Scriptname _00E_FS_NQ02_Functions extends Quest Import _00E_QuestFunctions Import Utility Import Game ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function StartSC01() FS_NQ02_SC01_Tavern.ForceStart() _00E_FS_NQ02_EsmeLeorREF.Enable() EndFunction Function EnableGamblingTable() _00E_FS_NQ02_SC01_DisableMarker.Disable() PrepareCardgame() EndFunction Function DisableGamblingTable() _00E_FS_NQ02_SC01_DisableMarker.Enable() EndFunction Function StartSC02() FS_NQ02_SC02_Travel.ForceStart() _00E_MAGFXFireOilIgniteLow.Play(PlayerREF) _00E_FS_NQ02_SC02_FeuerActivatorREF.Enable() EndFunction Function GivePlayerGewuerzwein() Levelsystem.FadeToBlack() Levelsystem.FadeToBlackBack() PlayerREF.AddItem(FoodSolitudeSpicedWine, 1) SetStage(90) EndFunction Function InventarCheckForBook() _00E_SilenceLongTransitionHighPriority.Remove() _00E_FS_NQ02_Music_Theme.Remove() DisableGamblingTable() _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(1) If PlayerREF.GetItemCount(_00E_FS_NQ02_Passagierbuch) >= 1 ;if the player already owns the book PlayerREF.RemoveItem(_00E_FS_NQ02_Passagierbuch, 1, true) _00E_FS_NQ02_Passagierbuch_EntryREF.Enable() PlayerREF.AddItem(_00E_FS_NQ02_Passagierbuch_EntryREF, 1, true) SetStage(110) Else _00E_FS_NQ02_PassagierbuchREF.Disable() _00E_FS_NQ02_Passagierbuch_EntryREF.Enable() SetObjectiveDisplayed(30) EndIf EndFunction Function GiveEsmePassagierbuch() PlayerREF.RemoveItem(_00E_FS_NQ02_Passagierbuch_EntryREF, 1, false, _00E_FS_NQ02_EsmeREF) ;PlayerREF.RemoveItem(_00E_FS_NQ02_Passagierbuch, 1, false, _00E_FS_NQ02_EsmeREF) ;_00E_FS_NQ02_EsmeREF.AddItem(_00E_FS_NQ02_Passagierbuch, 1) EndFunction ; called from _00E_PlayerSetUpScript on patch 1.6.0.0 Function UpdatePassengerBook() If GetStage() >= 5 Passagierbuch_Entry.ForceRefTo(_00E_FS_NQ02_Passagierbuch_EntryREF as ObjectReference) EndIf If GetStage() >= 90 && GetStage() <= 130 If PlayerREF.GetItemCount(_00E_FS_NQ02_Passagierbuch) >= 1 PlayerREF.RemoveItem(_00E_FS_NQ02_Passagierbuch, 1, true) _00E_FS_NQ02_Passagierbuch_EntryREF.Enable() PlayerREF.AddItem(_00E_FS_NQ02_Passagierbuch_EntryREF, 1, true) Else _00E_FS_NQ02_Passagierbuch_EntryREF.Enable() _00E_FS_NQ02_PassagierbuchREF.Disable() EndIf EndIf EndFunction Function ErsteBelohnung() PlayerRef.AddItem(Gold001, 250) EndFunction Function EnableEsmeNotiz1() _00E_FS_NQ02_EsmeLetterREF1.Enable() EndFunction Function EnableEsmeNotiz2() _00E_FS_NQ02_EsmeLetterREF2.Enable() EndFunction Function MoveEsmeToBadehaus() _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_EsmeBadehausMarker) _00E_FS_NQ02_EsmeLeorREF.Disable() _00E_FS_NQ02_EsmeREF.SetOutfit(_00E_FS_NQ02_EsmeOutfit) _00E_FS_NQ02_EsmeREF.Additem(_01E_07_SteelDagger, 1) _00E_FS_NQ02_DunkanREF.Enable() FS_NQ02_SC03_Badehaus.ForceStart() _00E_FS_NQ02_Travelbox1.Enable() _00E_FS_NQ02_CaravanCampfireOff.Enable() ; Failsafe because they blocked Esmes way _00E_HundBelloFleeREF.Disable() _00E_CapitalCityMaraGaboffREF.Disable() _00E_CapitalCity_MerrelFunkenfrstREF.Disable() EndFunction Function DunkanExamineDisabler() Debug.SendAnimationEvent(_00E_FS_NQ02_DunkanREF, "IdleForceDefaultState") EndFunction Function StartTravelWithEsme() SetNPCAsCompanion(_00E_FS_NQ02_EsmeREF, True, 500, 200, 150) _00E_FS_NQ02_TravelState.SetValue(1.0) _00E_FS_NQ02_EsmeREF.EvaluatePackage() EndFunction Function StopTravelWithEsme() SetNPCAsCompanion(_00E_FS_NQ02_EsmeREF, FALSE) _00E_FS_NQ02_TravelState.SetValue(0.0) _00E_FS_NQ02_EsmeREF.EvaluatePackage() EndFunction Function SC03Failsafe() If (_00E_FS_NQ02_EsmeREF.GetDistance(_00E_FS_NQ02_SC03_EsmeMarker) > 100) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC03_EsmeMarker) EndIf EndFunction Function PrepareDoorVision() _00E_FS_NQ02_SC03_DoorActivatorREF.Enable() StartTravelWithEsme() EndFunction Function StartDoorVision() Levelsystem.VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC04_FreezeRefs) FS_NQ02_SC04_Vision.ForceStart() _00E_FS_NQ02_TaraREF.Enable() If _00E_FS_NQ02_EsmeREF.GetDistance(FS_NQ02_SC03_EsmePortMarkerREF) >= 50 _00E_FS_NQ02_EsmeREF.MoveTo(FS_NQ02_SC03_EsmePortMarkerREF) EndIf If _00E_FS_NQ02_DunkanREF.GetDistance(_00E_FS_NQ02_SC03_DunkanMarker) >= 50 _00E_FS_NQ02_DunkanREF.MoveTo(_00E_FS_NQ02_SC03_DunkanMarker) EndIf ; _00E_FS_NQ02_EsmeREF.SetAlpha(0.0) ; _00E_FS_NQ02_DunkanREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.SetAlpha(0.5) Wait(1.0) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_TaraREF) EndFunction Function EnableDalMercer() _00E_FS_NQ02_DalMercerREF.Enable() _00E_FS_NQ02_DalMercerREF.SetAlpha(0.5) Wait(0.5) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_DalMercerREF) EndFunction Function StopDoorVision() _00E_FS_NQ02_DalMercerREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.SetAlpha(0.0) wait(0.1) _00E_FS_NQ02_DalMercerREF.Disable() _00E_FS_NQ02_TaraREF.Disable() Levelsystem.VisionEffectNoTimestopStop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC04_FreezeRefs) FS_NQ02_SC05_AfterVision.ForceStart() _00E_FS_NQ02_EsmeREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC03_EsmeMarker) _00E_FS_NQ02_DunkanREF.SetAlpha(1.0) _00E_FS_NQ02_DunkanREF.MoveTo(_00E_FS_NQ02_SC03_DunkanMarker) EndFunction Function StartSC06mitDunkan() _00E_FS_NQ02_DalMercerDoor.Lock(false) FS_NQ02_SC06_mitDunkan.ForceStart() _00E_FS_NQ02_DunkanVar.SetValue(1) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(0) StartTravelWithEsme() EndFunction Function StartSC06ohneDunkan() _00E_FS_NQ02_DalMercerDoor.Lock(false) FS_NQ02_SC06_ohneDunkan.ForceStart() _00E_FS_NQ02_DunkanVar.SetValue(0) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(0) StartTravelWithEsme() EndFunction Function StartSC07() FS_NQ02_SC07_Keller.ForceStart() StartTravelWithEsme() EndFunction Function OpenKeller() _00E_FS_NQ02_SC07_Door.Lock(false) _00E_FS_NQ02_SC07_Door.SetOpen() StartTravelWithEsme() EndFunction Function SpawnElementar() _00E_FS_NQ02_PhasmalistREF.Enable() _00E_MQ11a_MagicAnomalyScreamAM.Play(PlayerREF) _00E_FS_NQ02_DunkanREF.Disable() _00E_FS_NQ02_PhasmalistREF.MoveTo(_00E_FS_NQ02_SC07_Marker3) _00E_FS_NQ02_EsmeREF.AddToFaction(PlayerAlliesFaction) _00E_FS_NQ02_EsmeREF.SetGhost(false) _00E_FS_NQ02_PhasmalistREF.PlaceAtMe(_00E_FS_NQ02_Phasmalist_EnterWorldExp) _00E_FS_NQ02_PhasmalistREF.SetAlpha(0.5) _00E_Phasmalist_ApparitionShaderFXS.Play(_00E_FS_NQ02_PhasmalistREF) wait(1.0) _00E_FS_NQ02_PhasmalistREF.StartCombat(PlayerREF) _00E_FS_NQ02_PhasmalistREF.StartCombat(_00E_FS_NQ02_EsmeREF) _00E_FS_NQ02_EsmeREF.StartCombat(_00E_FS_NQ02_PhasmalistREF) EndFunction Function EnableSchreinActivator() _00E_FS_NQ02_SC07_SchreinActivatorREF.Enable() StartTravelWithEsme() EndFunction Function StartSchreinVision() Levelsystem.VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC08_FreezeRefs) FS_NQ02_SC08_Vision.ForceStart() _00E_FS_NQ02_DalMercerREF.MoveTo(_00E_FS_NQ02_SC08_Marker1) _00E_FS_NQ02_TaraREF.MoveTo(_00E_FS_NQ02_SC08_Marker2) _00E_FS_NQ02_TaraREF.SetOutfit(_00E_FS_NQ02_CultOutfit) _00E_FS_NQ02_TaraREF.Enable() _00E_FS_NQ02_TaraREF.SetAlpha(0.5) _00E_FS_NQ02_DalMercerREF.Enable() _00E_FS_NQ02_DalMercerREF.SetAlpha(0.5) Wait(1.0) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_TaraREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_DalMercerREF) EndFunction Function StopSchreinVision() _00E_FS_NQ02_DalMercerREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.SetAlpha(0.0) wait(0.1) _00E_FS_NQ02_DalMercerREF.Disable() _00E_FS_NQ02_TaraREF.Disable() Levelsystem.VisionEffectNoTimestopStop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC08_FreezeRefs) FS_NQ02_SC09_AfterVision.ForceStart() _00E_FS_NQ02_EsmeREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC07_Marker2) SetObjectiveDisplayed(110) _00E_FS_NQ02_DunkanREF.Enable() _00E_FS_NQ02_DunkanREF.MoveTo(_00E_FS_NQ02_SC09_Marker1) EndFunction Function EnableGeheimraum() _00E_FS_NQ02_SC09_Hebel.Enable() EndFunction Function SC09Failsafe() _00E_FS_NQ02_DunkanREF.DrawWeapon() If (_00E_FS_NQ02_EsmeREF.GetDistance(_00E_FS_NQ02_SC09_Marker2) > 100) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC09_Marker2) EndIf EndFunction Function DunkanFight() _00E_FS_NQ02_DunkanREF.setAv("Aggression", 2) _00E_FS_NQ02_DunkanREF.SetGhost(false) _00E_FS_NQ02_DunkanREF.StartCombat(PlayerREF) _00E_FS_NQ02_DunkanREF.StartCombat(_00E_FS_NQ02_EsmeREF) EndFunction Function EnableStatuette() _00E_FS_NQ02_StatuetteMisc.Enable() _00E_FS_NQ02_StatuetteMisc.SetPosition(-1115.0, -843.0, 5912.0) EndFunction Function RemoveStatuette() PlayerREF.RemoveItem(_00E_FS_NQ02_StatuetteMisc, 1) _00E_FS_NQ02_Travelbox1.Disable() EndFunction Function Timer() RegisterForUpdateGameTime(24) GameDay = GameDaysPassed.GetValue() as Int EndFunction Function StartSC10() FS_NQ02_SC10_Museum.ForceStart() _00E_FS_NQ02_DunkanREF.Disable() _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC10_Marker1) _00E_FS_NQ02_Travelbox3.Enable() _00E_HundBelloFleeREF.Enable() _00E_CapitalCityMaraGaboffREF.Enable() _00E_CapitalCity_MerrelFunkenfrstREF.Enable() EndFunction Function SC10Failsafe() If (_00E_FS_NQ02_EsmeREF.GetDistance(_00E_FS_NQ02_SC10_Marker3) > 1000) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC10_FailsafeMarker) EndIf EndFunction Function SteintafelFound() Levelsystem.SetAllowIdleChatter(false) _00E_FS_NQ02_Travelbox3.Disable() Levelsystem.FadeToBlack() _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC10_Marker5) _00E_FS_NQ02_WaerterREF.MoveTo(_00E_FS_NQ02_SC10_Marker3) PlayerREF.MoveTo(_00E_FS_NQ02_SC10_Marker4) StopTravelWithEsme() Levelsystem.FadeToBlackBack() EndFunction Function StartSC11() Levelsystem.SetAllowIdleChatter(true) FS_NQ02_SC11_Fahlstern.ForceStart() _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC11_Marker1) _00E_FS_NQ02_EsmeREF.SetOutfit(_00E_FS_NQ02_EsmeArmorOutfit) _00E_FS_NQ02_EsmeREF.Additem(_02E_11_RuneSword, 1) EndFunction Function EnableSC11Travelbox() _00E_FS_NQ02_Travelbox5.Enable() _00E_FS_NQ02_Travelbox6.Enable() _00E_FS_NQ02_Travelbox7.Enable() _00E_FS_NQ02_Travelbox8.Enable() _00E_FS_NQ02_Travelbox9.Enable() _00E_FS_NQ02_Travelbox10.Enable() _00E_FS_NQ02_Travelbox11.Enable() _00E_FS_NQ02_Travelbox12.Enable() _00E_FS_NQ02_Travelbox13.Enable() _00E_FS_NQ02_Travelbox14.Enable() _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(1) StartTravelWithEsme() EndFunction Function SC11Failsafe() If (_00E_FS_NQ02_EsmeREF.GetDistance(_00E_FS_NQ02_FahlsternDoor) > 500) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC11_Marker3) EndIf EndFunction Function SC11Failsafe2() If (_00E_FS_NQ02_EsmeREF.GetDistance(PlayerREF) > 500) _00E_FS_NQ02_EsmeREF.MoveTo(PlayerREF) EndIf _00E_FS_NQ02_Travelbox14.Disable() EndFunction Function SpawnElementar2() _00E_FS_NQ02_SC11_Barrier.PlaceAtMe(ExplosionRuneShock02) _00E_FS_NQ02_FahlsternDoor.KnockAreaEffect(1, 300) SpawnApparition(_00E_FS_NQ02_Phasmalist2REF) EndFunction Function DisableFahlsternBarrier() _00E_FS_NQ02_SC11_Barrier.PlaceAtMe(ExplosionRuneShock02) _00E_FS_NQ02_SC11_Barrier.Disable() _00E_FS_NQ02_Travelbox5.Disable() _00E_FS_NQ02_Travelbox6.Disable() _00E_FS_NQ02_Travelbox7.Disable() _00E_FS_NQ02_Travelbox8.Disable() _00E_FS_NQ02_Travelbox9.Disable() _00E_FS_NQ02_Travelbox10.Disable() _00E_FS_NQ02_Travelbox11.Disable() _00E_FS_NQ02_Travelbox12.Disable() _00E_FS_NQ02_Travelbox13.Disable() EndFunction Function OpenFahlsternDoor() _00E_FS_NQ02_FahlsternDoor.lock(false) StartTravelWithEsme() EndFunction Function GiveEsmeTorch() _00E_FS_NQ02_EsmeREF.AddItem(_00E_FS_NQ02_EsmeTorch, 1) EndFunction Function StartFahlsternVision1() Levelsystem.VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC12_FreezeRefs, true) FS_NQ02_SC12_Vision.ForceStart() _00E_FS_NQ02_TaraREF.Enable() _00E_FS_NQ02_TaraREF.MoveTo(_00E_FS_NQ02_SC12_TMarker1) _00E_FS_NQ02_DalMercerREF.Enable() _00E_FS_NQ02_DalMercerREF.MoveTo(_00E_FS_NQ02_SC12_DMarker1) _00E_FS_NQ02_SC12_WomanREF.Enable() _00E_FS_NQ02_SC12_WomanREF.MoveTo(_00E_FS_NQ02_SC12_WMarker1) _00E_FS_NQ02_SC12_WomanREF.SetAlpha(0.5) _00E_FS_NQ02_DalMercerREF.SetAlpha(0.5) _00E_FS_NQ02_TaraREF.SetAlpha(0.5) Wait(1.0) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_TaraREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_DalMercerREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC12_WomanREF) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(0) EndFunction Function StopFahlsternVision1() _00E_FS_NQ02_DalMercerREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.SetAlpha(0.0) _00E_FS_NQ02_SC12_WomanREF.SetAlpha(0.0) wait(0.1) _00E_FS_NQ02_DalMercerREF.Disable() _00E_FS_NQ02_TaraREF.Disable() _00E_FS_NQ02_SC12_WomanREF.Disable() Levelsystem.VisionEffectNoTimestopStop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC12_FreezeRefs) FS_NQ02_SC13_AfterVision.ForceStart() _00E_FS_NQ02_EsmeREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC13_Marker1) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(1) EndFunction Function SpawnElementar3() _00E_FS_NQ02_Phasmalist3REF.MoveTo(_00E_FS_NQ02_SC13_Marker2) SpawnApparition(_00E_FS_NQ02_Phasmalist3REF) EndFunction Function SpawnElementar4() _00E_FS_NQ02_Phasmalist4REF.MoveTo(_00E_FS_NQ02_SC13_Marker4) SpawnApparition(_00E_FS_NQ02_Phasmalist4REF) EndFunction Function PrepareFahlsternVision2() FS_NQ02_SC14_Well.ForceStart() EndFunction Function StartFahlsternVision2() Levelsystem.VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC14_FreezeRefs) _00E_FS_NQ02_SC14_WomanREF.Enable() _00E_FS_NQ02_SC14_WomanREF.MoveTo(_00E_FS_NQ02_SC14_WMarker) _00E_FS_NQ02_SC14_ManREF.Enable() _00E_FS_NQ02_SC14_ManREF.MoveTo(_00E_FS_NQ02_SC14_MMarker) _00E_FS_NQ02_SC14_ManREF.SetAlpha(0.5) _00E_FS_NQ02_SC14_WomanREF.SetAlpha(0.5) Wait(1.0) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC14_ManREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC14_WomanREF) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(0) EndFunction Function StopFahlsternVision2() _00E_FS_NQ02_SC14_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_SC14_ManREF.SetAlpha(0.0) Wait(0.1) _00E_FS_NQ02_SC14_WomanREF.Disable() _00E_FS_NQ02_SC14_ManREF.Disable() Levelsystem.VisionEffectNoTimestopStop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC14_FreezeRefs) _00E_FS_NQ02_EsmeREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC14_EMarker) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(1) EndFunction Function EnableSC15() _00E_FS_NQ02_SC15_Barrier.Disable() StartTravelWithEsme() EndFunction Function SpawnApparition(Actor akApparition) akApparition.Enable() _00E_MQ11a_MagicAnomalyScreamAM.Play(PlayerREF) akApparition.PlaceAtMe(_00E_FS_NQ02_Phasmalist_EnterWorldExp) akApparition.SetAlpha(0.5) _00E_Phasmalist_ApparitionShaderFXS.Play(akApparition) wait(1.0) akApparition.StartCombat(PlayerREF) akApparition.StartCombat(_00E_FS_NQ02_EsmeREF) _00E_FS_NQ02_EsmeREF.StartCombat(akApparition) EndFunction Function SpawnElementar5() _00E_FS_NQ02_Phasmalist5REF.MoveTo(_00E_FS_NQ02_SC13_Marker5) SpawnApparition(_00E_FS_NQ02_Phasmalist5REF) EndFunction Function PrepareFahlsternVision3() FS_NQ02_SC15_Granary.ForceStart() _00E_FS_NQ02_SC12_WomanREF.Enable() _00E_FS_NQ02_SC12_WomanREF.MoveTo(_00E_FS_NQ02_SC15_Marker1) _00E_FS_NQ02_SC12_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_DalMercerREF.Enable() _00E_FS_NQ02_DalMercerREF.MoveTo(_00E_FS_NQ02_SC15_Marker2) _00E_FS_NQ02_DalMercerREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.Enable() _00E_FS_NQ02_TaraREF.MoveTo(_00E_FS_NQ02_SC15_Marker3) _00E_FS_NQ02_TaraREF.SetAlpha(0.0) _00E_FS_NQ02_SC14_WomanREF.Enable() _00E_FS_NQ02_SC14_WomanREF.MoveTo(_00E_FS_NQ02_SC15_Marker4) _00E_FS_NQ02_SC14_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_SC15_WomanREF.Enable() _00E_FS_NQ02_SC15_WomanREF.MoveTo(_00E_FS_NQ02_SC15_Marker5) _00E_FS_NQ02_SC15_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_SC14_ManREF.Enable() _00E_FS_NQ02_SC14_ManREF.MoveTo(_00E_FS_NQ02_SC15_Marker6) _00E_FS_NQ02_SC14_ManREF.SetAlpha(0.0) _00E_FS_NQ02_SC15_ManREF.Enable() _00E_FS_NQ02_SC15_ManREF.MoveTo(_00E_FS_NQ02_SC15_Marker7) _00E_FS_NQ02_SC15_ManREF.SetAlpha(0.0) EndFunction Function StartFahlsternVision3() Levelsystem.VisionEffectNoTimestop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC15_FreezeRefs) _00E_FS_NQ02_CandleMarker.Enable() _00E_FS_NQ02_SC12_WomanREF.SetAlpha(1.0) _00E_FS_NQ02_DalMercerREF.SetAlpha(1.0) _00E_FS_NQ02_TaraREF.SetAlpha(1.0) _00E_FS_NQ02_SC14_WomanREF.SetAlpha(1.0) _00E_FS_NQ02_SC15_WomanREF.SetAlpha(1.0) _00E_FS_NQ02_SC14_ManREF.SetAlpha(1.0) _00E_FS_NQ02_SC15_ManREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(0) _00E_FS_NQ02_SC14_ManREF.SetAlpha(0.5) _00E_FS_NQ02_SC14_WomanREF.SetAlpha(0.5) _00E_FS_NQ02_SC12_WomanREF.SetAlpha(0.5) _00E_FS_NQ02_DalMercerREF.SetAlpha(0.5) _00E_FS_NQ02_TaraREF.SetAlpha(0.5) _00E_FS_NQ02_SC15_WomanREF.SetAlpha(0.5) _00E_FS_NQ02_SC15_ManREF.SetAlpha(0.5) Wait(1.0) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC14_ManREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC14_WomanREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC12_WomanREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_DalMercerREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_TaraREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC15_WomanREF) MS04MemoryFXBody01VFX.Play(_00E_FS_NQ02_SC15_ManREF) EndFunction Function SC15Failsafe() If _00E_FS_NQ02_SC15_WomanREF.GetDistance(_00E_FS_NQ02_SC15_Marker7) > 30 _00E_FS_NQ02_SC15_WomanREF.MoveTo(_00E_FS_NQ02_SC15_Marker7) EndIf If _00E_FS_NQ02_SC15_ManREF.GetDistance(_00E_FS_NQ02_SC15_Marker5) > 30 _00E_FS_NQ02_SC15_ManREF.MoveTo(_00E_FS_NQ02_SC15_Marker5) EndIf EndFunction Function StopFahlsternVision3() _00E_FS_NQ02_SC12_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_DalMercerREF.SetAlpha(0.0) _00E_FS_NQ02_TaraREF.SetAlpha(0.0) _00E_FS_NQ02_SC14_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_SC15_WomanREF.SetAlpha(0.0) _00E_FS_NQ02_SC14_ManREF.SetAlpha(0.0) _00E_FS_NQ02_SC15_ManREF.SetAlpha(0.0) _00E_FS_NQ02_EsmeREF.MoveTo(_00E_FS_NQ02_SC15_EsmeMarker) wait(0.1) _00E_FS_NQ02_SC12_WomanREF.Disable() _00E_FS_NQ02_DalMercerREF.Disable() _00E_FS_NQ02_TaraREF.Disable() _00E_FS_NQ02_SC14_WomanREF.Disable() _00E_FS_NQ02_SC15_WomanREF.Disable() _00E_FS_NQ02_SC14_ManREF.Disable() _00E_FS_NQ02_SC15_ManREF.Disable() _00E_FS_NQ02_CandleMarker.Disable() Levelsystem.VisionEffectNoTimestopStop(_00E_FS_NQ02_VisionRefs, _00E_FS_NQ02_SC15_FreezeRefs) _00E_FS_NQ02_EsmeREF.SetAlpha(1.0) _00E_FS_NQ02_EsmeMiscTalkVar.SetValue(1) EndFunction Function SC15FadeOutIn() Levelsystem.FadeToBlack() Levelsystem.FadeToBlackBack() EndFunction Function DisableFahlsternWall() Levelsystem.SetAllowIdleChatter(true) _00E_FS_NQ02_SC15_Wall.Disable() StartTravelWithEsme() EndFunction ;===================================================================================== ; EVENTS ;===================================================================================== Event OnUpdateGameTime() ; because of how we registered, this event occurs every 30 minutes of game time If (GameDaysPassed.GetValue() + 1 >= GameDay) SetStage(GetStage()+10) UnregisterForUpdateGameTime() EndIf EndEvent ;===================================================================================== ; PROPERTIES ;===================================================================================== int GameDay _00E_QuestFunctions Property Levelsystem Auto Quest Property FS_NQ02 Auto Actor Property _00E_FS_NQ02_EsmeREF Auto Actor Property _00E_FS_NQ02_EsmeLeorREF Auto Actor Property _00E_FS_NQ02_DunkanREF Auto Actor Property PlayerREF Auto Actor Property _00E_FS_NQ02_TaraREF Auto Actor Property _00E_FS_NQ02_DalMercerREF Auto Actor Property _00E_FS_NQ02_PhasmalistREF Auto Actor Property _00E_FS_NQ02_Phasmalist2REF Auto Actor Property _00E_FS_NQ02_Phasmalist3REF Auto Actor Property _00E_FS_NQ02_Phasmalist4REF Auto Actor Property _00E_FS_NQ02_Phasmalist5REF Auto Actor Property _00E_FS_NQ02_WaerterREF Auto Actor Property _00E_FS_NQ02_SC12_WomanREF Auto Actor Property _00E_FS_NQ02_SC14_WomanREF Auto Actor Property _00E_FS_NQ02_SC14_ManREF Auto Actor Property _00E_FS_NQ02_SC15_WomanREF Auto Actor Property _00E_FS_NQ02_SC15_ManREF Auto Actor Property _00E_HundBelloFleeREF Auto Actor Property _00E_CapitalCityMaraGaboffREF Auto Actor Property _00E_CapitalCity_MerrelFunkenfrstREF Auto Armor Property _00E_TravellingMageArmor_Scarf Auto Book Property _00E_FS_NQ02_Passagierbuch Auto Book Property _00E_FS_NQ02_Passagierbuch_Entry Auto Explosion Property _00E_FS_NQ02_Phasmalist_AppearExp Auto Explosion Property _00E_FS_NQ02_Phasmalist_EnterWorldExp Auto Explosion Property ExplosionRuneShock02 Auto Faction Property PlayerAlliesFaction Auto Formlist Property _00E_FS_NQ02_VisionRefs Auto Formlist Property _00E_FS_NQ02_SC04_FreezeRefs Auto Formlist Property _00E_FS_NQ02_SC08_FreezeRefs Auto Formlist Property _00E_FS_NQ02_SC12_FreezeRefs Auto Formlist Property _00E_FS_NQ02_SC14_FreezeRefs Auto Formlist Property _00E_FS_NQ02_SC15_FreezeRefs Auto GlobalVariable Property _00E_FS_NQ02_DunkanVar Auto GlobalVariable Property GameDaysPassed Auto GlobalVariable Property _00E_FS_NQ02_TravelState Auto GlobalVariable Property _00E_FS_NQ02_EsmeMiscTalkVar Auto Light Property _00E_FS_NQ02_EsmeTorch Auto MusicType Property _00E_SilenceLongTransitionHighPriority Auto MusicType Property _00E_FS_NQ02_Music_Theme Auto ObjectReference Property _00E_FS_NQ02_SC01_DisableMarker Auto ObjectReference Property _00E_FS_NQ02_EsmeChairREF Auto ObjectReference Property _00E_FS_NQ02_PlayerChairREF Auto ObjectReference Property _00E_FS_NQ02_SC02_FeuerActivatorREF Auto ObjectReference Property _00E_FS_NQ02_EsmeLetterREF1 Auto ObjectReference Property _00E_FS_NQ02_EsmeLetterREF2 Auto ObjectReference Property _00E_FS_NQ02_EsmeBadehausMarker Auto ObjectReference Property _00E_FS_NQ02_SC1_SoeldnerTavernMarker Auto ObjectReference Property _00E_FS_NQ02_SC03_DoorActivatorREF Auto ObjectReference Property _00E_FS_NQ02_SC03_EsmeMarker Auto ObjectReference Property _00E_FS_NQ02_SC03_DunkanMarker Auto ObjectReference Property _00E_FS_NQ02_DalMercerDoor Auto ObjectReference Property _00E_FS_NQ02_SC07_Door Auto ObjectReference Property _00E_FS_NQ02_SC07_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC07_Marker3 Auto ObjectReference Property _00E_FS_NQ02_SC07_SchreinActivatorREF Auto ObjectReference Property _00E_FS_NQ02_SC08_Marker1 Auto ObjectReference Property _00E_FS_NQ02_SC08_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC09_Marker1 Auto ObjectReference Property _00E_FS_NQ02_SC09_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC09_Hebel Auto ObjectReference Property _00E_FS_NQ02_StatuetteMisc Auto ObjectReference Property _00E_FS_NQ02_SC10_Marker1 Auto ObjectReference Property _00E_FS_NQ02_Travelbox1 Auto ObjectReference Property _00E_FS_NQ02_Travelbox3 Auto ObjectReference Property _00E_FS_NQ02_Travelbox5 Auto ObjectReference Property _00E_FS_NQ02_Travelbox6 Auto ObjectReference Property _00E_FS_NQ02_Travelbox7 Auto ObjectReference Property _00E_FS_NQ02_Travelbox8 Auto ObjectReference Property _00E_FS_NQ02_Travelbox9 Auto ObjectReference Property _00E_FS_NQ02_Travelbox10 Auto ObjectReference Property _00E_FS_NQ02_Travelbox11 Auto ObjectReference Property _00E_FS_NQ02_Travelbox12 Auto ObjectReference Property _00E_FS_NQ02_Travelbox13 Auto ObjectReference Property _00E_FS_NQ02_Travelbox14 Auto ObjectReference Property _00E_FS_NQ02_SC10_Marker3 Auto ObjectReference Property _00E_FS_NQ02_SC10_FailsafeMarker Auto ObjectReference Property _00E_FS_NQ02_SC10_Marker4 Auto ObjectReference Property _00E_FS_NQ02_SC10_Marker5 Auto ObjectReference Property _00E_FS_NQ02_SC11_Marker1 Auto ObjectReference Property _00E_FS_NQ02_SC11_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC11_Barrier Auto ObjectReference Property _00E_FS_NQ02_FahlsternDoor Auto ObjectReference Property _00E_FS_NQ02_SC11_Marker3 Auto ObjectReference Property _00E_FS_NQ02_SC12_TMarker1 Auto ObjectReference Property _00E_FS_NQ02_SC12_DMarker1 Auto ObjectReference Property _00E_FS_NQ02_SC12_WMarker1 Auto ObjectReference Property _00E_FS_NQ02_SC13_Marker1 Auto ObjectReference Property _00E_FS_NQ02_SC13_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC13_Marker4 Auto ObjectReference Property _00E_FS_NQ02_SC13_Marker5 Auto ObjectReference Property _00E_FS_NQ02_SC14_WMarker Auto ObjectReference Property _00E_FS_NQ02_SC14_MMarker Auto ObjectReference Property _00E_FS_NQ02_SC14_EMarker Auto ObjectReference Property _00E_FS_NQ02_SC15_Barrier Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker1 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker2 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker3 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker4 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker5 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker6 Auto ObjectReference Property _00E_FS_NQ02_SC15_Marker7 Auto ObjectReference Property _00E_FS_NQ02_SC15_EsmeMarker Auto ObjectReference Property _00E_FS_NQ02_SC15_Wall Auto ObjectReference Property _00E_FS_NQ02_CaravanCampfireOff Auto ObjectReference Property _00E_FS_NQ02_CandleMarker Auto ObjectReference Property FS_NQ02_SC03_EsmePortMarkerREF Auto ObjectReference Property _00E_FS_NQ02_Passagierbuch_EntryREF Auto ObjectReference Property _00E_FS_NQ02_PassagierbuchREF Auto Outfit Property _00E_FS_NQ02_EsmeArmorOutfit Auto Outfit Property _00E_FS_NQ02_EsmeOutfit Auto Outfit Property _00E_FS_NQ02_CultOutfit Auto Potion Property FoodSolitudeSpicedWine Auto ReferenceAlias Property Passagierbuch_Entry Auto Scene Property FS_NQ02_SC01_Tavern Auto Scene Property FS_NQ02_SC02_Travel Auto Scene Property FS_NQ02_SC03_Badehaus Auto Scene Property FS_NQ02_SC04_Vision Auto Scene Property FS_NQ02_SC05_AfterVision Auto Scene Property FS_NQ02_SC06_mitDunkan Auto Scene Property FS_NQ02_SC06_ohneDunkan Auto Scene Property FS_NQ02_SC07_Keller Auto Scene Property FS_NQ02_SC08_Vision Auto Scene Property FS_NQ02_SC09_AfterVision Auto Scene Property FS_NQ02_SC10_Museum Auto Scene Property FS_NQ02_SC11_Fahlstern Auto Scene Property FS_NQ02_SC12_Vision Auto Scene Property FS_NQ02_SC13_AfterVision Auto Scene Property FS_NQ02_SC14_Well Auto Scene Property FS_NQ02_SC15_Granary Auto Weapon Property _02E_11_RuneSword Auto Weapon Property _01E_07_SteelDagger Auto ;===================================================================================== ; CARDGAME - FUNCTIONS ;===================================================================================== Function PrepareCardgame() If PlayerRef.GetItemCount(Gold001)<20; Failsafe, falls Player kein Gold hat PlayerRef.AddItem(Gold001, 20, true) EndIf If _00E_FS_NQ02_EsmeREF.GetItemCount(Gold001)<20 ; Failsafe, falls Esme kein Gold hat _00E_FS_NQ02_EsmeREF.AddItem(Gold001, 20, true) EndIf OpenCardInterface() ;CardgameVar1 = 1 -> Spiel 1 gewonnen ;CardgameVar1 = 2 -> Spiel 1 verloren ;CardgameVar1 = 3 -> Spiel 1 unentschieden ;CardgameVar2 = 1 -> Beide Spiele gewonnen ;CardgameVar2 = 2 -> Ein Spiel verloren, ein Spiel gewonnen oder beide Spiele unentschieden ;CardgameVar2 = 3 -> Ein Spiel unentschieden, ein Spiel gewonnen ;CardgameVar2 = 4 -> Ein Spiel unentschieden, ein Spiel verloren ;CardgameVar2 = 5 -> Beide Spiele verloren EndFunction Function OpenCardInterface() s_chargeninitialtext = GetGameSettingString("sCharGenControlsDisabled") SetGameSettingString("sCharGenControlsDisabled","") DisablePlayerControls(abMovement = true, abFighting = true, abCamSwitch =true, abLooking = true, abSneaking = true, abMenu = false, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0) ForceFirstPerson() Commentator.GetActorBase().SetVoiceType(_00E_FS_NQ02_EsmeREF.GetVoiceType()) Commentator.SetName(_00E_FS_NQ02_EsmeREF.GetDisplayName()) Commentator.SetDisplayName(_00E_FS_NQ02_EsmeREF.GetDisplayName(), true) SetInChargen(abDisableSaving = true, abDisableWaiting = true, abShowControlsDisabledMessage = true) Wait(0.3) PlayerRef.MoveTo(Cameraman) Wait(1) PlayCards() EndFunction Function PlayCards() Step01() EndFunction int Function Step01() ; place your bet ; need to calculate the max bet first If _00E_FS_NQ02_EsmeREF.GetItemCount(Gold001) > PlayerRef.GetItemCount(Gold001) MaxBet = (PlayerRef.GetItemCount(Gold001))/2 ElseIf _00E_FS_NQ02_EsmeREF.GetItemCount(Gold001) < PlayerRef.GetItemCount(Gold001) MaxBet = (_00E_FS_NQ02_EsmeREF.GetItemCount(Gold001))/2 Else MaxBet = (PlayerRef.GetItemCount(Gold001))/2 EndIf PlayerBet = (((self as QUEST) as FORM) as UILIB_1).ShowTextInput(PlaceYourBet .GetName()+MaxBet, MaxBet) as int If PlayerBet > MaxBet || PlayerBet == 0 Step01() RETURN 0 EndIf PlayerPurse.EnableNoWait(true) OpponentBet = RandomInt(PlayerBet +(-3) , PlayerBet +5) If OpponentBet <= 0 OpponentBet = PlayerBet EndIf GlobalBet = OpponentBet + PlayerBet _00E_FS_NQ02_PC_BetMessage.Show(PlayerBet, OpponentBet, GlobalBet) EnemyPurse.EnableNoWait(true) RegisterForKey(14) RegisterForKey(271) Step02() Return PlayerBet EndFunction Function Step02() ; take player's cards PCardLeft = RandomInt(0, 9) PCardMiddle = RandomInt(0, 9) PCardRight = RandomInt(0, 9) totalplayer = 3 + PCardLeft + PCardMiddle + PCardRight int BoostPrice = (PlayerBet*45)/100 Wait(2.0) CardFlip.Play(PlayerRef) PlayersLeft[PCardLeft].EnableNoWait(true) Wait(2) CardFlip.Play(PlayerRef) PlayersRight[PCardRight].EnableNoWait(true) Wait(2) CardFlip.Play(PlayerRef) PlayersMiddle[PCardMiddle].EnableNoWait(true) Wait(2) totalplayer = 3 + PCardLeft + PCardMiddle + PCardRight ;update+utility.wait in case the player cheated or was caught cheating PlayerScore.Show(totalplayer) int choicedices = _00E_FS_NQ02_PC_ThrowDices.Show(BoostPrice) If ChoiceDices == 0 _00E_TavernGames_DiceRollM.Play(PlayerRef) Wait(0.75) int Dices = RandomInt(2, 12) PlayerDice01 = RandomInt(1,6) PlayerDice02 = RandomInt(1,6) Dices = PlayerDice01 +PlayerDice02 PlayerDiceGroup01[PlayerDice01+(-1)].Enable(true) PlayerDiceGroup02[PlayerDice02+(-1)].Enable(true) totalplayer = totalplayer + Dices PlayerRef.RemoveItem(Gold001, BoostPrice, false, _00E_FS_NQ02_EsmeREF) _00E_FS_NQ02_PC_DicesResult.Show(Dices, totalplayer) EndIf Step03() EndFunction Function Step03() ; take opponent's cards Wait(1.5) ECardLeft = RandomInt(0, 9) ECardRight = RandomInt(0, 9) ECardMiddle = RandomInt(0, 9) totalEnemy = 3 + ECardLeft + EcardRight + EcardMiddle int EBoostPrice = (OpponentBet*45)/100 int EnemyDices = RandomInt(2, 12) OpponentDice01 = RandomInt(1,6) OpponentDice02 = RandomInt(1,6) EnemyDices = OpponentDice01 + OpponentDice02 CardFlip.Play(PlayerRef) EnemyMiddle[ECardMiddle].EnableNoWait(true) Wait(2) CardFlip.Play(PlayerRef) EnemyRight[ECardRight].EnableNoWait(true) Wait(2) CardFlip.Play(PlayerRef) EnemyLeft[ECardLeft].EnableNoWait(true) Wait(2.0) If totalEnemy > totalplayer _00E_FS_NQ02_PC_EnemyResult.Show(totalEnemy) ElseIf totalEnemy + 11 >= totalplayer _00E_TavernGames_DiceRollM.Play(PlayerRef) Wait(0.75) OpponentDiceGroup01[OpponentDice01+(-1)].Enable(true) OpponentDiceGroup02[OpponentDice02+(-1)].Enable(true) _00E_FS_NQ02_PC_EnemyDicesResult.Show(totalEnemy, EnemyDices, EBoostPrice) _00E_FS_NQ02_EsmeREF.RemoveItem(Gold001, EBoostPrice, false, PlayerRef) totalEnemy = totalEnemy + EnemyDices Else _00E_FS_NQ02_PC_EnemyResult.Show(totalEnemy) EndIf Step04() EndFunction Function Step04() ; check who won If totalEnemy > totalPlayer _00E_FS_NQ02_PC_EnemyWon.Show(totalplayer, totalEnemy, GlobalBet) PlayerRef.RemoveItem(Gold001, PlayerBet, false, _00E_FS_NQ02_EsmeREF) LostGames.Value += 1 LostBets.Value += GlobalBet If _00E_FS_NQ02_CardgameVar1.GetValue() == 0 _00E_FS_NQ02_CardgameVar1.SetValue(2) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 1 _00E_FS_NQ02_CardgameVar2.SetValue(2) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 2 _00E_FS_NQ02_CardgameVar2.SetValue(5) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 3 _00E_FS_NQ02_CardgameVar2.SetValue(4) EndIf Wait(4) ElseIf totalEnemy < totalPlayer _SAG_PC_Victory_MT.Add() _00E_FS_NQ02_PC_PlayerWon.Show(totalplayer, totalEnemy, GlobalBet) _00E_FS_NQ02_EsmeREF.RemoveItem(Gold001, OpponentBet, false, PlayerRef) WonGames.Value += 1 WonBets.Value += GlobalBet If _00E_FS_NQ02_CardgameVar1.GetValue() == 0 _00E_FS_NQ02_CardgameVar1.SetValue(1) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 1 _00E_FS_NQ02_CardgameVar2.SetValue(1) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 2 _00E_FS_NQ02_CardgameVar2.SetValue(2) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 3 _00E_FS_NQ02_CardgameVar2.SetValue(3) EndIf Wait(4) ElseIf totalEnemy == totalPlayer _00E_FS_NQ02_PC_NoOneWon.Show(totalplayer, totalEnemy) ExAequo.Value += 1 If _00E_FS_NQ02_CardgameVar1.GetValue() == 0 _00E_FS_NQ02_CardgameVar1.SetValue(3) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 1 _00E_FS_NQ02_CardgameVar2.SetValue(3) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 2 _00E_FS_NQ02_CardgameVar2.SetValue(4) ElseIf _00E_FS_NQ02_CardgameVar1.GetValue() == 3 _00E_FS_NQ02_CardgameVar2.SetValue(2) EndIf Wait(4) EndIf FinishGameAndClearUp() EndFunction Function FinishGameAndClearUp() PlayerDiceGroup01[PlayerDice01+(-1)].Disable(false) PlayerDiceGroup02[PlayerDice02+(-1)].Disable(false) OpponentDiceGroup01[OpponentDice01+(-1)].Disable(false) OpponentDiceGroup02[OpponentDice02+(-1)].Disable(false) PlayersLeft[PCardLeft].Disable(FALSE) PlayersRight[PCardRight].Disable(false) PlayersMiddle[PCardMiddle].Disable(false) EnemyLeft[ECardLeft].Disable(false) EnemyRight[ECardRight].Disable(false) EnemyMiddle[ECardMiddle].Disable(false) EnemyPurse.Disable(false) PlayerPurse.Disable(false) _SAG_PC_Victory_MT.Remove() playerbet = 0 opponentbet = 0 globalbet = 0 totalplayer = 0 totalenemy = 0 SetStage(GetStage()+5) PlayerREF.MoveTo(_00E_FS_NQ02_PlayerChairREF) EnablePlayerControls() SetGameSettingString("sCharGenControlsDisabled", s_chargeninitialtext) SetInChargen(abDisableSaving = false, abDisableWaiting = true, abShowControlsDisabledMessage = false) EndFunction ;===================================================================================== ; CARDGAME - PROPERTIES ;===================================================================================== String s_chargeninitialtext Int TotalEnemy = 0 Int OpponentBet = 0 Int MaxBet = 0 Int Property TotalPlayer = 0 Auto Int GlobalBet = 0 Int Property PlayerBet = 0 Auto Int PlayerDice01 Int PlayerDice02 Int ReplacedCard Int ECardMiddle Int ECardLeft Int ECardRight Int PCardMiddle Int PCardLeft Int PCardRight Int PCardLeftBeforeCheat Int PCardMiddleBeforeCheat Int PCardRightBeforeCheat Int OpponentDice01 Int OpponentDice02 Spell Property dunReanimateSelf Auto Actor Property Commentator Auto Message Property PlaceYourBet Auto GlobalVariable Property ExAequo Auto GlobalVariable Property WonGames Auto GlobalVariable Property LostGames Auto GlobalVariable Property LostBets Auto GlobalVariable Property WonBets Auto GlobalVariable Property _00E_FS_NQ02_CardgameVar1 Auto GlobalVariable Property _00E_FS_NQ02_CardgameVar2 Auto VisualEffect Property MS04MemoryFXBody01VFX Auto Message Property PlayerScore Auto Message Property _00E_FS_NQ02_PC_DicesResult Auto Message Property _00E_FS_NQ02_PC_ThrowDices Auto Message Property _00E_FS_NQ02_PC_BetMessage Auto Message Property _00E_FS_NQ02_PC_EnemyDicesResult Auto Message Property _00E_FS_NQ02_PC_EnemyResult Auto Message Property _00E_FS_NQ02_PC_PlayerWon Auto Message Property _00E_FS_NQ02_PC_EnemyWon Auto Message Property _00E_FS_NQ02_PC_NoOneWon Auto ObjectReference Property EnemyPurse Auto ObjectReference Property PlayerPurse Auto ObjectReference Property Cameraman Auto ObjectReference Property PlayCards_ThiefShouter Auto ObjectReference Property CommentatorMoveToREF Auto ;PLAYER CARDS ObjectReference[] Property PlayersLeft Auto ObjectReference[] Property PlayersMiddle Auto ObjectReference[] Property PlayersRight Auto ; OPPONENT CARDS ObjectReference[] Property EnemyLeft Auto ObjectReference[] Property EnemyMiddle Auto ObjectReference[] Property EnemyRight Auto ObjectReference[] Property PlayerDiceGroup01 Auto ObjectReference[] Property PlayerDiceGroup02 Auto ObjectReference[] Property OpponentDiceGroup01 Auto ObjectReference[] Property OpponentDiceGroup02 Auto MusicType Property _SAG_PC_Victory_MT Auto EffectShader Property _00E_Phasmalist_ApparitionShaderFXS Auto Sound Property CardFlip Auto Sound Property _00E_MQ11a_MagicAnomalyScreamAM Auto Sound Property _00E_TavernGames_ThiefShoutM Auto Sound Property _00E_TavernGames_DiceRollM Auto Sound Property _00E_MAGFXFireOilIgniteLow Auto Sound Property _00E_FS_Phasmalist_EnterWorld_Male Auto MiscObject Property Gold001 Auto