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Updated example mod scripts
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@@ -1,85 +1,104 @@
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procedure start;
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procedure GetBoozes;
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procedure update_shader;
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variable perception;
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variable boozes;
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variable shader1;
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variable shader2;
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variable shader3;
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variable shader4;
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variable drunk_level;
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variable next_reduction;
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variable begin
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perception;
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boozes;
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shader1;
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shader2;
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shader3;
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shader4;
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drunk_level;
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next_reduction;
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booze_pids;
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end
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procedure start begin
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variable new_pe;
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variable new_booze;
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variable drunk_count;
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if (metarule(22,0)) then return;
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variable new_pe, new_booze, drunk_count;
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if (metarule(22, 0)) then return; //is_loading_game
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if (game_loaded) then begin
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if(not graphics_funcs_available) then begin
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if (not graphics_funcs_available) then begin
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display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
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return;
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end else begin
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//new_pe:=create_object_sid(125, 0, 0, -1);
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// pid list of the items for the mod to apply the effect
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booze_pids := [/*124,*/ 125];
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fix_array(booze_pids);
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//new_pe := create_object_sid(125, 0, 0, -1);
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//add_mult_objs_to_inven(dude_obj, new_pe, 10);
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perception:=get_pc_extra_stat(1);
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boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
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set_global_script_repeat(25);
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set_global_script_repeat(-1);
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shader1:=load_shader("booze1.fx");
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shader2:=load_shader("booze2.fx");
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shader3:=load_shader("booze3.fx");
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shader4:=load_shader("booze4.fx");
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drunk_level:=0;
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next_reduction:=0;
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perception := get_pc_extra_stat(1);
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boozes := GetBoozes;
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set_global_script_repeat(50);
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set_global_script_type(1);
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shader1 := load_shader("booze1.fx");
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shader2 := load_shader("booze2.fx");
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shader3 := load_shader("booze3.fx");
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shader4 := load_shader("booze4.fx");
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//display_msg("Init: " + perception + ", " + boozes);
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end
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end else begin
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new_pe:=get_pc_extra_stat(1);
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new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
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if( (perception != new_pe) or (boozes != new_booze) ) then begin
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new_pe := get_pc_extra_stat(1);
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new_booze := GetBoozes;
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if ((perception != new_pe) orElse (boozes != new_booze)) then begin
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//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
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if ( (perception > new_pe) and (boozes > new_booze) ) then begin
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if ( (perception - new_pe) < (boozes - new_booze) ) then begin
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drunk_count:=perception - new_pe;
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if ((perception > new_pe) andAlso (boozes > new_booze)) then begin
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variable pe_diff := perception - new_pe;
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variable booze_diff := boozes - new_booze;
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if (pe_diff < booze_diff) then begin
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drunk_count := pe_diff;
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end else begin
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drunk_count:=boozes - new_booze;
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drunk_count := booze_diff;
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end
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drunk_level:=drunk_level + (drunk_count*10);
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drunk_level += (drunk_count * 10);
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//display_msg("Increasing booze count: " + drunk_level);
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call update_shader;
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next_reduction:=game_time + game_ticks(6);
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next_reduction := game_time + game_ticks(6);
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end
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perception:=new_pe;
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boozes:=new_booze;
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perception := new_pe;
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boozes := new_booze;
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end
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if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
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drunk_level:=drunk_level - 1;
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if(drunk_level == 0) then next_reduction:=0;
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else next_reduction:=next_reduction + game_ticks(6);
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if ((next_reduction != 0) andAlso (game_time >= next_reduction)) then begin
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drunk_level -= 1;
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if (drunk_level == 0) then
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next_reduction := 0;
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else
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next_reduction += game_ticks(6);
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call update_shader;
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//display_msg("Decreasing booze count: " + drunk_level);
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end
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end
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end
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procedure GetBoozes begin
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variable pid, count_booze := 0;
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foreach (pid in booze_pids) begin
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count_booze += obj_is_carrying_obj_pid(dude_obj, pid);
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end
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return count_booze;
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end
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procedure update_shader begin
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if(drunk_level >= 100) then begin
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if (drunk_level >= 100) then begin
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deactivate_shader(shader1);
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deactivate_shader(shader2);
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deactivate_shader(shader3);
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activate_shader(shader4);
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end else if(drunk_level >= 50) then begin
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end else if (drunk_level >= 50) then begin
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deactivate_shader(shader1);
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deactivate_shader(shader2);
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activate_shader(shader3);
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deactivate_shader(shader4);
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end else if(drunk_level >= 25) then begin
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end else if (drunk_level >= 25) then begin
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deactivate_shader(shader1);
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activate_shader(shader2);
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deactivate_shader(shader3);
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deactivate_shader(shader4);
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end else if(drunk_level > 0) then begin
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end else if (drunk_level > 0) then begin
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activate_shader(shader1);
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deactivate_shader(shader2);
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deactivate_shader(shader3);
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