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//==============================================================================

======================
// Coast specific criteria
//==============================================================================
======================
criterion "IsOdessaVillager" "odessavillager" "1" required
criterion "OdessaAlive" "worldodessadead" "0" required
criterion "OdessaDead" "worldodessadead" "1" required
criterion "GunshipDead" "worldgunshipdead" "1" required
criterion "GunshipAlive" "worldgunshipdead" "0" required
criterion "IsMap_d2_coast_10" "map" "d2_coast_10" required
criterion "TauHasNotBeenRemoved" "tauonjeep" "1"
criterion "TauHasBeenRemoved" "tauonjeep" "0"
//==============================================================================
======================
// d2_coast_02
//==============================================================================
======================
//======================================================
// Guy who leads you up the stairs to the vortigaunt
//======================================================
response "OdessaVillagerLeadWaitOver"
{
//
scene "scenes/coast/odessa/leadwaitover.vcd"
}
rule OdessaVillagerLeadWaitOver
{
criteria
IsOdessaVillager ConceptLeadWaitOver
response
OdessaVillagerLeadWaitOver
}
//----------------------------------------------------------------------------------------------------------response "OdessaVillagerLeadCatchup"
{
scene "scenes/coast/odessa/leadlaggingbehind01.vcd" weight 0.5
scene "scenes/coast/odessa/leadlaggingbehind02.vcd" weight 0.5
scene "scenes/coast/odessa/$gender01/stairman_follow01.vcd" weight 2.0
scene "scenes/coast/odessa/$gender01/stairman_follow03.vcd" weight 2.0
}
rule OdessaVillagerLeadCatchup
{
criteria
IsOdessaVillager ConceptLeadRetrieve
response
OdessaVillagerLeadCatchup
}
//======================================================
// General villagers
//======================================================
response "OdessaVillagerBeforeGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet03.vcd"

scene "scenes/coast/odessa/$gender01/nlo_citizen_greet04.vcd"
}
rule OdessaVillagerUseBeforeGunship
{
criteria
ConceptTalkUse IsOdessaVillager GunshipAlive
response
OdessaVillagerBeforeGunship
}
rule OdessaVillagerStareBeforeGunship
{
criteria
ConceptTalkStare IsOdessaVillager GunshipAlive
response
OdessaVillagerBeforeGunship
}

//----------------------------------------------------------------------------------------------------------response "OdessaVillagerAfterGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_citizen_post01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_post02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_post03.vcd"
}
rule OdessaVillagerUseAfterGunship
{
criteria
ConceptTalkUse IsOdessaVillager GunshipDead
response
OdessaVillagerAfterGunship
}
rule OdessaVillagerStareAfterGunship
{
criteria
ConceptTalkStare IsOdessaVillager GunshipDead
response
OdessaVillagerAfterGunship
}
//--------------------------------------------------------------response "OdessaVillagerHelloDead"
{
scene "scenes/coast/odessa/$gender01/nlo_opengate.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
}
rule OdessaVillagerHelloDead
{
criteria
IsCitizen ConceptTalkHello IsOdessaVillager Odes
saDead NPCIdle PlayerNear SeePlayer
response
OdessaVillagerHelloDead
}
//----------------------------------------------------------------------------------------------------------response "OdessaVillagerHelloAlive"
{

//
}
rule OdessaVillagerHelloAlive
{
criteria
IsCitizen ConceptTalkHello IsOdessaVillager Odes
saAlive NPCIdle PlayerNear SeePlayer
response
OdessaVillagerHelloAlive
}
//----------------------------------------------------------------------------------------------------------// For now, the idle citizens keep telling you to go see Odessa
rule OdessaVillagerTalkIdle
{
criteria
IsOdessaVillager IsCitizen ConceptTalkIdle Odess
aAlive NPCIdle
response
OdessaVillagerHelloAlive
}
// If Odessa's dead, the citizens just idly mourn him
rule OdessaVillagerTalkIdle
{
criteria
IsOdessaVillager IsCitizen ConceptTalkIdle Odess
aDead NPCIdle
response
OdessaVillagerHelloDead
}
//----------------------------------------------------------------------------------------------------------response "OdessaVillagerIdleGunshipDead"
{
//
}
// If Odessa's alive, but the gunship's dead, the citizens tell you to get movin
g
rule OdessaVillagerTalkIdle
{
criteria
IsOdessaVillager IsCitizen ConceptTalkIdle Odess
aAlive GunshipDead NPCIdle
response
OdessaVillagerIdleGunshipDead
}
//----------------------------------------------------------------------------------------------------------response "OdessaVillagerResponsePlayerKilledGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_cheer01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer03.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer04.vcd"
}
rule OdessaVillagerResponsePlayerKilledGunship
{
criteria
IsCitizen ConceptCRPlayerKilledGunship
response
OdessaVillagerResponsePlayerKilledGunship
}

//----------------------------------------------------------------------------------------------------------response "OdessaVillagerResponseVitalNPCDied"
{
scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
}
rule OdessaVillagerResponseVitalNPCDied
{
criteria
IsCitizen ConceptCRVitalNPCDied
response
OdessaVillagerResponseVitalNPCDied
}
//==============================================================================
======================
// d2_coast_10
//==============================================================================
======================
//======================================================
// Citizen who leads you to the secret door of the lighthouse
//======================================================
response "ExitLeadStart"
{
scene "scenes/coast/barn/$gender01/exit_cliffpath.vcd"
}
rule ExitLeadStart
{
criteria
response
}

IsMap_d2_coast_10 ConceptLeadStart
ExitLeadStart

//----------------------------------------------------------------------------------------------------------response "ExitLeadCatchup"
{
scene "scenes/coast/barn/$gender01/exit_comewith.vcd"
}
rule ExitLeadCatchup
{
criteria
response
}

IsMap_d2_coast_10 ConceptLeadCatchup
ExitLeadCatchup

//----------------------------------------------------------------------------------------------------------response "ExitLeadRetrieve"
{
scene "scenes/npc/$gender01/letsgo02.vcd"
}
rule ExitLeadRetrieve
{
criteria
response
}

IsMap_d2_coast_10 ConceptLeadRetrieve
ExitLeadRetrieve

//----------------------------------------------------------------------------------------------------------response "ExitLeadSuccess"
{
scene "scenes/coast/barn/$gender01/exit_watchstep.vcd"
}
rule ExitLeadSuccess
{
criteria
response
}

IsMap_d2_coast_10 ConceptLeadSuccess
ExitLeadSuccess

//======================================================
// General villagers
//======================================================
response "d2_coast_10_Hello"
{
sequential
scene "scenes/coast/barn/$gender01/parkit.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/chatter.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/ditchcar.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/getcarinbarn.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/gettauoff.vcd" speakonce
}
//rule d2_coast_10_Hello
//{
//
criteria
Idle PlayerNear SeePlayer
//
response
//}

IsCitizen ConceptTalkHello IsMap_d2_coast_10 NPC


d2_coast_10_Hello

//----------------------------------------------------------------------------------------------------------// For now, the idle citizens keep telling you to get your car into the barn
rule d2_coast_10_CitizenTalkIdle
{
criteria
IsMap_d2_coast_10 IsCitizen ConceptTalkStare NPC
Idle
response
d2_coast_10_Hello
}
//======================================================
// Villager responses [This bit was cut; no feedback when shooting with a pistol
.]
//======================================================
//response "d2_coast_10_ResponsePlayerShotGunship"
//{
//
scene "scenes/coast/odessa/$gender01/nlo_userockets.vcd"
//}
//
//rule d2_coast_10_ResponsePlayerShotGunship
//{
//
criteria
IsMap_d2_coast_10 ConceptCRPlayerShotGunship
//
response
d2_coast_10_ResponsePlayerShotGunship
//}

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