-- ============================================================ -- -- Script Functions for Task Dialogs in Great Swamp (dialogs_marsh.script) -- CoC 1.4.14 - DoctorX Questlines 1.9 -- -- Modified by: DoctorX -- Last revised: October 29, 2016 -- -- ============================================================ ------ ecolog_companion_task_1 function ecolog_companion_task_1_complete(a,b) -- xQd change the smart terrain where you have to escort the npcs back to if warfare escort task is active local warfare_task = db.actor and load_var(db.actor,"warfare_escort_task_smart") if warfare_task then return xr_conditions.has_task_target_anomaly() ~= true and xr_conditions.check_nearest_smart_dist_le(nil,nil,{40,warfare_task}) or false else return xr_conditions.has_task_target_anomaly() ~= true and xr_conditions.check_nearest_smart_dist_le(nil,nil,{40,"mar_smart_terrain_base"}) or false end -- xQd end end function ecolog_companion_task_1_not_complete(a,b) return not ecolog_companion_task_1_complete(a,b) end function ecolog_companion_task_1_complete_task(a,b) -- xQd local tm = task_manager.get_task_manager() local task_info = tm.task_info if (task_info) then if (task_info["sim_default_csky_trader_task_3"]) then task_manager.get_task_manager():set_task_completed("sim_default_csky_trader_task_3") elseif (task_info["mar_base_owl_stalker_trader_task_3"]) then task_manager.get_task_manager():set_task_completed("mar_base_owl_stalker_trader_task_3") end end -- if db.actor and load_var(db.actor,"warfare_escort_task_smart") then -- task_manager.get_task_manager():set_task_completed("sim_default_csky_trader_task_3") -- else -- task_manager.get_task_manager():set_task_completed("mar_base_owl_stalker_trader_task_3") -- end -- xQd end a:stop_talk() b:stop_talk() end function ecolog_companion_task_1_give_reward(a,b) dialogs.relocate_money(db.actor,math.random(4500,7000),"in") if ((math.random(1,100)/100) <= 0.5) then treasure_manager.create_random_stash() end xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"ecolog", 50}) xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"csky", 25}) xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"killer", 25}) end -- //////////////////////////////////////////////////////////////////////////////////////////////// -- -- take_key function -- -- ------------------------------------------------------------------------------------------------ -- -- Description: -- - Gives actor Pripyat room key and story tasks -- -- Usage: -- take_key( ) -- -- Parameters: -- none -- -- Return value (type: none): -- none -- -- ------------------------------------------------------------------------------------------------ -- Modified by DoctorX -- for DoctorX Questlines 1.9 -- Last modified October 11, 2016 -- ------------------------------------------------------------------------------------------------ -- Give actor Pripyat room key and story tasks: function take_key( first_speaker, second_speaker ) -- Give actor Pripyat room key: dialogs.relocate_item_section_to_actor( first_speaker, second_speaker, "cit_doctors_key" ) -- Give actor Pripyat room task: task_manager.get_task_manager( ):give_task( "cit_doctor_task" ) -- Give actor story tasks if in story mode: if ( not has_alife_info( "story_mode_disabled" ) ) then task_manager.get_task_manager( ):give_task( "main_1_search_agr_ug" ) task_manager.get_task_manager( ):give_task( "main_2_search_labx18" ) task_manager.get_task_manager( ):give_task( "main_3_search_labx16" ) task_manager.get_task_manager( ):give_task( "main_4_search_labx10" ) task_manager.get_task_manager( ):give_task( "main_5_search_labx8" ) task_manager.get_task_manager( ):give_task( "main_6_search_jup_ug" ) task_manager.get_task_manager( ):give_task( "main_7_search_mon_con" ) end end -- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\