // if skill search found } // if Object is valid } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DetectingsecretdoorB_38(); void DetectingsecretdoorB_38() { // The following are all of the variables used in this situation int Owns_SE2; object KitchenHiddenDoor_SE1; object KitchenHiddenDoor_SE0; object JacksHideoutDoor_SE3; // This script is attached to the following object's OnHeartbeat script slot KitchenHiddenDoor_SE0 = OBJECT_SELF; // When Kitchen Hidden Door's heart beats if( ! SE_Ev_ContainerOnHeartBeat(KitchenHiddenDoor_SE0) ) return; // Get the object with tag "khiddendoor" KitchenHiddenDoor_SE1 = SE_AUX_GetSpecificObject("khiddendoor", "pl_hiddendr003"); // Define Owns as whether Kitchen Hidden Door owns plot token GroverHint2 Owns_SE2 = SE_Df_OwnsPlotToken(KitchenHiddenDoor_SE1, "SE_PLOT_TOKEN_694"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE2) ) { // Get the object with tag "jhhiddendoor" JacksHideoutDoor_SE3 = SE_AUX_GetSpecificObject("jhhiddendoor", "pl_hiddendr024"); // Detect secret door Kitchen Hidden Door that links to Jack's Hideout Door SE_Ac_Detect_Secret_Door(KitchenHiddenDoor_SE0, 0, JacksHideoutDoor_SE3, 0); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DetectingsecretdoorB_38(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B    "pl_hiddendr005 brhiddendoorSE_PLOT_TOKEN_695fpl_hiddendr004 wvhiddendoorlt   F #q$ ",@~ 6 "    D_#3Reset3 D_#7Reset7D_#7Reset7Door6 "G ResetDelay4Door6 "G ResetDelay42&    " a!; 8 - &U   * f  l .nw_pl_hiddendr01*-nw_pl_hiddendr03 .nw_pl_hiddendr01*-nw_pl_hiddendr03@@ Destination9 Destination9D_#7D_#7Door:Door: //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_ContainerOnHeartBeat(object param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Co_IsPositive(int param_1); void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4); int SE_Ev_ContainerOnHeartBeat(object param_1) { return TRUE; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4) { /* This is copied from Bioware's secret door script: nw_o2_dtwalldoor.nss */ // get the radius and DC of the secret door. float fSearchDist = IntToFloat(GetReflexSavingThrow(param_1)); int nDiffaculty = GetWillSavingThrow(param_1); // what is the tag of this object used in setting the destination string sTag = GetTag(param_1); string sTagDest = GetTag(param_3); // has it been found? int nDone = GetLocalInt(param_1,"D_"+sTag); int nReset = GetLocalInt(param_1,"Reset"); // ok reset the door is destroyed, and the done and reset flas are made 0 again if (nReset == 1) { nDone = 0; nReset = 0; SetLocalInt(param_1,"D_"+sTag,nDone); SetLocalInt(param_1,"Reset",nReset); SetLocalInt(param_3,"D_"+sTagDest,nDone); SetLocalInt(param_3,"Reset",nReset); object oidDoor= GetLocalObject(param_1,"Door"); if (oidDoor != OBJECT_INVALID) { SetPlotFlag(oidDoor,0); DestroyObject(oidDoor,GetLocalFloat(param_1,"ResetDelay")); } object oidDoorDest= GetLocalObject(param_3,"Door"); if (oidDoorDest != OBJECT_INVALID) { SetPlotFlag(oidDoorDest,0); DestroyObject(oidDoorDest,GetLocalFloat(param_3,"ResetDelay")); } } int nBestSkill = -50; object oidBestSearcher = OBJECT_INVALID; int nCount = 1; // Find the best searcher within the search radius. object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); int nDoneSearch = 0; int nFoundPCs = 0; while ((nDone == 0) && (nDoneSearch == 0) && (oidNearestCreature != OBJECT_INVALID) ) { // what is the distance of the PC to the door location float fDist = GetDistanceBetween(param_1,oidNearestCreature); if (fDist <= fSearchDist) { int nSkill = GetSkillRank(SKILL_SEARCH,oidNearestCreature); if (nSkill > nBestSkill) { nBestSkill = nSkill; oidBestSearcher = oidNearestCreature; } nFoundPCs = nFoundPCs +1; } else { // If there is no one in the search radius, don't continue to search // for the best skill. nDoneSearch = 1; } nCount = nCount +1; oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, param_1 ,nCount); } if ((nDone == 0) && (nFoundPCs != 0) && (GetIsObjectValid(oidBestSearcher)) ) { int nMod = d20(); // did we find it. if ((nBestSkill +nMod > nDiffaculty)) { location locLoc = GetLocation (param_1); location locLocDest = GetLocation (param_3); object oidDoor; object oidDoorDest; string doorRes; string doorResDest; if(param_2 == 0) doorRes = "nw_pl_hiddendr01"; else doorRes = "nw_pl_hiddendr03"; if(param_4 == 0) doorResDest = "nw_pl_hiddendr01"; else doorResDest = "nw_pl_hiddendr03"; // yes we found it, now create the appropriate door oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE, doorRes, locLoc, TRUE); // SCRIPTEASE: We will also create the destination door as well. oidDoorDest = CreateObject(OBJECT_TYPE_PLACEABLE, doorResDest, locLocDest, TRUE); SetLocalString( oidDoor, "Destination" , sTagDest ); SetLocalString( oidDoorDest, "Destination" , sTag ); // make this door as found. SetLocalInt(param_1,"D_"+sTag,1); SetLocalInt(param_3,"D_"+sTagDest,1); SetPlotFlag(oidDoor,1); SetPlotFlag(oidDoorDest,1); SetLocalObject(param_1,"Door",oidDoor); SetLocalObject(param_3,"Door",oidDoorDest); } // if skill search found } // if Object is valid } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DetectingsecretdoorB_40(); void DetectingsecretdoorB_40() { // The following are all of the variables used in this situation object WollthrupsVaultHiddenDoor_SE3; int Owns_SE2; object BedroomHiddenDoor_SE1; object BedroomHiddenDoor_SE0; // This script is attached to the following object's OnHeartbeat script slot BedroomHiddenDoor_SE0 = OBJECT_SELF; // When Bedroom Hidden Door's heart beats if( ! SE_Ev_ContainerOnHeartBeat(BedroomHiddenDoor_SE0) ) return; // Get the object with tag "brhiddendoor" BedroomHiddenDoor_SE1 = SE_AUX_GetSpecificObject("brhiddendoor", "pl_hiddendr005"); // Define Owns as whether Bedroom Hidden Door owns plot token JackHint2 Owns_SE2 = SE_Df_OwnsPlotToken(BedroomHiddenDoor_SE1, "SE_PLOT_TOKEN_695"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE2) ) { // Get the object with tag "wvhiddendoor" WollthrupsVaultHiddenDoor_SE3 = SE_AUX_GetSpecificObject("wvhiddendoor", "pl_hiddendr004"); // Detect secret door Bedroom Hidden Door that links to Wollthrup's Vault Hidden Door SE_Ac_Detect_Secret_Door(BedroomHiddenDoor_SE0, 0, WollthrupsVaultHiddenDoor_SE3, 0); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DetectingsecretdoorB_40(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B    "pl_hiddendr004 wvhiddendoorSE_PLOT_TOKEN_140fpl_hiddendr005 brhiddendoorlt   F #q$ ",@~ 6 "    D_#3Reset3 D_#7Reset7D_#7Reset7Door6 "G ResetDelay4Door6 "G ResetDelay42&    " a!; 8 - &U   * f  l .nw_pl_hiddendr01*-nw_pl_hiddendr03 .nw_pl_hiddendr01*-nw_pl_hiddendr03@@ Destination9 Destination9D_#7D_#7Door:Door: //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_ContainerOnHeartBeat(object param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Co_IsPositive(int param_1); void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4); int SE_Ev_ContainerOnHeartBeat(object param_1) { return TRUE; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_Detect_Secret_Door(object param_1, int param_2, object param_3, int param_4) { /* This is copied from Bioware's secret door script: nw_o2_dtwalldoor.nss */ // get the radius and DC of the secret door. float fSearchDist = IntToFloat(GetReflexSavingThrow(param_1)); int nDiffaculty = GetWillSavingThrow(param_1); // what is the tag of this object used in setting the destination string sTag = GetTag(param_1); string sTagDest = GetTag(param_3); // has it been found? int nDone = GetLocalInt(param_1,"D_"+sTag); int nReset = GetLocalInt(param_1,"Reset"); // ok reset the door is destroyed, and the done and reset flas are made 0 again if (nReset == 1) { nDone = 0; nReset = 0; SetLocalInt(param_1,"D_"+sTag,nDone); SetLocalInt(param_1,"Reset",nReset); SetLocalInt(param_3,"D_"+sTagDest,nDone); SetLocalInt(param_3,"Reset",nReset); object oidDoor= GetLocalObject(param_1,"Door"); if (oidDoor != OBJECT_INVALID) { SetPlotFlag(oidDoor,0); DestroyObject(oidDoor,GetLocalFloat(param_1,"ResetDelay")); } object oidDoorDest= GetLocalObject(param_3,"Door"); if (oidDoorDest != OBJECT_INVALID) { SetPlotFlag(oidDoorDest,0); DestroyObject(oidDoorDest,GetLocalFloat(param_3,"ResetDelay")); } } int nBestSkill = -50; object oidBestSearcher = OBJECT_INVALID; int nCount = 1; // Find the best searcher within the search radius. object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); int nDoneSearch = 0; int nFoundPCs = 0; while ((nDone == 0) && (nDoneSearch == 0) && (oidNearestCreature != OBJECT_INVALID) ) { // what is the distance of the PC to the door location float fDist = GetDistanceBetween(param_1,oidNearestCreature); if (fDist <= fSearchDist) { int nSkill = GetSkillRank(SKILL_SEARCH,oidNearestCreature); if (nSkill > nBestSkill) { nBestSkill = nSkill; oidBestSearcher = oidNearestCreature; } nFoundPCs = nFoundPCs +1; } else { // If there is no one in the search radius, don't continue to search // for the best skill. nDoneSearch = 1; } nCount = nCount +1; oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, param_1 ,nCount); } if ((nDone == 0) && (nFoundPCs != 0) && (GetIsObjectValid(oidBestSearcher)) ) { int nMod = d20(); // did we find it. if ((nBestSkill +nMod > nDiffaculty)) { location locLoc = GetLocation (param_1); location locLocDest = GetLocation (param_3); object oidDoor; object oidDoorDest; string doorRes; string doorResDest; if(param_2 == 0) doorRes = "nw_pl_hiddendr01"; else doorRes = "nw_pl_hiddendr03"; if(param_4 == 0) doorResDest = "nw_pl_hiddendr01"; else doorResDest = "nw_pl_hiddendr03"; // yes we found it, now create the appropriate door oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE, doorRes, locLoc, TRUE); // SCRIPTEASE: We will also create the destination door as well. oidDoorDest = CreateObject(OBJECT_TYPE_PLACEABLE, doorResDest, locLocDest, TRUE); SetLocalString( oidDoor, "Destination" , sTagDest ); SetLocalString( oidDoorDest, "Destination" , sTag ); // make this door as found. SetLocalInt(param_1,"D_"+sTag,1); SetLocalInt(param_3,"D_"+sTagDest,1); SetPlotFlag(oidDoor,1); SetPlotFlag(oidDoorDest,1); SetLocalObject(param_1,"Door",oidDoor); SetLocalObject(param_3,"Door",oidDoorDest); } // if skill search found } // if Object is valid } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void DetectingsecretdoorA_39(); void DetectingsecretdoorA_39() { // The following are all of the variables used in this situation int Owns_SE2; object WollthrupsVaultHiddenDoor_SE1; object WollthrupsVaultHiddenDoor_SE0; object BedroomHiddenDoor_SE3; // This script is attached to the following object's OnHeartbeat script slot WollthrupsVaultHiddenDoor_SE0 = OBJECT_SELF; // When Wollthrup's Vault Hidden Door's heart beats if( ! SE_Ev_ContainerOnHeartBeat(WollthrupsVaultHiddenDoor_SE0) ) return; // Get the object with tag "wvhiddendoor" WollthrupsVaultHiddenDoor_SE1 = SE_AUX_GetSpecificObject("wvhiddendoor", "pl_hiddendr004"); // Define Owns as whether Wollthrup's Vault Hidden Door owns plot token JackHint1 Owns_SE2 = SE_Df_OwnsPlotToken(WollthrupsVaultHiddenDoor_SE1, "SE_PLOT_TOKEN_140"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE2) ) { // Get the object with tag "brhiddendoor" BedroomHiddenDoor_SE3 = SE_AUX_GetSpecificObject("brhiddendoor", "pl_hiddendr005"); // Detect secret door Wollthrup's Vault Hidden Door that links to Bedroom Hidden Door SE_Ac_Detect_Secret_Door(WollthrupsVaultHiddenDoor_SE0, 0, BedroomHiddenDoor_SE3, 0); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE DetectingsecretdoorA_39(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_41(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_41() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for grover.dlg:1:11 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grover.dlg:1:11 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:11 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:11 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_41() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  1"1<Hpl_hiddendr024 jhhiddendoor8SE_PLOT_TOKEN_139pl_hiddendr003 khiddendoorSE_PLOT_TOKEN_694}         F #q$ ",@~ : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_42(); void Theseactionswillbeperformedaddactionsordeletethissitutation_42() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object KitchenHiddenDoor_SE4; object PCSpeaker_SE0; object ObjectSpeaker_SE1; object JacksHideoutDoor_SE3; // After grover.dlg:1:11 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grover.dlg:1:11 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:11 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:11 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "jhhiddendoor" JacksHideoutDoor_SE3 = SE_AUX_GetSpecificObject("jhhiddendoor", "pl_hiddendr024"); // Assign GroverHint1 to Jack's Hideout Door SE_Ac_GivePlotToken("SE_PLOT_TOKEN_139", JacksHideoutDoor_SE3); // Get the object with tag "khiddendoor" KitchenHiddenDoor_SE4 = SE_AUX_GetSpecificObject("khiddendoor", "pl_hiddendr003"); // Assign GroverHint2 to Kitchen Hidden Door SE_Ac_GivePlotToken("SE_PLOT_TOKEN_694", KitchenHiddenDoor_SE4); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_42(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_43(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_43() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for jack.dlg:0:34 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:0:34 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:0:34 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:0:34 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_43() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "+SE_PLOT_TOKEN_884" humanmerc004aramus" aramuswalkto         : F #q$ ",@~ , #?  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3) { AssignCommand(param_1, ActionMoveToObject(param_2, param_3)); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_44(); void Theseactionswillbeperformedaddactionsordeletethissitutation_44() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object Aramus_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; object AramusWalkto_SE4; // After jack.dlg:0:34 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:0:34 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:0:34 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:0:34 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign ChesaisHelps to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_884", PCSpeaker_SE0); // Get the object with tag "aramus" Aramus_SE3 = SE_AUX_GetSpecificObject("aramus", "humanmerc004"); // Get the object with tag "aramuswalkto" AramusWalkto_SE4 = GetObjectByTag("aramuswalkto"); // Aramus* runs near Aramus Walkto SE_Ac_MoveNearObjectTodo(Aramus_SE3, AramusWalkto_SE4, TRUE); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_44(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  n",JZeqSE_PLOT_TOKEN_884fSE_PLOT_TOKEN_1413SH=,>         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_45(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_45() { // The following are all of the variables used in this situation object PCSpeaker_SE0; int Owns_SE4; object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; // Display text for jack.dlg:1:7 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token ChesaisHelps Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_884"); // Define Owns as whether PC Speaker owns plot token JackCaught Owns_SE4 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_141"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE4) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_45() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_46(); void Theseactionswillbeperformedaddactionsordeletethissitutation_46() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After jack.dlg:1:7 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_46(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BJ ",h ",2  ",,8           1",(4F,8 //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_49(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_83(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_49() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // Display text for aramuswife.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_83() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for aramuswife.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_49() ) return FALSE; if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_83() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B?  2"2=Ipl_hiddendr004 wvhiddendoor9SE_PLOT_TOKEN_140pl_hiddendr005 brhiddendoorSE_PLOT_TOKEN_695}         F #q$ ",@~ :  SE_ONCE_14553 +"+6B SE_ONCE_14557vaultkey   //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); object SE_Ac_CreateItemInContainer(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } object SE_Ac_CreateItemInContainer(string param_1, object param_2) { return CreateItemOnObject(param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_50(); void Theseactionswillbeperformedaddactionsordeletethissitutation_84(); void Theseactionswillbeperformedaddactionsordeletethissitutation_50() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object WollthrupsVaultHiddenDoor_SE3; object ObjectSpeaker_SE1; object BedroomHiddenDoor_SE4; object PCSpeaker_SE0; // After aramuswife.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "wvhiddendoor" WollthrupsVaultHiddenDoor_SE3 = SE_AUX_GetSpecificObject("wvhiddendoor", "pl_hiddendr004"); // Assign JackHint1 to Wollthrup's Vault Hidden Door SE_Ac_GivePlotToken("SE_PLOT_TOKEN_140", WollthrupsVaultHiddenDoor_SE3); // Get the object with tag "brhiddendoor" BedroomHiddenDoor_SE4 = SE_AUX_GetSpecificObject("brhiddendoor", "pl_hiddendr005"); // Assign JackHint2 to Bedroom Hidden Door SE_Ac_GivePlotToken("SE_PLOT_TOKEN_695", BedroomHiddenDoor_SE4); } void Theseactionswillbeperformedaddactionsordeletethissitutation_84() { /* This situation should only execute once, ever. */ if( GetLocalInt(GetModule(), "SE_ONCE_1455") != 0 ) return; // The following are all of the variables used in this situation object CreatedItem_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // After aramuswife.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions /* Make sure this situation doesn't execute again. */ SetLocalInt(GetModule(), "SE_ONCE_1455", 1); // Create Created Item from Vault Key and place it in PC Speaker CreatedItem_SE3 = SE_Ac_CreateItemInContainer("vaultkey", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_50(); Theseactionswillbeperformedaddactionsordeletethissitutation_84(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_8847,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_47(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_47() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; int Owns_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for aramuswife.dlg:1:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token ChesaisHelps Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_884"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_47() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_48(); void Theseactionswillbeperformedaddactionsordeletethissitutation_48() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After aramuswife.dlg:1:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_48(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1387,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_55(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_55() { // The following are all of the variables used in this situation int Owns_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for tienna.dlg:0:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the tienna.dlg:0:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:0:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:0:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token BroffusHint Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_138"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_55() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_56(); void Theseactionswillbeperformedaddactionsordeletethissitutation_56() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After tienna.dlg:0:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the tienna.dlg:0:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:0:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:0:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_56(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  H",$4?K it_picks005 jackscrackers= ,8         F #q$ ",@~ *    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetIsObjectValid(GetItemPossessedBy(param_1, GetTag(param_2))); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_51(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_51() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object JacksCrackers_SE3; int HasItem_SE4; object NPCSpeaker_SE2; // Display text for jack.dlg:0:4 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Get the object with tag "jackscrackers" JacksCrackers_SE3 = SE_AUX_GetSpecificObject("jackscrackers", "it_picks005"); // Define Has Item as whether PC Speaker has Jack's Crackers HasItem_SE4 = SE_Df_HasItem(PCSpeaker_SE0, JacksCrackers_SE3); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE4) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_51() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_52(); void Theseactionswillbeperformedaddactionsordeletethissitutation_52() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After jack.dlg:0:4 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_52(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1387,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_53(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_53() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; int Owns_SE3; object NPCSpeaker_SE2; // Display text for grover.dlg:0:4 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grover.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token BroffusHint Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_138"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_53() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_54(); void Theseactionswillbeperformedaddactionsordeletethissitutation_54() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After grover.dlg:0:4 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grover.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_54(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_57(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_57() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for grover.dlg:0:6 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grover.dlg:0:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:0:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:0:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_57() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "SE_PLOT_TOKEN_142         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_58(); void Theseactionswillbeperformedaddactionsordeletethissitutation_58() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After grover.dlg:0:6 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grover.dlg:0:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:0:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:0:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign GroverMad to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_142", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_58(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1427,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_59(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_59() { // The following are all of the variables used in this situation int Owns_SE3; object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // Display text for grover.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grover.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token GroverMad Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_142"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_59() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_60(); void Theseactionswillbeperformedaddactionsordeletethissitutation_60() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After grover.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grover.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grover.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grover.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_60(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1437,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_63(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_63() { // The following are all of the variables used in this situation int Owns_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for delvern.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the delvern.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token DelvernMad Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_143"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_63() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_64(); void Theseactionswillbeperformedaddactionsordeletethissitutation_64() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After delvern.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the delvern.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_64(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_2(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_2() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // Display text for grug.dlg:1:14 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grug.dlg:1:14 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:14 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:14 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_2() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_61(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_61() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for delvern.dlg:1:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the delvern.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_61() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "SE_PLOT_TOKEN_143         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_62(); void Theseactionswillbeperformedaddactionsordeletethissitutation_62() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After delvern.dlg:1:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the delvern.dlg:1:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:1:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:1:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign DelvernMad to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_143", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_62(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_8847,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_69(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_69() { // The following are all of the variables used in this situation int Owns_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for delvern.dlg:0:4 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the delvern.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token ChesaisHelps Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_884"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_69() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_70(); void Theseactionswillbeperformedaddactionsordeletethissitutation_70() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After delvern.dlg:0:4 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the delvern.dlg:0:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:0:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:0:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_70(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2   ", #SE_PLOT_TOKEN_11237,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_67(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_67() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for delvern.dlg:0:5 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the delvern.dlg:0:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:0:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:0:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token PrisciaHint Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_1123"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_67() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_68(); void Theseactionswillbeperformedaddactionsordeletethissitutation_68() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After delvern.dlg:0:5 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the delvern.dlg:0:5 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the delvern.dlg:0:5 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the delvern.dlg:0:5 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_68(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_65(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_65() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for priscia.dlg:1:17 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the priscia.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the priscia.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the priscia.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_65() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "SE_PLOT_TOKEN_1123         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_66(); void Theseactionswillbeperformedaddactionsordeletethissitutation_66() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After priscia.dlg:1:17 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the priscia.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the priscia.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the priscia.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign PrisciaHint to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_1123", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_66(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BQ V",2  w",ScnzSE_PLOT_TOKEN_53pSE_PLOT_TOKEN_138=U,8         6 "       //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); int SE_Df_OR(int param_1, int param_2); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Df_OR(int param_1, int param_2) { return param_1 || param_2; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_71(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_71() { // The following are all of the variables used in this situation object PCSpeaker_SE0; int Owns_SE4; object ObjectSpeaker_SE1; int IsPositive_SE5; int Owns_SE3; object NPCSpeaker_SE2; // Display text for aramus.dlg:0:7 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_53"); // Define Owns as whether PC Speaker owns plot token BroffusHint Owns_SE4 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_138"); // Define Is Positive as whether at least one of Owns or Owns is positive IsPositive_SE5 = SE_Df_OR(Owns_SE4, Owns_SE4); // Main code body - checks conditions and executes actions // If Is Positive is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(IsPositive_SE5) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_71() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_72(); void Theseactionswillbeperformedaddactionsordeletethissitutation_72() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After aramus.dlg:0:7 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_72(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_8847,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_79(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_79() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; int Owns_SE3; // Display text for aramus.dlg:0:9 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:9 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:9 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:9 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token ChesaisHelps Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_884"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_79() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_80(); void Theseactionswillbeperformedaddactionsordeletethissitutation_80() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After aramus.dlg:0:9 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:9 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:9 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:9 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_80(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  K",'7BN hen_gal1qt001delvernsledger= ,8         F #q$ ",@~ *    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); int SE_Df_HasItem(object param_1, object param_2); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_HasItem(object param_1, object param_2) { return GetIsObjectValid(GetItemPossessedBy(param_1, GetTag(param_2))); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_81(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_81() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; int HasItem_SE4; object DelvernsLedger_SE3; // Display text for aramus.dlg:0:11 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:11 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:11 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:11 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Get the object with tag "delvernsledger" DelvernsLedger_SE3 = SE_AUX_GetSpecificObject("delvernsledger", "hen_gal1qt001"); // Define Has Item as whether PC Speaker has Delvern's Ledger HasItem_SE4 = SE_Df_HasItem(PCSpeaker_SE0, DelvernsLedger_SE3); // Main code body - checks conditions and executes actions // If Has Item is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(HasItem_SE4) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_81() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_82(); void Theseactionswillbeperformedaddactionsordeletethissitutation_82() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After aramus.dlg:0:11 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:11 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:11 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:11 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_82(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", !SE_PLOT_TOKEN_537,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_77(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_77() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; int Owns_SE3; object NPCSpeaker_SE2; // Display text for aramus.dlg:0:18 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:18 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:18 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:18 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_53"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_77() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_78(); void Theseactionswillbeperformedaddactionsordeletethissitutation_78() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After aramus.dlg:0:18 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:18 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:18 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:18 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_78(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B ",h",2  ", "SE_PLOT_TOKEN_1387,8         6 "    ",Z,8   //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_75(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_89(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_75() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; int Owns_SE3; // Display text for aramus.dlg:0:19 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token BroffusHint Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_138"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_89() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for aramus.dlg:0:19 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_75() ) return FALSE; if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_89() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0Bc 9 "l          SE_ONCE_14633 "(4 SE_ONCE_146372 B //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(int param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); void SE_Ac_AssignGold(int param_1, object param_2) { GiveGoldToCreature(param_2, param_1); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_76(); void Theseactionswillbeperformedaddactionsordeletethissitutation_90(); void Theseactionswillbeperformedaddactionsordeletethissitutation_76() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After aramus.dlg:0:19 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } void Theseactionswillbeperformedaddactionsordeletethissitutation_90() { /* This situation should only execute once, ever. */ if( GetLocalInt(GetModule(), "SE_ONCE_1463") != 0 ) return; // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After aramus.dlg:0:19 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions /* Make sure this situation doesn't execute again. */ SetLocalInt(GetModule(), "SE_ONCE_1463", 1); // Assign 50 GP to PC Speaker SE_Ac_AssignGold(50, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_76(); Theseactionswillbeperformedaddactionsordeletethissitutation_90(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1387,8         6 "    //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); int SE_Co_IsPositive(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } int SE_Co_IsPositive(int param_1) { return param_1; } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_73(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_73() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; int Owns_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for aramus.dlg:0:20 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:0:20 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:20 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:20 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token BroffusHint Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_138"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_73() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_74(); void Theseactionswillbeperformedaddactionsordeletethissitutation_74() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After aramus.dlg:0:20 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:0:20 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:0:20 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:0:20 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_74(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_85(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_85() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for broffus.dlg:0:7 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the broffus.dlg:0:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the broffus.dlg:0:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the broffus.dlg:0:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_85() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "}The End?         ,4  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_EndModule(float param_1, string param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_EndModule(float param_1, string param_2) { DelayCommand(param_1, EndGame(param_2)); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_86(); void Theseactionswillbeperformedaddactionsordeletethissitutation_86() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After broffus.dlg:0:7 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the broffus.dlg:0:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the broffus.dlg:0:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the broffus.dlg:0:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // End the module with movie The End after 1.0 seconds SE_Ac_EndModule(1.0, "The End"); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_86(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_87(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_87() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for aramus.dlg:1:23 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:23 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:23 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:23 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_87() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B   SE_ONCE_14593 " SE_ONCE_145972         B //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(int param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AssignGold(int param_1, object param_2) { GiveGoldToCreature(param_2, param_1); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_88(); void Theseactionswillbeperformedaddactionsordeletethissitutation_88() { /* This situation should only execute once, ever. */ if( GetLocalInt(GetModule(), "SE_ONCE_1459") != 0 ) return; // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After aramus.dlg:1:23 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:23 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:23 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:23 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions /* Make sure this situation doesn't execute again. */ SetLocalInt(GetModule(), "SE_ONCE_1459", 1); // Assign 50 GP to PC Speaker SE_Ac_AssignGold(50, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_88(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_91(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_91() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for jack.dlg:1:13 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:13 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:13 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:13 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_91() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "d          ,%  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AdjustReputation(object param_1, object param_2, int param_3); void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AdjustReputation(object param_1, object param_2, int param_3) { AdjustReputation(param_1, param_2, param_3); } void SE_Ac_AttackCreatureOrObjectTodo(object param_1, object param_2) { AssignCommand(param_1, ActionAttack(param_2)); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_92(); void Theseactionswillbeperformedaddactionsordeletethissitutation_92() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; // After jack.dlg:1:13 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:13 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:13 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:13 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Adjust PC Speaker's reputation with respect to NPC Speaker's faction by -100 SE_Ac_AdjustReputation(PCSpeaker_SE0, NPCSpeaker_SE2, -100); // NPC Speaker* attacks PC Speaker SE_Ac_AttackCreatureOrObjectTodo(NPCSpeaker_SE2, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_92(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_93(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_93() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for jack.dlg:1:4 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_93() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "k it_picks005 jackscrackers>chest004rchestP  humanmerc004aramus aramusback         F #q$ ",@~  + D , #?  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_LockUnlockPlaceable(object param_1, int param_2); int Se_Ev_ActionsTaken(int param_1); void SE_Ac_DestroyObject(object param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_DisablePlaceableTrap(object param_1); void SE_Ac_LockUnlockPlaceable(object param_1, int param_2) { SetLocked(param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } void SE_Ac_DestroyObject(object param_1) { DestroyObject(param_1); } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3) { AssignCommand(param_1, ActionMoveToObject(param_2, param_3)); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_DisablePlaceableTrap(object param_1) { SetTrapDisabled(param_1); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_94(); void Theseactionswillbeperformedaddactionsordeletethissitutation_94() { // The following are all of the variables used in this situation object AramusBack_SE6; object ObjectSpeaker_SE1; object RecordsChest_SE4; object JacksCrackers_SE3; object NPCSpeaker_SE2; object Aramus_SE5; object PCSpeaker_SE0; // After jack.dlg:1:4 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:4 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:4 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:4 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "jackscrackers" JacksCrackers_SE3 = SE_AUX_GetSpecificObject("jackscrackers", "it_picks005"); // Destroy Jack's Crackers SE_Ac_DestroyObject(JacksCrackers_SE3); // Get the object with tag "rchest" RecordsChest_SE4 = SE_AUX_GetSpecificObject("rchest", "chest004"); // Disable a trap on Records Chest SE_Ac_DisablePlaceableTrap(RecordsChest_SE4); // Unlock Records Chest SE_Ac_LockUnlockPlaceable(RecordsChest_SE4, FALSE); // Get the object with tag "aramus" Aramus_SE5 = SE_AUX_GetSpecificObject("aramus", "humanmerc004"); // Get the object with tag "aramusback" AramusBack_SE6 = GetObjectByTag("aramusback"); // Aramus* runs near Aramus Back SE_Ac_MoveNearObjectTodo(Aramus_SE5, AramusBack_SE6, TRUE); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_94(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_95(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_95() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for aramus.dlg:1:17 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_95() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0Bh   SE_ONCE_27833  " SE_ONCE_27837 it_mring010            B  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(int param_1, object param_2); object SE_Ac_CreateItemInContainer(string param_1, object param_2); void SE_Ac_AssignXP(int param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AssignGold(int param_1, object param_2) { GiveGoldToCreature(param_2, param_1); } object SE_Ac_CreateItemInContainer(string param_1, object param_2) { return CreateItemOnObject(param_1, param_2); } void SE_Ac_AssignXP(int param_1, object param_2) { GiveXPToCreature(param_2, param_1); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_96(); void Theseactionswillbeperformedaddactionsordeletethissitutation_96() { /* This situation should only execute once, ever. */ if( GetLocalInt(GetModule(), "SE_ONCE_2783") != 0 ) return; // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; object CreatedItem_SE3; // After aramus.dlg:1:17 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:17 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:17 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:17 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions /* Make sure this situation doesn't execute again. */ SetLocalInt(GetModule(), "SE_ONCE_2783", 1); // Create Created Item from Wollthrup Signet Ring and place it in PC Speaker CreatedItem_SE3 = SE_Ac_CreateItemInContainer("it_mring010", PCSpeaker_SE0); // Assign 500 GP to PC Speaker SE_Ac_AssignGold(500, PCSpeaker_SE0); // Assign 3000 XP to PC Speaker SE_Ac_AssignXP(3000, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_96(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  <"& oldman001jack- !,All right! All right! Ain't worth dyin' for! SE_PLOT_TOKEN_141"   F #q$ ",@~ 1     $    ,   ,   : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Df_IntegerLess(int param_1, int param_2); int SE_Df_ObjectHitpoints(object param_1); void SE_Ac_GivePlotToken(string param_1, object param_2); void SE_Ac_SpeakText(object param_1, string param_2, int param_3); int SE_Ev_CreatureOnCombatRoundEnd(object param_1); int SE_Co_IsPositive(int param_1); void SE_Ac_Surrender(object param_1); object SE_Df_FirstPC(); int SE_Df_IntegerLess(int param_1, int param_2) { return param_1 < param_2; } int SE_Df_ObjectHitpoints(object param_1) { return GetCurrentHitPoints(param_1); } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } void SE_Ac_SpeakText(object param_1, string param_2, int param_3) { AssignCommand(param_1, SpeakString(param_2, param_3)); } int SE_Ev_CreatureOnCombatRoundEnd(object param_1) { return TRUE; } int SE_Co_IsPositive(int param_1) { return param_1; } void SE_Ac_Surrender(object param_1) { AssignCommand(param_1, SurrenderToEnemies()); } object SE_Df_FirstPC() { return GetFirstPC(); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void CheckingJacksHitPoints_97(); void CheckingJacksHitPoints_97() { // The following are all of the variables used in this situation int LessThan_SE3; int HitPoints_SE2; object ThePC_SE4; object Jack_SE1; object Jack_SE0; // This script is attached to the following object's OnCombatRoundEnd script slot Jack_SE0 = OBJECT_SELF; // When Jack's combat round ends if( ! SE_Ev_CreatureOnCombatRoundEnd(Jack_SE0) ) return; // Get the object with tag "jack" Jack_SE1 = SE_AUX_GetSpecificObject("jack", "oldman001"); // Define Hit Points as Jack's hit points HitPoints_SE2 = SE_Df_ObjectHitpoints(Jack_SE1); // Define Less Than as whether Hit Points is less than 5 LessThan_SE3 = SE_Df_IntegerLess(HitPoints_SE2, 5); // Define The PC as the PC ThePC_SE4 = SE_Df_FirstPC(); // Main code body - checks conditions and executes actions // If Less Than is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(LessThan_SE3) ) { // Jack surrenders to its enemies SE_Ac_Surrender(Jack_SE0); // Jack speaks All right! All right! Ain't worth dyin' for! SE_Ac_SpeakText(Jack_SE1, "All right! All right! Ain't worth dyin' for!", TALKVOLUME_TALK); // Assign JackCaught to The PC SE_Ac_GivePlotToken("SE_PLOT_TOKEN_141", ThePC_SE4); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE CheckingJacksHitPoints_97(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_100(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_100() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for jack.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_100() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " humanmerc004aramus}         F #q$ ",@~ ,  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_JumpNearObject(object param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_JumpNearObject(object param_1, object param_2) { AssignCommand(param_1, JumpToObject(param_2)); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_101(); void Theseactionswillbeperformedaddactionsordeletethissitutation_101() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object Aramus_SE3; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After jack.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "aramus" Aramus_SE3 = SE_AUX_GetSpecificObject("aramus", "humanmerc004"); // NPC Speaker jumps near Aramus SE_Ac_JumpNearObject(NPCSpeaker_SE2, Aramus_SE3); // PC Speaker jumps near Aramus SE_Ac_JumpNearObject(PCSpeaker_SE0, Aramus_SE3); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_101(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1417,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_98(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_98() { // The following are all of the variables used in this situation int Owns_SE3; object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // Display text for jack.dlg:1:2 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:2 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:2 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:2 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token JackCaught Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_141"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_98() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_99(); void Theseactionswillbeperformedaddactionsordeletethissitutation_99() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After jack.dlg:1:2 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:2 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:2 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:2 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_99(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  C"-A oldman001jack=h humanmerc004aramusaramus     F #q$ ",@~    "  $    ,-  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" object SE_Df_PerimeterEnterer(object param_1); object SE_Df_CastObjectCreature(object param_1); void SE_Ac_StartConversationTodo(object param_1, object param_2, string param_3, int param_4, int param_5); int SE_Co_IsPositive(int param_1); int SE_Df_SameObjects(object param_1, object param_2); int SE_Ev_TriggerOnEnter(object param_1); object SE_Df_FirstPC(); object SE_Df_PerimeterEnterer(object param_1) { return GetEnteringObject(); } object SE_Df_CastObjectCreature(object param_1) { return param_1; } void SE_Ac_StartConversationTodo(object param_1, object param_2, string param_3, int param_4, int param_5) { AssignCommand(param_1, ActionStartConversation(param_2, param_3, param_4, param_5) ); } int SE_Co_IsPositive(int param_1) { return param_1; } int SE_Df_SameObjects(object param_1, object param_2) { return param_1 == param_2; } int SE_Ev_TriggerOnEnter(object param_1) { return TRUE; } object SE_Df_FirstPC() { return GetFirstPC(); } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Triggerenteraddactions_102(); void Triggerenteraddactions_102() { // The following are all of the variables used in this situation object JackArrives_SE0; object TheCreature_SE3; object ThePC_SE5; int SameObjects_SE4; object Aramus_SE6; object Enterer_SE1; object Jack_SE2; // This script is attached to the following object's OnEnter script slot JackArrives_SE0 = OBJECT_SELF; // When a creature enters Jack Arrives if( ! SE_Ev_TriggerOnEnter(JackArrives_SE0) ) return; // Define Enterer as the creature that just entered Jack Arrives Enterer_SE1 = SE_Df_PerimeterEnterer(JackArrives_SE0); // Get the object with tag "jack" Jack_SE2 = SE_AUX_GetSpecificObject("jack", "oldman001"); // Define The Creature as a creature version of Jack TheCreature_SE3 = SE_Df_CastObjectCreature(Jack_SE2); // Define Same Objects as whether Enterer is the same as The Creature SameObjects_SE4 = SE_Df_SameObjects(Enterer_SE1, TheCreature_SE3); // Define The PC as the PC ThePC_SE5 = SE_Df_FirstPC(); // Main code body - checks conditions and executes actions // If Same Objects is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(SameObjects_SE4) ) { // Get the object with tag "aramus" Aramus_SE6 = SE_AUX_GetSpecificObject("aramus", "humanmerc004"); // Aramus* starts a conversation with The PC SE_Ac_StartConversationTodo(Aramus_SE6, ThePC_SE5, "aramus", FALSE, FALSE); } } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Triggerenteraddactions_102(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " grugmovesaway         , #?  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3) { AssignCommand(param_1, ActionMoveToObject(param_2, param_3)); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_3(); void Theseactionswillbeperformedaddactionsordeletethissitutation_3() { // The following are all of the variables used in this situation object GrugStepsAside_SE3; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After grug.dlg:1:14 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grug.dlg:1:14 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:14 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:14 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "grugmovesaway" GrugStepsAside_SE3 = GetObjectByTag("grugmovesaway"); // NPC Speaker* walks near Grug Steps Aside SE_Ac_MoveNearObjectTodo(NPCSpeaker_SE2, GrugStepsAside_SE3, FALSE); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_3(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  ", "SE_PLOT_TOKEN_1417,8         6 "  "  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_103(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_103() { // The following are all of the variables used in this situation int Owns_SE3; object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for aramus.dlg:1:8 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:8 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:8 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:8 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token JackCaught Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_141"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_103() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_104(); void Theseactionswillbeperformedaddactionsordeletethissitutation_104() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After aramus.dlg:1:8 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:8 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:8 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:8 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_104(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_105(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_105() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for aramus.dlg:1:7 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_105() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0Bw  "z         B //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_AssignGold(int param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_AssignGold(int param_1, object param_2) { GiveGoldToCreature(param_2, param_1); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_106(); void Theseactionswillbeperformedaddactionsordeletethissitutation_106() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After aramus.dlg:1:7 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:7 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:7 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:7 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign 500 GP to PC Speaker SE_Ac_AssignGold(500, PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_106(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_107(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_107() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for aramus.dlg:1:19 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_107() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  "SE_PLOT_TOKEN_4613         : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_GivePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_108(); void Theseactionswillbeperformedaddactionsordeletethissitutation_108() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After aramus.dlg:1:19 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:19 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:19 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:19 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Assign AramusMad to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_4613", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_108(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE **Ss+-.i Oe2 &UMa r0 *J+uKE#%kX7<SIN;(b, :IuZm_hJd +s @ +I2lD;wCm(LsTm]G bJ $NrO N% Nz W N 8 "Ng#W, 7P _[u ~ 4/"Q  "3  z JNxJd&"?e&V7b: IFNGP4S _NT` C  " U   -) "O+ 5 7 B "D dO S *a "Lc m hfp [ | r  " U    ƨ N  a h   W / N} h " ; w * "  ? Z x  1 Na2 L; "n= H I  S "V ` b  l o q| N}  ;  N4 ,  NC gS  NC, NUA+ NdL6 'Nua; N" )X & (NM*934[ >@BFnhdP;%Eի8"Zձ   6 <(" parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token AramusMad Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_4613"); // Main code body - checks conditions and executes actions // If Owns is Positive (True, Yes, On, etc.) if( SE_Co_IsPositive(Owns_SE3) ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_109() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_110(); void Theseactionswillbeperformedaddactionsordeletethissitutation_110() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After aramus.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_110(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_4(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_4() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for grug.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grug.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_4() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " grugmovesaway         , #?  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3) { AssignCommand(param_1, ActionMoveToObject(param_2, param_3)); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_5(); void Theseactionswillbeperformedaddactionsordeletethissitutation_5() { // The following are all of the variables used in this situation object GrugStepsAside_SE3; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // After grug.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grug.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "grugmovesaway" GrugStepsAside_SE3 = GetObjectByTag("grugmovesaway"); // NPC Speaker* walks near Grug Steps Aside SE_Ac_MoveNearObjectTodo(NPCSpeaker_SE2, GrugStepsAside_SE3, FALSE); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_5(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B" V",2  ",,8           //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_6(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_6() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // Display text for grug.dlg:1:9 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the grug.dlg:1:9 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:9 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:9 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_6() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B  " grugmovesaway         , #?  //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3); object SE_Df_GetObjectSpeaker_Node(int param_1); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } void SE_Ac_MoveNearObjectTodo(object param_1, object param_2, int param_3) { AssignCommand(param_1, ActionMoveToObject(param_2, param_3)); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_7(); void Theseactionswillbeperformedaddactionsordeletethissitutation_7() { // The following are all of the variables used in this situation object GrugStepsAside_SE3; object ObjectSpeaker_SE1; object PCSpeaker_SE0; object NPCSpeaker_SE2; // After grug.dlg:1:9 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the grug.dlg:1:9 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the grug.dlg:1:9 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the grug.dlg:1:9 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Get the object with tag "grugmovesaway" GrugStepsAside_SE3 = GetObjectByTag("grugmovesaway"); // NPC Speaker* walks near Grug Steps Aside SE_Ac_MoveNearObjectTodo(NPCSpeaker_SE2, GrugStepsAside_SE3, FALSE); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_7(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  @",,7CSE_PLOT_TOKEN_489YNSE_PLOT_TOKEN_48]8         6 "  "  : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_12(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_12() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; int Owns_SE3; // Display text for tienna.dlg:1:1 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the tienna.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeTienna Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_48"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { // Assign FirstTimeTienna to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_48", PCSpeaker_SE0); /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_12() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_13(); void Theseactionswillbeperformedaddactionsordeletethissitutation_13() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After tienna.dlg:1:1 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the tienna.dlg:1:1 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the tienna.dlg:1:1 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the tienna.dlg:1:1 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_13(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B; V",2  ",k{SE_PLOT_TOKEN_52SE_PLOT_TOKEN_884Uuj_NSE_PLOT_TOKEN_52c>         6 "  "  : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_20(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_20() { // The following are all of the variables used in this situation int Owns_SE4; object PCSpeaker_SE0; int Owns_SE3; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // Display text for aramuswife.dlg:1:6 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeChesais Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_52"); // Define Owns as whether PC Speaker owns plot token ChesaisHelps Owns_SE4 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_884"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE4) ) { // Assign FirstTimeChesais to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_52", PCSpeaker_SE0); /* This conversation node may be said. * All the conditions were true. */ return TRUE; } } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_20() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_21(); void Theseactionswillbeperformedaddactionsordeletethissitutation_21() { // The following are all of the variables used in this situation object PCSpeaker_SE0; object NPCSpeaker_SE2; object ObjectSpeaker_SE1; // After aramuswife.dlg:1:6 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramuswife.dlg:1:6 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramuswife.dlg:1:6 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramuswife.dlg:1:6 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_21(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0B V",2  @",,7CSE_PLOT_TOKEN_539YNSE_PLOT_TOKEN_53]8         6 "  "  : //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Co_IsNegative(int param_1); void SE_Ac_GivePlotToken(string param_1, object param_2); int SE_Df_OwnsPlotToken(object param_1, string param_2); int SE_Ev_StartingConditional(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Co_IsNegative(int param_1) { return ! param_1; } void SE_Ac_GivePlotToken(string param_1, object param_2) { SetLocalObject(GetModule(), param_1, param_2); } int SE_Df_OwnsPlotToken(object param_1, string param_2) { return GetLocalObject(GetModule(), param_2) == param_1; } int SE_Ev_StartingConditional(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; int Owns_SE3; object PCSpeaker_SE0; object NPCSpeaker_SE2; // Display text for jack.dlg:1:8 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the jack.dlg:1:8 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:8 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:8 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Define Owns as whether PC Speaker owns plot token FirstTimeJack Owns_SE3 = SE_Df_OwnsPlotToken(PCSpeaker_SE0, "SE_PLOT_TOKEN_53"); // Main code body - checks conditions and executes actions // If Owns is Negative (False, No, Off, etc.) if( SE_Co_IsNegative(Owns_SE3) ) { // Assign FirstTimeJack to PC Speaker SE_Ac_GivePlotToken("SE_PLOT_TOKEN_53", PCSpeaker_SE0); /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_22() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE NCS V1.0BN  "l         //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_ActionPlaceholder(); int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } void SE_Ac_ActionPlaceholder() { } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_23(); void Theseactionswillbeperformedaddactionsordeletethissitutation_23() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object PCSpeaker_SE0; object ObjectSpeaker_SE1; // After jack.dlg:1:8 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the jack.dlg:1:8 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the jack.dlg:1:8 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the jack.dlg:1:8 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Replace this action placeholder by one or more actions SE_Ac_ActionPlaceholder(); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_23(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE aramusaramuswifebandit007broffuscastlecastlecastlecheckbroffus1checkbroffus1chest004 comfemale001 creaturepalcus delvern doorpalcus door_evlstone001door_evlstone002dwarfmerc002elfmerc002encounterpalcusexteriorexteriorexteriorgrovergrughalfling006hen_gal1qt001hooker002humanmerc004itempalcusit_mring010it_picks005i_se_auxjack module!newgeneric001"noblfemale001#oldman001$placeablepalcus%pl_hiddendr003&pl_hiddendr004'pl_hiddendr005(pl_hiddendr006)pl_hiddendr024*priscia+Repute,scriptease0-scriptease0.scriptease1/scriptease10scriptease121scriptease122scriptease133scriptease134scriptease145scriptease146scriptease157scriptease158scriptease169scriptease16:scriptease17;scriptease17<scriptease18=scriptease18>scriptease19?scriptease19@scriptease1aAscriptease1aBscriptease1bCscriptease1bDscriptease1cEscriptease1cFscriptease1dGscriptease1dHscriptease1eIscriptease1eJscriptease1fKscriptease1fLscriptease1gMscriptease1gNscriptease1hOscriptease1hPscriptease1iQscriptease1iRscriptease1jSscriptease1jTscriptease1kUscriptease1kVscriptease1lWscriptease1lXscriptease1mYscriptease1mZscriptease1n[scriptease1n\scriptease1o]scriptease1o^scriptease1p_scriptease1p`scriptease1qascriptease1qbscriptease1rcscriptease1rdscriptease1sescriptease1sfscriptease1tgscriptease1thscriptease1uiscriptease1ujscriptease1vkscriptease1vlscriptease1wmscriptease1wnscriptease1xoscriptease1xpscriptease1yqscriptease1yrscriptease1zsscriptease1ztscriptease2uscriptease2vscriptease20wscriptease20xscriptease21yscriptease21zscriptease22{scriptease22|scriptease23}scriptease23~scriptease24scriptease24scriptease25scriptease25scriptease26scriptease26scriptease27scriptease27scriptease28scriptease28scriptease29scriptease29scriptease2ascriptease2ascriptease2bscriptease2bscriptease2cscriptease2cscriptease2dscriptease2dscriptease2escriptease2escriptease2fscriptease2fscriptease2gscriptease2gscriptease2hscriptease2hscriptease2iscriptease2iscriptease2jscriptease2jscriptease2kscriptease2kscriptease2lscriptease2lscriptease2mscriptease2mscriptease2nscriptease2nscriptease2oscriptease2oscriptease2pscriptease2pscriptease2qscriptease2qscriptease2rscriptease2rscriptease2sscriptease2sscriptease2tscriptease2tscriptease2uscriptease2uscriptease2vscriptease2vscriptease2wscriptease2wscriptease2xscriptease2xscriptease2yscriptease2yscriptease2zscriptease2zscriptease3scriptease3scriptease30scriptease30scriptease31scriptease31scriptease32scriptease32scriptease33scriptease33scriptease34scriptease34scriptease35scriptease35scriptease36scriptease36scriptease37scriptease37scriptease4scriptease4scriptease5scriptease5scriptease6scriptease6scriptease7scriptease7scriptease8scriptease8scriptease9scriptease9scripteaseascripteaseascripteasebscripteasebscripteasecscripteasecscripteasedscripteasedscripteaseDATAscripteaseescripteaseescripteasefscripteasefscripteasegscripteasegscripteasehscripteasehscripteaseiscripteaseiscripteasejscripteasejscripteasekscripteasekscripteaselscripteaselscripteasemscripteasemscripteasenscripteasenscripteaseoscripteaseoscripteasepscripteasepscripteaseqscripteaseqscripteaserscripteaserscripteasetscripteasetsoundpalcusstorepalcustiennatriggerpalcusvaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 scriptease38scriptease39scriptease38scriptease39scriptease3bscriptease3baramusaramuswifebandit007broffuscastlecastlecastlecheckbroffus1checkbroffus1chest004 comfemale001 creaturepalcus delvern doorpalcus door_evlstone001door_evlstone002dwarfmerc002elfmerc002encounterpalcusexteriorexteriorexteriorgrovergrughalfling006hen_gal1qt001hooker002humanmerc004itempalcusit_mring010it_picks005i_se_auxjack module!newgeneric001"noblfemale001#oldman001$placeablepalcus%pl_hiddendr003&pl_hiddendr004'pl_hiddendr005(pl_hiddendr006)pl_hiddendr024*priscia+Repute,scriptease0-scriptease0.scriptease1/scriptease10scriptease121scriptease122scriptease133scriptease134scriptease145scriptease146scriptease157scriptease158scriptease169scriptease16:scriptease17;scriptease17<scriptease18=scriptease18>scriptease19?scriptease19@scriptease1aAscriptease1aBscriptease1bCscriptease1bDscriptease1cEscriptease1cFscriptease1dGscriptease1dHscriptease1eIscriptease1eJscriptease1fKscriptease1fLscriptease1gMscriptease1gNscriptease1hOscriptease1hPscriptease1iQscriptease1iRscriptease1jSscriptease1jTscriptease1kUscriptease1kVscriptease1lWscriptease1lXscriptease1mYscriptease1mZscriptease1n[scriptease1n\scriptease1o]scriptease1o^scriptease1p_scriptease1p`scriptease1qascriptease1qbscriptease1rcscriptease1rdscriptease1sescriptease1sfscriptease1tgscriptease1thscriptease1uiscriptease1ujscriptease1vkscriptease1vlscriptease1wmscriptease1wnscriptease1xoscriptease1xpscriptease1yqscriptease1yrscriptease1zsscriptease1ztscriptease2uscriptease2vscriptease20wscriptease20xscriptease21yscriptease21zscriptease22{scriptease22|scriptease23}scriptease23~scriptease24scriptease24scriptease25scriptease25scriptease26scriptease26scriptease27scriptease27scriptease28scriptease28scriptease29scriptease29scriptease2ascriptease2ascriptease2bscriptease2bscriptease2cscriptease2cscriptease2dscriptease2dscriptease2escriptease2escriptease2fscriptease2fscriptease2gscriptease2gscriptease2hscriptease2hscriptease2iscriptease2iscriptease2jscriptease2jscriptease2kscriptease2kscriptease2lscriptease2lscriptease2mscriptease2mscriptease2nscriptease2nscriptease2oscriptease2oscriptease2pscriptease2pscriptease2qscriptease2qscriptease2rscriptease2rscriptease2sscriptease2sscriptease2tscriptease2tscriptease2uscriptease2uscriptease2vscriptease2vscriptease2wscriptease2wscriptease2xscriptease2xscriptease2yscriptease2yscriptease2zscriptease2zscriptease3scriptease3scriptease30scriptease30scriptease31scriptease31scriptease32scriptease32scriptease33scriptease33scriptease34scriptease34scriptease35scriptease35scriptease36scriptease36scriptease37scriptease37scriptease4scriptease4scriptease5scriptease5scriptease6scriptease6scriptease7scriptease7scriptease8scriptease8scriptease9scriptease9scripteaseascripteaseascripteasebscripteasebscripteasecscripteasecscripteasedscripteasedscripteaseDATAscripteaseescripteaseescripteasefscripteasefscripteasegscripteasegscripteasehscripteasehscripteaseiscripteaseiscripteasejscripteasejscripteasekscripteasekscripteaselscripteaselscripteasemscripteasemscripteasenscripteasenscripteaseoscripteaseoscripteasepscripteasepscripteaseqscripteaseqscripteaserscripteaserscripteasetscripteasetsoundpalcusstorepalcustiennatriggerpalcusvaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 scriptease38scriptease39scriptease38scriptease39scriptease3bscriptease3bscriptease3aaramusaramuswifebandit007broffuscastlecastlecastlecheckbroffus1checkbroffus1chest004 comfemale001 creaturepalcus delvern doorpalcus door_evlstone001door_evlstone002dwarfmerc002elfmerc002encounterpalcusexteriorexteriorexteriorgrovergrughalfling006hen_gal1qt001hooker002humanmerc004itempalcusit_mring010it_picks005i_se_auxjack module!newgeneric001"noblfemale001#oldman001$placeablepalcus%pl_hiddendr003&pl_hiddendr004'pl_hiddendr005(pl_hiddendr006)pl_hiddendr024*priscia+Repute,scriptease0-scriptease0.scriptease1/scriptease10scriptease121scriptease122scriptease133scriptease134scriptease145scriptease146scriptease157scriptease158scriptease169scriptease16:scriptease17;scriptease17<scriptease18=scriptease18>scriptease19?scriptease19@scriptease1aAscriptease1aBscriptease1bCscriptease1bDscriptease1cEscriptease1cFscriptease1dGscriptease1dHscriptease1eIscriptease1eJscriptease1fKscriptease1fLscriptease1gMscriptease1gNscriptease1hOscriptease1hPscriptease1iQscriptease1iRscriptease1jSscriptease1jTscriptease1kUscriptease1kVscriptease1lWscriptease1lXscriptease1mYscriptease1mZscriptease1n[scriptease1n\scriptease1o]scriptease1o^scriptease1p_scriptease1p`scriptease1qascriptease1qbscriptease1rcscriptease1rdscriptease1sescriptease1sfscriptease1tgscriptease1thscriptease1uiscriptease1ujscriptease1vkscriptease1vlscriptease1wmscriptease1wnscriptease1xoscriptease1xpscriptease1yqscriptease1yrscriptease1zsscriptease1ztscriptease2uscriptease2vscriptease20wscriptease20xscriptease21yscriptease21zscriptease22{scriptease22|scriptease23}scriptease23~scriptease24scriptease24scriptease25scriptease25scriptease26scriptease26scriptease27scriptease27scriptease28scriptease28scriptease29scriptease29scriptease2ascriptease2ascriptease2bscriptease2bscriptease2cscriptease2cscriptease2dscriptease2dscriptease2escriptease2escriptease2fscriptease2fscriptease2gscriptease2gscriptease2hscriptease2hscriptease2iscriptease2iscriptease2jscriptease2jscriptease2kscriptease2kscriptease2lscriptease2lscriptease2mscriptease2mscriptease2nscriptease2nscriptease2oscriptease2oscriptease2pscriptease2pscriptease2qscriptease2qscriptease2rscriptease2rscriptease2sscriptease2sscriptease2tscriptease2tscriptease2uscriptease2uscriptease2vscriptease2vscriptease2wscriptease2wscriptease2xscriptease2xscriptease2yscriptease2yscriptease2zscriptease2zscriptease3scriptease3scriptease30scriptease30scriptease31scriptease31scriptease32scriptease32scriptease33scriptease33scriptease34scriptease34scriptease35scriptease35scriptease36scriptease36scriptease37scriptease37scriptease4scriptease4scriptease5scriptease5scriptease6scriptease6scriptease7scriptease7scriptease8scriptease8scriptease9scriptease9scripteaseascripteaseascripteasebscripteasebscripteasecscripteasecscripteasedscripteasedscripteaseDATAscripteaseescripteaseescripteasefscripteasefscripteasegscripteasegscripteasehscripteasehscripteaseiscripteaseiscripteasejscripteasejscripteasekscripteasekscripteaselscripteaselscripteasemscripteasemscripteasenscripteasenscripteaseoscripteaseoscripteasepscripteasepscripteaseqscripteaseqscripteaserscripteaserscripteasetscripteasetsoundpalcusstorepalcustiennatriggerpalcusvaultkeywaypoint002  waypoint003  waypointpalcus wp_stop001  wp_stop002  wp_stop003 wp_stop004 wp_stop005 scriptease38scriptease39scriptease38scriptease39scriptease3bscriptease3bscriptease3ascriptease3a//@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" int SE_Ev_StartingConditional(int param_1); int SE_Co_PositivePlaceholder(); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); int SE_Ev_StartingConditional(int param_1) { return TRUE; } int SE_Co_PositivePlaceholder() { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_113(); int Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_113() { // The following are all of the variables used in this situation object NPCSpeaker_SE2; object ObjectSpeaker_SE1; object PCSpeaker_SE0; // Display text for aramus.dlg:1:39 if the conditions are all positive if( ! SE_Ev_StartingConditional(0 /* dummy parameter */) ) return FALSE; // Define PC Speaker as the PC speaking in the aramus.dlg:1:39 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:39 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:39 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Always positive (True, Yes, On, etc.) - replace this condition placeholder if desired if( SE_Co_PositivePlaceholder() ) { /* This conversation node may be said. * All the conditions were true. */ return TRUE; } /* Conversation node cannot be said. Some condition above * was false, so we fell through to here. */ return FALSE; } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE int StartingConditional() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE if( !Whetherthisconversationnodeisdisplayedconsiderdeletingorchangingthissituation_113() ) return FALSE; //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE return TRUE; } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE //@+SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE #include "i_se_aux" void SE_Ac_TakePlotToken(string param_1, object param_2); int Se_Ev_ActionsTaken(int param_1); object SE_Df_GetNPCSpeaker_Node(int param_1); object Se_Df_GetPCSpeaker_Node(int param_1); object SE_Df_GetObjectSpeaker_Node(int param_1); void SE_Ac_TakePlotToken(string param_1, object param_2) { /* To take a plot token away from someone, we don't actually * need to know who it is. */ SetLocalObject(GetModule(), param_1, OBJECT_INVALID); } int Se_Ev_ActionsTaken(int param_1) { return TRUE; } object SE_Df_GetNPCSpeaker_Node(int param_1) { return OBJECT_SELF; } object Se_Df_GetPCSpeaker_Node(int param_1) { return GetPCSpeaker(); } object SE_Df_GetObjectSpeaker_Node(int param_1) { return OBJECT_SELF; } //@-SCRIPTEASE(INCLUDE FILES) - DO NOT CHANGE THIS LINE // Add your own include files here //@+SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE void Theseactionswillbeperformedaddactionsordeletethissitutation_114(); void Theseactionswillbeperformedaddactionsordeletethissitutation_114() { // The following are all of the variables used in this situation object ObjectSpeaker_SE1; object NPCSpeaker_SE2; object PCSpeaker_SE0; // After aramus.dlg:1:39 is reached if( ! Se_Ev_ActionsTaken(0 /* dummy parameter */) ) return; // Define PC Speaker as the PC speaking in the aramus.dlg:1:39 PCSpeaker_SE0 = Se_Df_GetPCSpeaker_Node(0 /* dummy parameter */); // Define Object Speaker as the object speaking in the aramus.dlg:1:39 ObjectSpeaker_SE1 = SE_Df_GetObjectSpeaker_Node(0 /* dummy parameter */); // Define NPC Speaker as the NPC speaking in the aramus.dlg:1:39 NPCSpeaker_SE2 = SE_Df_GetNPCSpeaker_Node(0 /* dummy parameter */); // Main code body - checks conditions and executes actions // Take KnowsAboutJack away from PC Speaker SE_Ac_TakePlotToken("SE_PLOT_TOKEN_149", PCSpeaker_SE0); // Take FirstTimeAlamus away from PC Speaker SE_Ac_TakePlotToken("SE_PLOT_TOKEN_51", PCSpeaker_SE0); } //@-SCRIPTEASE(FUNCTIONS) - DO NOT CHANGE THIS LINE // Add your own functions here //@+SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE void main() { //@-SCRIPTEASE(MAIN ENTRY POINT) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE Theseactionswillbeperformedaddactionsordeletethissitutation_114(); //@-SCRIPTEASE(MAIN CODE) - DO NOT CHANGE THIS LINE // Add your own code here //@+SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE } //@-SCRIPTEASE(MAIN EXIT CODE) - DO NOT CHANGE THIS LINE 8H\ Ⱦ1,1XxD1i1$4x1$41@`p14D\l  Ll|F2T2 l2(l2,28H2 \|3 (HXD3dR3tj3Hhx33$dt  Tt4"4:4 0t_4$44@P44 Xx4 $DT5`5p65Ddt[55 `p  Pp556,p+6 0P6<Lv66Tt6  @P6\6l7@`p'7|L7 \l  Ll|77 7(l7,88H 4Dc8Pq8`84Td8p8Pp8 9 0@L tS9a9Hhxy99$h9(94Td9p: DO:]:8Hu:Td:8Xh:t ,<H p;-;DdtE;j; d; 8|;; ,<;HX!<,L\F<hxn<$~<0@T x  @P<\<l<@`p=|6= `\=l=$DT=`p  =,=<=0@ >L\2>,<P t <L>X>h><\l>x?Tdx I? 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Lқ  Li  LL  L/  L  L  LfI  LP  LK  LҐ  L  L  L  Lz:  L   L  L  L~  L G * L / L| 4 L 9 L( > L< C LU K L^D S L] ^ L3 eResListOneTimeCounterScriptCounterConvCounterOrigScriptGenScriptResRefResTypeSlotSEVersionNumberEnumManagerTYPEIDEnumListguidNameValuesLabelSymbolEnumOrigPakenumXREFownedInstanceSetPlotPlotTokensVarInstancesSubCategoriesElementsclassguidnamenotesparameterstitledescriptiontypesubtypeislistpversionvalueTokensituationseventparamgendescspecdescfuncnamecodebodyissimplesimplecodeincludeattachimpliedEntitieslabelimpliedentitiesdefinitionPlotTokenconditionsactionsonceenabledvarnamedefinitionsboolvaluetruelabelfalselabelenumtypevalueguidfloatvaluestrvalueintvalueConvResListNodeRefConvReferencesRefTokennw_o2_dtwalldoor scriptease1apl_hiddendr024 OnHeartbeatnw_o2_dtwalldoor scriptease1bpl_hiddendr003nw_o2_dtwalldoor scriptease1cpl_hiddendr005nw_o2_dtwalldoor scriptease1dpl_hiddendr004nw_c2_default3 scriptease2u oldman001ScriptEndRound scriptease2z newgeneric001 ScriptOnEnter 19fd05c79a1416930595aa091011f7f2Volume c9b7c90dcb7d750f6e26458c69c89e52speakTALKVOLUME_TALK 7c25fd7995fc788f94dc57c28aee7f14shoutTALKVOLUME_SHOUT 4f17e3e8b926fc9b961b2298458dd29awhisperTALKVOLUME_WHISPER 288a6755effe4e729f1551faaa57ad4cSecret Door Type 4a08a18e67849fead3d983858d7739d1Secret Wall Door0 c6d9bd24f45dcc87434bd4234f7adce5Secret Trap Door1Special_GUID_Base_CodePak 68cfe6ad78d4a3135d35f38aa2beafae FirstTimeGrug9 4ed677193bf23ac7b468d37a4e81feaeFirstTimeBroffus46 46b53788b531795b7d8f41cffeaa55feFirstTimeGrover47 516d3002315cc4076b75c9408372aa39FirstTimeTienna48 90fbcb4ca0f17770b264abf556e87e9eFirstTimeDelvern49 d73063b107b56becb692b6a53103a6f6FirstTimePriscia50 80c5304aaf9f71d118b1966e6145d84bFirstTimeAlamus51 f61f743bdabe902a2cb3e5fc2e29d698FirstTimeChesais52 371f6d9e4e9c4d9c390513bfeb0c2979 FirstTimeJack53 e1e6f65b7e38c1e7d05b02e9c6e9f874 BroffusHint138 984bf5177fb416173b31f3b6d0422376 GroverHint1139 a45e3213b6b18a3f2b706b1a3cb57d86 GroverHint2694 a7e6a152ca153448ca2fc535fdd46c2e JackHint1140 bc94e6ca71f85d6210cbd5fc84bb0fa9 JackHint2695 3969ec06432bc9201562eba2a03865e3 JackCaught141 7e3d143d0bfc0defced439135ea9f77c GroverMad142 1b094921d2677a8eceaa84203c4d198c DelvernMad143 2a84e602d1c6060049204376ce5fe337KnowsAboutJack149 9f6d5ecabbe26f993e08122c67033bac ChesaisHelps884 3d839a9f42d2bf2c52e1c6273c28b58d PrisciaHint1123 c5590551a8f8146ecaf31f3da36e7087 AramusMad4613Special_GUID_InstancesMyShortStoryNolan.mod* 6ea8280c14af43b10f1938723e2d4606 c5499e27d016212f1d2942af3889ab83Grug First Talk Check Basic conversation - Define the conditions that need to be satisfied for a single conversation node to appear in a conversation and/or define the actions that will occur when that conversation node is reached. Required Aurora Toolset Objects: 1) a Conversation Node - Use the Aurora Conversation Editor to create a conversation that contains conversation nodes. Use the ScriptEase Conversation Node Picker to select the conversation node that this encounter applies to. Related encounters: None Optional situations: This basic conversation encounter contains two situations. FIRST SITUATION: The "Whether this conversation node should be reached" situation contains a condition that should be positive (TRUE, YES, etc.) for the conversation node to be displayed. If you want the conversation node to be hidden (not displayed) under some conditions, you must edit the condition in this situation. If a PCspeaker node should always be displayed, delete the "Whether this conversation node should be reached" situation. For example, if there is only one NPC/object speaker node at a particular point in the conversation tree, then it should always be displayed. If you want to limit the number of times this conversation node appears in a conversation, select the Plot tab, and select the second or third radio buttons instead of the first one. If you select the second radio button (Yes, run it only the first time...) then the conversation node will appear only once. If you select the third radio button (No, run it every time, unless...), and check the boxes PC speaker and Object speaker, then the conversation node will appear the first time each different PC talks to the NPC/object. SECOND SITUATION: The "These actions will be performed" situation contains the actions that will be performed if the conversation node is reached. If you don't want any actions, delete this situation. If a conversation node should always be displayed and does not have any actions, then no conversation encounter is necessary for that conversation node. Organization: A good way to organize conversation encounters is to create a single folder in the encounter builder for each creature/object that will converse with the PC. This folder should contain all of the conversation encounters for a single creature or object. 057efbfd0cd7f56793bea409a5036946Conversation NodeSelect the conversation node that this encounter applies to. Suggested selection: Any conversation node created by the Aurora conversation editor.Special_GUID_Conversation Node%{SEZ%{0%}SEZ%} bfea5ec3ba73d747114751b8a8ec945aZWhether this conversation node is displayed - consider deleting or changing this situationrThis situation checks its condition to see if its conversation node should be displayed in the current conversation. If a conversation node should be displayed under all circumstances, you should delete this situation using the encounter builder. Do not add any actions to this situation. It is only used to determine if the conversation node should be displayed or not. 12d53cfb4d555940e789553ba69451e9ActiveConversation Node.Active - Before a conversation node appears. An NPC or PC response in a conversation will only appear if all the conditions following this event are true. df105b3ae95547eff335ef62f232604d ae603197f2abb3d0f5b00bccf5bf91361The conversation node that this event applies to."Before a conversation node appears8Display text for if the conditions are all positiveSpecial_GUID_IntegerSE_Ev_StartingConditional return TRUE; 88c50526e73f8b1caa166929f6127912 PC speakerYPC speaker - Defines a PC speaker with a speech that depends on conversation node events. d415984722ab27d12823cbdcd1efb7ed 32f65a626a2670b66bb3696cc4326776$Select the active conversation node.*Define the PC speaking in the conversation-Define