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KateMorgental.xml
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KateMorgental.xml
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<?xml version="1.0" encoding="utf-8"?>
<TranscendenceModule>
<!-- KateMorgental
GLOBAL DATA
firstPlayerMeetingTime: Tick of player's first meeting with Kate.
Nil if the player has never met him face to face.
lastestPlayerMeetingTime: Tick of most recent meeting with Kate.
lastNodeID: Kate's last known position. Nil means unknown.
lastSystemPos: Kate's last known position in the lastNodeID system.
objID: The objID of Kates's current ship. If Nil, then no ship has
been created yet.
playerRel: If Nil, Kate has never met the player. Positive numbers mean that
Kate likes/trusts/respects the player. Negative numbers mean the
opposite.
screenData: This is a structure specifying the screen to show when the player
interacts with Kate. The struct has the following fields:
screen: The screen to show
pane: If non-Nil, the pane to navigate to
data: If non-Nil, data to pass to the screen
If this value is Nil, then we look for missions tagged with
kateMorgentalMission.
-->
<Type UNID="&unidKateMorgental;">
<StaticData>
<MissionAttribute>"kateMorgentalMission"</MissionAttribute>
<Name>"Kate Morgental"</Name>
<Sovereign>&svCorporate;</Sovereign>
</StaticData>
<Events>
<OnDestroy>
(switch
; We don't care if an object ascends or enters a stargate
(or (= aDestroyReason 'ascended) (= aDestroyReason 'enteredStargate))
Nil
; Otherwise, handle it
(block ()
; If player kills Kate, then it counts as betrayal
; (Plus it counts as a Corporate Hierarchy crime.)
(if (and gPlayerShip (= aOrderGiver gPlayerShip))
(block ()
(rpgCharacterChangeRel &unidKateMorgental; 'betrayal)
(intCorporateCrime 3 (objTranslate gSource 'msgKillingKateCrime))
)
)
; NOTE: We don't automatically mark Kate as dead; we let
; each specific mission determine whether or not she can
; resurrect.
; Call the ship class to let it handle whatever it needs
(typFireObjEvent (objGetType gSource) gSource 'OnDestroy)
)
)
</OnDestroy>
<OnAttackedByPlayer>
(if (not (objGetProperty gSource 'playerBlacklisted))
(block ()
(objSetProperty gSource 'playerBlacklisted True)
(objSendMessageTranslate gPlayerShip gSource 'msgBetrayal)
(shpCancelOrders gSource)
(shpOrder gSource 'attack gPlayerShip)
)
)
</OnAttackedByPlayer>
<OnGlobalSystemStopped>
; If Kate is in this system, then ascend her (so that
; she can appear in other systems).
(rpgCharacterAscend &unidKateMorgental;)
</OnGlobalSystemStopped>
</Events>
<Language>
<Text id="msgBetrayal">What!? Target %name%!</Text>
<Text id="msgKillingKateCrime">killing Kate Morgental</Text>
</Language>
</Type>
<!-- Kate Morgental's Corporate Cruiser -->
<ShipClass UNID="&scKateMorgentalCruiser;"
manufacturer= "Rasiermesser"
class= "corporate cruiser"
type= ""
defaultSovereign= "&svCorporate;"
attributes= "capitalShip, corporate, kateMorgental, majorShip"
inherit= "&scCorporateCruiser;"
character= "&unidKateMorgental;"
eventHandler= "&unidKateMorgental;"
>
<Names noArticle="true" personalName="true">Kate Morgental</Names>
<!-- AI and Behavior -->
<AISettings
fireRateAdj= "20"
fireAccuracy= "95"
perception= "4"
ignoreShieldsDown= "true"
/>
<!-- Language -->
<Language>
<Text id="FirstMeetingIntro">
(cat
"LATER: Welcome, I'm Kate Morgental."
)
</Text>
<Text id="MeetingIntro">
(cat
(random (list
(cat
"LATER: Kate intro scene 1"
)
(cat
"LATER: Kate intro scene 2"
)
(cat
"LATER: Kate intro scene 3"
)
(cat
"LATER: Kate intro scene 4"
)
))
"\n\nShe turns to you: \"Welcome back, %name%!\""
)
</Text>
<Text id="NoMissions">
(cat
"\"LATER: Everything's quiet today, %name%. But something's always happening in this crazy universe "
"so come back later for the next crisis.\""
)
</Text>
</Language>
</ShipClass>
<!-- Kate Morgental's Corporate Explorer
-->
<ShipClass UNID="&scSvalbardExplorer;"
manufacturer= "corporate"
class= ""
type= "explorer"
attributes= "capitalShip, corporate, kateMorgental, majorShip, svalbardExplorer"
character= "&unidKateMorgental;"
size= "195"
mass= "4000"
thrustRatio= "1.2"
maxSpeed= "10"
cargoSpace= "1000"
cyberDefenseLevel= "8"
leavesWreck= "100"
wreckType= "&stSvalbardWreck;"
explosionType= "&vtThermoExplosion2;"
dockingPorts= "4"
dockScreen= "Main"
>
<Names definiteArticle="true">Svalbard Explorer</Names>
<!-- Configuration -->
<Armor
armorID= "&itQuadroCarbideArmor;"
count= "24"
/>
<Devices>
<Device deviceID="&itPlasmaShieldGenerator;"/>
</Devices>
<Maneuver
maxRotationRate= "3"
rotationAccel= "0.5"
/>
<Interior>
<Compartment name="interior"
hitPoints= "120"
/>
<Compartment name="main drive"
type= "mainDrive"
hitPoints= "80"
posX= "-61"
posY= "0"
sizeX= "60"
sizeY= "40"
/>
</Interior>
<Items>
<Item count="2d12" item="&itPteracniumFuelRod;"/>
</Items>
<!-- Image and Effects -->
<Image imageID="&rsCorporateExplorer;" imageWidth="192" imageHeight="192" />
<Effects>
<Effect type="thrustMain" posAngle="176" posRadius="88" posZ="0" rotation="180" effect="&efMainThrusterLarge;"/>
<Effect type="thrustMain" posAngle="-176" posRadius="88" posZ="0" rotation="180" effect="&efMainThrusterLarge;"/>
</Effects>
<!-- AI and Behavior -->
<AISettings
fireRateAdj= "25"
fireAccuracy= "95"
perception= "4"
/>
<DockScreens>
<Main>
<OnScreenInit>
(rpgMissionAssignmentOnScreenInit {
missionCriteria: (cat "n +svalbardMission; =" (sysGetLevel) ";")
})
</OnScreenInit>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionBridge" default="1">
(rpgMissionAssignment {
missionCriteria: (cat "n +svalbardMission; =" (sysGetLevel) ";")
noMissionTextID: 'descNoMissions
})
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Language -->
<Language>
<Text id="actionBridge">[B]ridge</Text>
<Text id="actionUndock">[U]ndock</Text>
<Text id="descWelcome">You are docked with the Svalbard Explorer.</Text>
<Text id="descNoMissions">
"LATER: Everything's quiet today, %name%. But something's always happening
in this crazy universe so come back later for the next crisis."
</Text>
<Text id="core.mapDesc">
Corporate research vessel
</Text>
</Language>
</ShipClass>
</TranscendenceModule>