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barotrauma-gamefiles/Content/Events/FactionEvents.xml
2025-04-13 10:54:55 +02:00

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<?xml version="1.0" encoding="utf-8"?>
<RandomEvents>
<EventPrefabs>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Coalition -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="coalitionspecialhire1">
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="coalitionspecialhire1_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<WaitAction time="5" />
<ConversationAction text="eventtext.coalitionspecialhire1.announcement" eventsprite="NoticeBoard" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="ignatiusmay" targettag="ignatiusmay" allowduplicates="false" spawnlocation="Outpost" targetmoduletags="admin,adminmodule" />
<Label name="beginning" />
<CheckDataAction identifier="coalitionspecialhire1_declinedonce" condition="eq true">
<Failure>
<TriggerAction target1tag="ignatiusmay" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="false" radius="300" />
<NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="true" />
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.c1" eventsprite="oldman">
<Option text="eventtext.coalitionspecialhire1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.c1">
<Option text="eventtext.coalitionspecialhire1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.c1">
<Option text="eventtext.coalitionspecialhire1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="ignatiusmay" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="coalitionspecialhire1_hired" value="true" />
<NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire2.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o2.c1" />
<SetDataAction identifier="coalitionspecialhire1_declinedonce" value="true" />
<NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<TriggerAction target1tag="ignatiusmay" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" radius="300" />
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.repeat" eventsprite="oldman">
<Option text="eventtext.separatistspecialhire2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="ignatiusmay" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="coalitionspecialhire1_hired" value="true" />
<NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="ignatiusmay" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="coalitionspecialhire2">
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="coalitionspecialhire2_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="auntdoris" targettag="auntdoris" allowduplicates="false" spawnlocation="Outpost" />
<Label name="beginning" />
<TriggerAction target1tag="auntdoris" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="true" />
<CheckDataAction identifier="coalitionspecialhire2_declinedonce" condition="eq true">
<Failure>
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.c1">
<Option text="eventtext.coalitionspecialhire2.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.c1">
<Option text="eventtext.coalitionspecialhire2.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.c1">
<Option text="eventtext.coalitionspecialhire2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="auntdoris" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="coalitionspecialhire2_hired" value="true" />
<NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire2.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o2.c1" />
<SetDataAction identifier="coalitionspecialhire2_declinedonce" value="true" />
<NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.repeat">
<Option text="eventtext.separatistspecialhire2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.coalitionspecialhire2.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="auntdoris" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="coalitionspecialhire2_hired" value="true" />
<NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="auntdoris" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<!--Bomb scare-->
<ScriptedEvent identifier="bombscare" commonness="50">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemidentifier:mediumsteelcabinet" tag="bombcabinet" SubmarineType="Outpost" chooserandom="true" ContinueIfNoTargetsFound="false" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="bombsecurity" spawnlocation="Outpost" />
<Label name="beginning" />
<ClearTagAction tag="triggerer_player" />
<!-- talk to security NPC -->
<TriggerAction target1tag="player" target2tag="bombsecurity" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.bombscare.c1" targettag="triggerer_player" eventsprite="BombScare1">
<Option text="EventText.bombscare.o1">
<ConversationAction text="EventText.bombscare.o1.c1" targettag="triggerer_player">
<Option text="EventText.bombscare.o1.o1">
<ConversationAction text="EventText.bombscare.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.bombscare.o1.o1.o1">
<ConversationAction text="EventText.bombscare.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
<NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
<SpawnAction itemidentifier="traitortimebomb" targettag="bombscarebomb" targetinventory="bombcabinet" ignorebyai="true" />
<!-- Find the bomb cabinet -->
<TriggerAction target1tag="player" target2tag="bombcabinet" applytotarget1="noisehearer" waitforinteraction="false" radius="80" />
<StatusEffectAction targettag="bombscarebomb">
<StatusEffect target="This" condition="100" IsOn="true" setvalue="true" />
</StatusEffectAction>
<ConversationAction text="eventtext.bombscare.tickingnoise" targettag="noisehearer" endconversation="true" dialogtype="Small"/>
<!-- must pick up bomb to proceed -->
<TriggerAction target1tag="player" target2tag="bombscarebomb" applytotarget1="bombfinder" waitforinteraction="true" />
<ConversationAction text="EventText.bombscare.o1.o1.o1.c1.c1" targettag="bombfinder" eventsprite="BombScare2">
<Option text="eventtext.bombscare.o1.o1.o1.c1.o1">
<SkillCheckAction requiredskill="electrical" requiredlevel="80" targettag="bombfinder">
<Success>
<StatusEffectAction targettag="bombscarebomb">
<StatusEffect target="This" IsOn="false" setvalue="true" />
</StatusEffectAction>
<GiveSkillEXPAction skill="electrical" amount="10" targettag="bombfinder" />
<ConversationAction text="EventText.bombscare.o1.o1.o1.c1.o1.c1" targettag="bombfinder" eventsprite="BombScare2"/>
<!-- Bomb defused, go to security. -->
<Label name="hasdefusedbomb" />
<TriggerAction target1tag="player" target2tag="bombsecurity" applytotarget1="bombbringer" waitforinteraction="true" />
<CheckItemAction targettag="bombbringer" itemtags="bombscarebomb" >
<Success>
<NPCFollowAction npctag="bombsecurity" targettag="bombbringer" follow="true" />
<ConversationAction text="EventText.bombscare.o1.o1.o1.c1.o1.c1.c1" targettag="bombbringer" eventsprite="BombScare1"/>
<StatusEffectAction targettag="bombscarebomb">
<StatusEffect target="This">
<Remove />
</StatusEffect>
</StatusEffectAction>
<MoneyAction amount="500" />
<ReputationAction targettype="Faction" identifier="coalition" increase="5" />
<ReputationAction targettype="Faction" identifier="separatists" increase="-5" />
<NPCFollowAction npctag="bombsecurity" targettag="bombbringer" follow="false" />
</Success>
<Failure>
<ConversationAction text="EventText.bombscare.nobombtogive" targettag="bombbringer" dialogtype="Small" eventsprite="BombScare1"/>
<ClearTagAction tag="bombbringer" />
<WaitAction time="1" />
<Goto name="hasdefusedbomb" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<!-- Bomb turns off then turns on again and ticks faster -->
<StatusEffectAction targettag="bombscarebomb">
<StatusEffect target="This" IsOn="false" setvalue="true" />
</StatusEffectAction>
<ConversationAction text="eventtext.bombscare.o1.o1.o1.c1.o1.c2" targettag="bombfinder" eventsprite="BombScare2">
<Option text="eventtext.bombscare.o1.o1.o1.c1.o1.o1">
<Waitaction Time="1" />
<StatusEffectAction targettag="bombscarebomb">
<StatusEffect target="This" IsOn="True" setvalue="true" />
<StatusEffect target="This" type="OnActive" duration="100" Condition="-2" >
<sound file="Content/Items/Button/Switch1.ogg" range="200" frequencymultiplier="1" volume="0.75" loop="true" />
</StatusEffect>
</StatusEffectAction>
<ConversationAction text="eventtext.bombscare.o1.o1.o1.c1.o1.o1.c1" targettag="bombfinder" endconversation="true" eventsprite="BombScare2"/>
</Option>
</ConversationAction>
</Failure>
</SkillCheckAction>
</Option>
<Option text="eventtext.bombscare.leavethebomb" endconversation="true">
<!-- Let the bomb tick -->
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.bombscare.o1.o2" endconversation="true">
<!--END-->
<NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
<NPCFollowAction npctag="bombsecurity" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</ScriptedEvent>
<!--Nothing to see here-->
<ScriptedEvent identifier="nothingtoseehere" commonness="50">
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="oldwoman" targettag="nothingtoseehere_oldwoman" spawnlocation="Outpost" spawnpointtype="Path" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="nothingtoseehere_guard" spawnlocation="Outpost" spawnpointtype="Path" targetmoduletags="securitymodule" />
<TagAction criteria="player" tag="player" />
<NPCWaitAction npctag="oldwoman" wait="true" />
<NPCWaitAction npctag="securitynpc[faction]" wait="true" />
<Label name="beginning" />
<ClearTagAction tag="triggerer_player" />
<TriggerAction target1tag="nothingtoseehere_oldwoman" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
<NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.nothingtoseehere.c1" targettag="triggerer_player">
<Option text="EventText.nothingtoseehere.o1" endconversation="true">
<TagAction criteria="itemidentifier:opdeco_trashcan" tag="potentialtrashcan" submarinetype="outpost" />
<TriggerAction target1tag="potentialtrashcan" target2tag="triggerer_player" applytotarget1="selectedtrashcan" radius="100" waitforinteraction="true" />
<ConversationAction text="EventText.nothingtoseehere.o1.c1" targettag="triggerer_player" eventsprite="trashcan">
<Option text="EventText.nothingtoseehere.o1.o1">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.generic.continue">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
<NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="false" />
<TriggerAction target1tag="nothingtoseehere_guard" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
<NPCFollowAction npctag="nothingtoseehere_guard" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.c1" targettag="triggerer_player">
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.c1" targettag="triggerer_player">
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o1">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o1.c1" targettag="triggerer_player" endconversation="true"/>
<MoneyAction amount="500" />
<ReputationAction targettype="Faction" identifier="coalition" increase="5" />
</Option>
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.c1" targettag="triggerer_player">
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1">
<ConversationAction text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.c1" targettag="triggerer_player">
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.o1" endconversation="true">
<MoneyAction amount="500" />
<ReputationAction targettype="Faction" identifier="coalition" increase="1" />
</Option>
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o1.o2.o1.o2" endconversation="true">
<ReputationAction targettype="Faction" identifier="coalition" increase="-5" />
<ReputationAction targettype="Faction" identifier="separatists" increase="5" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.nothingtoseehere.o1.o1.o1.c1.o2" endconversation="true">
<!--END-->
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
</Option>
</ConversationAction>
<NPCFollowAction npctag="nothingtoseehere_guard" targettag="triggerer_player" follow="false" />
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
<GoTo name="beginning" />
</Option>
</ConversationAction>
<NPCFollowAction npctag="nothingtoseehere_oldwoman" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_jailbreak_coalition" commonness="80">
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 30">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<ConversationAction text="EventText.missionevent_jailbreak_coalition.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Coalition">
<Option text="EventText.missionevent.pleasecontinue">
<!-- "please continue" -->
<ConversationAction text="EventText.missionevent_jailbreak_coalition.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Coalition" endconversation="true" />
<MissionAction missionidentifier="jailbreak_coalition" locationtype="City,Military" requiredfaction="separatists" minlocationdistance="1" />
</Option>
</ConversationAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Jovian Separatists -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="separatistspecialhire1">
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="separatistspecialhire1_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="victoriapetran" targettag="victoria" allowduplicates="false" spawnlocation="Outpost" />
<Label name="beginning" />
<TriggerAction target1tag="victoria" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="true" />
<CheckDataAction identifier="separatistspecialhire1_declinedonce" condition="eq true">
<Failure>
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.c1" eventsprite="HeartOfGold">
<Option text="eventtext.separatistspecialhire1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.c1">
<Option text="eventtext.separatistspecialhire1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.c1">
<Option text="eventtext.separatistspecialhire1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="victoria" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="separatistspecialhire1_hired" value="true" />
<NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire1.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o2.c1" />
<SetDataAction identifier="separatistspecialhire1_declinedonce" value="true" />
<NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.repeat" eventsprite="HeartOfGold">
<Option text="eventtext.separatistspecialhire1.o1.o1.repeat">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="victoria" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="separatistspecialhire1_hired" value="true" />
<NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="victoria" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="separatistspecialhire2">
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="separatistspecialhire2_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<CheckDataAction identifier="sootman_freed" condition="eq true">
<Failure>
<!-- don't allow hiring until jailbreak mission has been completed -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="sootman" targettag="sootman" allowduplicates="false" spawnlocation="Outpost" />
<Label name="beginning" />
<TriggerAction target1tag="sootman" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="true" />
<CheckDataAction identifier="separatistspecialhire2_declinedonce" condition="eq true">
<Failure>
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.c1">
<Option text="eventtext.separatistspecialhire2.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.c1">
<Option text="eventtext.separatistspecialhire2.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.c1">
<Option text="eventtext.separatistspecialhire2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="separatistspecialhire2_hired" value="true" />
<NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire2.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o2.c1" />
<SetDataAction identifier="separatistspecialhire2_declinedonce" value="true" />
<NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.repeat">
<Option text="eventtext.separatistspecialhire1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.separatistspecialhire2.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="separatistspecialhire2_hired" value="true" />
<NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.separatistspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="sootman" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_tormsdalereport" commonness="80">
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="tormsdalereport" condition="eq 0">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<NPCWaitAction npctag="outpostmanager" wait="true" />
<ConversationAction text="EventText.missionevent_tormsdalereport.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent_tormsdalereport.whosthat">
<ConversationAction text="EventText.missionevent_tormsdalereport.whospetran" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent_tormsdalereport.o1.o1">
<Goto name="givemission" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.missionevent.pleasecontinue">
<Goto name="givemission" />
</Option>
</ConversationAction>
<Label name="givemission" />
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent_tormsdalereport.c1.o1">
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.missionevent_tormsdalereport.c1.o1.o1">
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1">
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1">
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.missionevent_tormsdalereport.c1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists" endconversation="true" />
<MissionAction missionidentifier="tormsdalereport" locationtype="City,Outpost,Military,Research,Mine" requiredfaction="coalition" minlocationdistance="2" CreateLocationIfNotFound="true" />
<NPCWaitAction npctag="outpostmanager" wait="false" />
<SetDataAction identifier="tormsdalereport" value="1" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="tormsdalereport_outpost">
<StatusEffectAction targettag="outpostmanager">
<!-- force the outpost manager to be killable (killing outpost NPCs might be disabled in MP) -->
<StatusEffect Unkillable="false" target="This"/>
</StatusEffectAction>
<ConversationAction text="EventText.tormsdalereport_outpost.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.tormsdalereport_outpost.o1">
<ConversationAction text="EventText.tormsdalereport_outpost.o1.c1" targettag="triggerer_player" endconversation="true" />
</Option>
<Option text="EventText.tormsdalereport_outpost.o2">
<ConversationAction text="EventText.tormsdalereport_outpost.o2.c1" targettag="triggerer_player" endconversation="true" />
<CombatAction combatmode="Offensive" npctag="outpostmanager" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
</Option>
<Option text="EventText.tormsdalereport_outpost.o3">
<ConversationAction text="EventText.tormsdalereport_outpost.o3.c1" targettag="triggerer_player" endconversation="true" />
<NPCFollowAction npctag="outpostmanager" targettag="triggerer_player" follow="true" />
<WaitAction time="60" />
<ConversationAction text="EventText.tormsdalereport_outpost.o3.c1.c1" targettag="triggerer_player" waitforinteraction="false" eventsprite="Separatists" />
<NPCFollowAction npctag="outpostmanager" targettag="triggerer_player" follow="false" />
</Option>
<Option text="EventText.tormsdalereport_outpost.o4" endconversation="true" />
</ConversationAction>
</ScriptedEvent>
<ScriptedEvent identifier="tormsdalereport_complete">
<CheckDataAction identifier="tormsdalereport" condition="eq 2">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<Label name="beginning" />
<ConversationAction text="EventText.tormsdalereport_complete.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.tormsdalereport_complete.o1">
<CheckItemAction targettag="triggerer_player" itemidentifiers="tormsdalereport">
<Success>
<ConversationAction text="EventText.tormsdalereport_complete.o1.c1" targettag="triggerer_player" endconversation="true" />
<MoneyAction amount="5000" />
<ReputationAction targettype="Faction" identifier="separatists" increase="10" />
<ReputationAction targettype="Faction" identifier="coalition" increase="-10" />
<SetDataAction identifier="tormsdalereport" value="3" />
<RemoveItemAction targettag="triggerer_player" itemidentifier="tormsdalereport" />
</Success>
<Failure>
<ConversationAction text="EventText.tormsdalereport_complete.o1.c2" targettag="triggerer_player" endconversation="true" />
<GoTo name="beginning" />
</Failure>
</CheckItemAction>
</Option>
<Option text="EventText.tormsdalereport_complete.o2" endconversation="true">
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_jailbreak_separatists" commonness="80">
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<ConversationAction text="EventText.missionevent_jailbreak_separatists.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent.pleasecontinue">
<!-- "please continue" -->
<ConversationAction text="EventText.missionevent_jailbreak_separatists.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists" endconversation="true" />
<MissionAction missionidentifier="jailbreak_separatists" locationtype="City,Military" requiredfaction="coalition" minlocationdistance="1" />
</Option>
</ConversationAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_jailbreak_sootman" commonness="80">
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 50">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="jailbreak_sootman_unlocked" condition="eq true">
<Success>
<!-- do nothing -->
</Success>
<Failure>
<ConversationAction text="EventText.missionevent_jailbreak_sootman.c1" speakertag="outpostmanager" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent_tormsdalereport.whosthat">
<!-- who's that? -->
<ConversationAction text="EventText.missionevent_tormsdalereport.whospetran" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Separatists">
<Option text="EventText.missionevent_tormsdalereport.o1.o1">
<!-- ok, what's the mission -->
<Goto name="givemission" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.missionevent.pleasecontinue">
<!-- we're interested -->
<Goto name="givemission" />
</Option>
</ConversationAction>
<Label name="givemission" />
<ConversationAction text="EventText.missionevent_jailbreak_sootman.c1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1">
<Option text="EventText.missionevent_jailbreak_sootman.c1.o1">
<ConversationAction text="EventText.missionevent_jailbreak_sootman.c1.o1.c1" targettag="triggerer_player" endeventifinterrupted="false" eventsprite="Stuckinthemiddle1" />
<MissionAction missionidentifier="jailbreak_sootman" locationtype="City,Military" requiredfaction="coalition" minlocationdistance="1" CreateLocationIfNotFound="true" />
<SetDataAction identifier="jailbreak_sootman_unlocked" value="true" />
</Option>
</ConversationAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="jailbreak_sootman">
<TagAction criteria="player" tag="player" />
<TagAction criteria="humanprefabidentifier:sootman" tag="prisoner" />
<NPCWaitAction npctag="sootman" wait="true" />
<TriggerAction target1tag="sootman" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="50" waitforinteraction="false" />
<NPCFollowAction npctag="sootman" targettag="player" follow="true" />
<ConversationAction text="EventText.jailbreak_sootman.c1" targettag="triggerer_player" eventsprite="Separatists">
<Option text="EventText.jailbreak_sootman.o1">
<ConversationAction text="EventText.jailbreak_sootman.o1.c1" targettag="triggerer_player">
<Option text="EventText.jailbreak_sootman.o1.o1">
<ConversationAction text="EventText.jailbreak_sootman.o1.o1.c1" targettag="triggerer_player" />
<NPCWaitAction npctag="sootman" wait="false" />
<NPCFollowAction npctag="sootman" targettag="outpostmanager" follow="true" />
<WaitAction time="30" />
<TriggerEventAction identifier="jailbreak_alarm" />
<GodModeAction targettag="sootman" enabled="true" />
<FireAction size="100" targettag="outpostmanager" />
<TagAction criteria="itemtag:command" submarinetype="Player" tag="commandroom" />
<!-- change team to give Sootman access to the sub -->
<NPCChangeTeamAction npctag="sootman" teamid="Team1" addtocrew="false" />
<NPCFollowAction npctag="sootman" targettag="commandroom" follow="true" />
<WaitAction time="120" />
<Label name="forcefollow" />
<CheckConditionalAction targettag="sootman" IsInPlayerSub="true">
<Failure>
<!-- if not in the player sub within 2 minutes (messed up waypoints, no command room in the sub?) make the NPC follow the player -->
<NPCFollowAction npctag="sootman" targettag="player" follow="true" />
<WaitAction time="10" />
<Goto name="forcefollow" />
</Failure>
</CheckConditionalAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</ScriptedEvent>
<ScriptedEvent identifier="jailbreak">
<TagAction criteria="player" tag="player" />
<TriggerAction target1tag="prisoner" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="50" waitforinteraction="false" />
<ConversationAction text="EventText.jailbreak.c1" targettag="triggerer_player" eventsprite="BombScare1" />
<TriggerEventAction identifier="jailbreak_alarm" />
</ScriptedEvent>
<ScriptedEvent identifier="jailbreak_alarm">
<!-- trigger alarm if any of the prisoners are close to security -->
<TriggerAction target1tag="prisoner" target2tag="securitynpc" applytotarget1="triggerer_prisoner" applytotarget2="triggerer_securitynpc" disableiftargetincapacitated="false" radius="200" waitforinteraction="false" />
<NPCFollowAction npctag="triggerer_prisoner" targettag="triggerer_securitynpc" follow="true" />
<WaitAction time="3" />
<TagAction criteria="itemtag:securityalarm" submarinetype="Outpost" tag="alarmbutton" />
<StatusEffectAction targettag="alarmbutton">
<StatusEffect State="true" target="This" />
</StatusEffectAction>
<ConversationAction text="EventText.jailbreak_alarm.c1" eventsprite="NoticeBoard" ContinueAutomatically="true" />
<NPCFollowAction npctag="triggerer_prisoner" targettag="triggerer_securitynpc" follow="false" />
<NPCChangeTeamAction npctag="securitynpc" teamid="Team2" />
</ScriptedEvent>
<!--"Separatist relations"
TODO:
-spawn correct npcs-->
<ScriptedEvent identifier="separatistrelations" commonness="100">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="vandal1" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="vandal2" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
<SpawnAction itemidentifier="wrench" targetinventory="vandal1" />
<SpawnAction itemidentifier="screwdriver" targetinventory="vandal2" />
<NPCFollowAction npctag="vandal1" targettag="vandal2" follow="true" />
<TriggerAction target1tag="vandal1" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
<NPCWaitAction npctag="vandal1" wait="true" />
<NPCWaitAction npctag="vandal2" wait="true" />
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
<Success>
<ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.c1" eventsprite="group" />
<ReputationAction targettype="Faction" identifier="separatists" increase="1" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.c2" eventsprite="group">
<Option text="EventText.separatistrelations.o1">
<ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.o1.c1" />
<ReputationAction targettype="Faction" identifier="separatists" increase="-2" />
<CombatAction combatmode="offensive" npctag="vandal1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<CombatAction combatmode="offensive" npctag="vandal2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
</Option>
<Option text="EventText.separatistrelations.o2">
<ConversationAction targettag="triggerer_player" text="EventText.separatistrelations.o2.c1" />
<ReputationAction targettype="Faction" identifier="separatists" increase="2" />
</Option>
<Option text="EventText.separatistrelations.o3" />
</ConversationAction>
</Failure>
</CheckReputationAction>
<NPCWaitAction npctag="vandal1" wait="false" />
<NPCWaitAction npctag="vandal2" wait="false" />
</ScriptedEvent>
<!--Stuck in the middle-->
<ScriptedEvent identifier="stuckinthemiddle" commonness="50">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:chair" tag="torturechair" SubmarineType="Outpost" RequiredModuleTag="adminmodule" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="separatist1" targetmoduletags="airlock,cityairlock" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="separatist2" targetmoduletags="airlock,cityairlock" spawnlocation="Outpost" />
<!-- spawns the NPC for later in the event and give it some bruises. -->
<SpawnAction npcsetidentifier="abandonedoutpostnpcs" npcidentifier="hostage" targettag="torturedseparatist" spawnlocation="Outpost" targetmoduletags="adminmodule" />
<AfflictionAction targettag="torturedseparatist" affliction="blunttrauma" strength="15" limbtype="head" />
<AfflictionAction targettag="torturedseparatist" affliction="blunttrauma" strength="25" limbtype="torso" />
<AfflictionAction targettag="torturedseparatist" affliction="stun" strength="10" />
<GodModeAction targettag="torturedseparatist" enabled="true" />
<NPCWaitAction npctag="torturedseparatist" wait="true" />
<NPCWaitAction npctag="separatist1" wait="true" />
<NPCWaitAction npctag="separatist2" wait="true" />
<Label name="beginning" />
<ClearTagAction tag="triggerer_player" />
<TriggerAction target1tag="player" target2tag="separatist1" applytotarget1="triggerer_player" waitforinteraction="true"/>
<ConversationAction text="EventText.stuckinthemiddle.c1" targettag="triggerer_player" eventsprite="crowd">
<Option text="EventText.stuckinthemiddle.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.c1" targettag="triggerer_player" eventsprite="separatists">
<Option text="EventText.stuckinthemiddle.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
<Option text="EventText.stuckinthemiddle.o1.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="separatists">
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1" endconversation="true">
<SetDataAction identifier="stuckinthemiddle_acceptedmission" value="true" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o2">
<!--END-->
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.stuckinthemiddle.o1.o2">
<!--END-->
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
<GoTo name="beginning" />
</Option>
</ConversationAction>
<!--Conversation #2-->
<CheckDataAction identifier="stuckinthemiddle_acceptedmission" condition="eq true">
<Success>
<TriggerAction target1tag="triggerer_player" target2tag="torturedseparatist" radius="100" waitforinteraction="true" DisableIfTargetIncapacitated="false" />
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown">
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown">
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="MentalBreakdown" endconversation="true" />
<TriggerAction target1tag="triggerer_player" target2tag="separatist1" waitforinteraction="true" />
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o1.c1.c1" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="separatists" increase="3" />
</Option>
<Option text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2">
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2.c1" targettag="triggerer_player" endconversation="true" eventsprite="Note2" />
<TriggerAction target1tag="triggerer_player" target2tag="separatist1" waitforinteraction="true" />
<ConversationAction text="EventText.stuckinthemiddle.o1.o1.o1.o1.o1.o1.o1.o2.c1.c1" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="separatists" increase="5" />
<MoneyAction amount="500" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
</Option>
</ConversationAction>
</Success>
<Failure>
<!--Do nothing-->
</Failure>
</CheckDataAction>
<GodModeAction targettag="torturedseparatist" enabled="false" />
</ScriptedEvent>
<!--Terrorism 101-->
<ScriptedEvent identifier="terrorism101" commonness="50">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:vendingmachine" tag="selectedvendingmachine" SubmarineType="Outpost" chooserandom="true" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="terrorist" spawnpointtag="selectedvendingmachine" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="security" spawnlocation="Outpost" />
<NPCWaitAction npctag="terrorist" wait="true" />
<NPCOperateItemAction npctag="terrorist" targettag="selectedvendingmachine" ItemComponentName="Fabricator" Operate="true" />
<Label name="beginning" />
<ClearTagAction tag="triggerer_player" />
<TriggerAction target1tag="player" target2tag="terrorist" applytotarget1="triggerer_player" waitforinteraction="true" />
<ConversationAction text="EventText.terrorism101.c1" targettag="triggerer_player" eventsprite="Terrorism1">
<Option text="EventText.terrorism101.o1">
<ConversationAction text="EventText.terrorism101.o1.c1" targettag="triggerer_player" eventsprite="Terrorism2">
<Option text="EventText.terrorism101.o1.o1">
<ConversationAction text="EventText.terrorism101.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.terrorism101.o1.o1.o1">
<Label name="bombtalk" />
<ConversationAction text="EventText.terrorism101.excuse" targettag="triggerer_player">
<Option text="EventText.terrorism101.abomb">
<ConversationAction text="EventText.terrorism101.shh" targettag="triggerer_player">
<Option text="EventText.terrorism101.help">
<ConversationAction text="EventText.terrorism101.novice" targettag="triggerer_player">
<Option text="EventText.terrorism101.armbomb">
<ConversationAction text="EventText.terrorism101.bombarmed" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="separatists" increase="5" />
<MoneyAction amount="250" />
</Option>
<Option text="EventText.terrorism101.dismantlebomb">
<ConversationAction text="EventText.terrorism101.bombdismantled" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="coalition" increase="3" />
<MoneyAction amount="250" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.terrorism101.o1.o1.o1.o1.o2" endconversation="true">
<ReputationAction targettype="Faction" identifier="coalition" increase="3" />
<ReputationAction targettype="Faction" identifier="separatists" increase="-3" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.terrorism101.o1.o1.o1.o2" endconversation="true">
<CombatAction combatmode="arrest" npctag="security" enemytag="terrorist" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.terrorism101.o1.o1.o2" endconversation="true">
<!--END-->
</Option>
</ConversationAction>
</Option>
<Option text="EventText.terrorism101.o1.o2">
<Goto name="bombtalk" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
<GoTo name="beginning" />
</Option>
</ConversationAction>
<NPCWaitAction npctag="terrorist" wait="false" />
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Church of the Husk -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="missionevent_escort1huskcult" commonness="100" requiredDestinationTypes="anyoutpost">
<ConversationAction text="EventText.missionevent_escort1huskcult.c1" speakertag="huskcultist" endeventifinterrupted="false" dialogtype="Small" />
<MissionAction missiontag="escortcommonershuskcult" />
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_cargohuskcult" commonness="100" requiredDestinationTypes="anyoutpost">
<ConversationAction text="eventtext.missionevent_cargohuskcult" speakertag="huskcultist" endeventifinterrupted="false" dialogtype="Small" />
<MissionAction missiontag="cargohuskcult" />
</ScriptedEvent>
<!--"Outbreak"-->
<ScriptedEvent identifier="outbreak" commonness="100">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="infectednpc" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="outbreaknpc" spawnlocation="Outpost" />
<TriggerAction target1tag="outbreaknpc" target2tag="player" applytotarget2="triggerer_player" radius="250" waitforinteraction="true"/>
<AfflictionAction targettag="infectednpc" affliction="huskinfection" strength="40" />
<ConversationAction targettag="triggerer_player" text="EventText.outbreak.c1" eventsprite="cultist">
<Option text="EventText.outbreak.o1" />
</ConversationAction>
</ScriptedEvent>
<ScriptedEvent identifier="huskcultspecialhire1">
<CheckDataAction identifier="subraevent_state" condition="lt 3">
<Failure>
<!-- cannot start the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
</Failure>
<Success>
<!-- Can't be hired until rescued in the "Way to Ascension" chain -->
<CheckDataAction identifier="waytoascension" condition="gt 7">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="huskcultspecialhire1_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jacovsubra" targettag="jacovsubra" allowduplicates="false" targetmoduletags="huskmodule" spawnlocation="Outpost" />
<Label name="beginning" />
<TriggerAction target1tag="jacovsubra" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="true" />
<CheckDataAction identifier="huskcultspecialhire1_declinedonce" condition="eq true">
<Failure>
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.c1" eventsprite="JacovSubra4">
<Option text="eventtext.huskcultspecialhire1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.c1">
<Option text="eventtext.huskcultspecialhire1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.c1">
<Option text="eventtext.huskcultspecialhire1.o1.o1.o1" endconversation="true">
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="jacovsubra" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="huskcultspecialhire1_hired" value="true" />
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.huskcultspecialhire1.o1.o1.o2" endconversation="true">
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o2.c1" />
<SetDataAction identifier="huskcultspecialhire1_declinedonce" value="true" />
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.repeat" eventsprite="JacovSubra4">
<Option text="eventtext.huskcultspecialhire1.o1.o1.repeat" endconversation="true">
<ConversationAction targettag="triggerer_player" text="eventtext.huskcultspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="jacovsubra" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="huskcultspecialhire1_hired" value="true" />
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.huskcultspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</Success>
</CheckDataAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
<!--"Husk cult relations" -->
<ScriptedEvent identifier="huskcultrelations">
<TagAction criteria="player" tag="player" />
<TriggerAction target1tag="huskcultist" target2tag="player" applytotarget1="targetcultist" applytotarget2="triggerer_player" radius="250" waitforinteraction="true" />
<NPCFollowAction npctag="targetcultist" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultrelations.c1" eventsprite="huskinvite">
<Option text="EventText.huskcultrelations.o1">
<ConversationAction targettag="triggerer_player" text="EventText.huskcultrelations.o1.c1" fadetoblack="true" eventsprite="dorm">
<Option text="EventText.huskcultrelations.o1.o1">
<ConversationAction text="EventText.huskcultrelations.o1.o1.c1" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
<SpawnAction itemidentifier="calyxanide" targetinventory="triggerer_player" />
<SpawnAction itemidentifier="calyxanide" targetinventory="triggerer_player" />
<AfflictionAction targettag="triggerer_player" affliction="huskinfection" strength="40" />
</Option>
<Option text="EventText.huskcultrelations.o1.o2" />
</ConversationAction>
</Option>
<Option text="EventText.huskcultrelations.o2" />
</ConversationAction>
<NPCFollowAction npctag="targetcultist" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!--"Husk cultist"-->
<ScriptedEvent identifier="huskcultist">
<TagAction criteria="player" tag="player" />
<TriggerAction target1tag="huskcultist" target2tag="player" applytotarget1="targetcultist" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.c1" eventsprite="cultist">
<Option text="EventText.huskcultist.o1">
<CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggsbasic">
<Success>
<Label name="checkpockets" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.c1">
<Option text="EventText.huskcultist.o1.o1">
<RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggsbasic" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o1.c1" />
<MoneyAction amount="1000" />
</Option>
<Option text="EventText.huskcultist.o1.o2">
<RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggsbasic" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o2.c1" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
<ReputationAction targettype="Faction" identifier="clowns" increase="-3" />
</Option>
<Option text="EventText.huskcultist.o1.o3" />
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.c2">
<Option text="EventText.huskcultist.o1.o4">
<ConversationAction targettag="triggerer_player" text="EventText.huskcultist.o1.o4.c1" />
<Label name="waitingforeggs" />
<ConversationAction text="EventText.huskcultist_return.c1" eventsprite="cultist" speakertag="targetcultist" targettag="triggerer_player" dialogtype="Small">
<Option text="EventText.huskcultist_return.o1" endconversation="true">
<CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggsbasic">
<Success>
<GoTo name="checkpockets" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" waitforinteraction="false" text="EventText.huskcultist_return.o1.c2" eventsprite="cultist" dialogtype="Small" />
<GoTo name="waitingforeggs" />
</Failure>
</CheckItemAction>
</Option>
<Option text="EventText.huskcultist_return.o2" endconversation="true">
<GoTo name="waitingforeggs" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.huskcultist.o1.o5" />
</ConversationAction>
</Failure>
</CheckItemAction>
</Option>
<Option text="EventText.huskcultist.o2" />
</ConversationAction>
</ScriptedEvent>
<!--"Husk cult ambush"-->
<ScriptedEvent identifier="huskcultambush">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist1" spawnlocation="Outpost" lootingisstealing="false" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist2" spawnlocation="Outpost" lootingisstealing="false" />
<NPCFollowAction npctag="cultist2" targettag="cultist1" follow="true" />
<TriggerAction target1tag="cultist1" target2tag="player" applytotarget2="triggerer_player" radius="300" />
<NPCFollowAction npctag="cultist2" targettag="cultist1" follow="false" />
<NPCFollowAction npctag="cultist1" targettag="triggerer_player" follow="true" />
<NPCFollowAction npctag="cultist2" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.c1" eventsprite="cultist">
<Option text="EventText.huskcultambush.o1">
<ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o1.c1" />
<CombatAction combatmode="Offensive" npctag="cultist1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<CombatAction combatmode="Offensive" npctag="cultist2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
</Option>
<Option text="EventText.huskcultambush.o2">
<CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 20">
<Success>
<ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o2.c1" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.huskcultambush.o2.c2" />
<!-- give a bit of rep for the nice try -->
<ReputationAction targettype="Faction" identifier="huskcult" increase="3" />
<CombatAction combatmode="Offensive" npctag="cultist1" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<CombatAction combatmode="Offensive" npctag="cultist2" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
</Failure>
</CheckReputationAction>
</Option>
</ConversationAction>
<NPCFollowAction npctag="cultist1" targettag="triggerer_player" follow="false" />
<NPCFollowAction npctag="cultist2" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!--"Young cultists"-->
<ScriptedEvent identifier="youngcultists">
<CheckDataAction identifier="youngcultists_completed" condition="eq true">
<Success>
<!--Don't repeat event if already completed -->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="patient" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultist" targettag="cultist2" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<!-- use an existing cultist as the 1st NPC -->
<NPCFollowAction npctag="huskcultist" targettag="patient" maxtargets="1" follow="true" />
<NPCFollowAction npctag="cultist2" targettag="patient" maxtargets="1" follow="true" />
<AfflictionAction targettag="patient" affliction="huskinfection" strength="1000" />
<GodModeAction targettag="patient" updateafflictions="true" enabled="true" />
<TriggerAction target1tag="patient" target2tag="player" applytotarget2="triggerer_player" disableiftargetincapacitated="false" radius="100" waitforinteraction="true" />
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.c1" eventsprite="unconscious">
<Option text="EventText.youngcultists.o1">
<!-- only mark as completed if the player chooses to interact with the cultists (can occur again if the event is ignored) -->
<SetDataAction identifier="youngcultists_completed" value="true" />
<GodModeAction targettag="patient" enabled="false" />
<AfflictionAction targettag="patient" affliction="huskinfection" strength="-1000" />
<NPCFollowAction npctag="patient" targettag="cultist2" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.c1">
<Option text="EventText.youngcultists.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.c1">
<Option text="EventText.youngcultists.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.c1">
<Option text="EventText.youngcultists.o1.o1.o1.o1">
<Label name="parasite" />
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.o1.c1">
<Option text="EventText.youngcultists.o1.o1.o1.o1.o1">
<Label name="callsecurity" />
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o1.o1.o1.c1" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-10" />
<CombatAction combatmode="Arrest" npctag="securitynpc" enemytag="cultist2" isinstigator="false" witnessreaction="retreat" />
</Option>
<Option text="EventText.youngcultists.o1.o1.o1.o1.o2" endconversation="true">
<ReputationAction targettype="Faction" identifier="huskcult" increase="-2" />
</Option>
<Option text="EventText.youngcultists.o1.o1.o1.o1.o3">
<GoTo name="info" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.youngcultists.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o2.c1">
<Option text="EventText.youngcultists.o1.o1.o2.o1">
<Label name="info" />
<ConversationAction targettag="triggerer_player" text="EventText.youngcultists.o1.o1.o2.o1.c1">
<Option text="EventText.youngcultists.o1.o1.o2.o1.o1" endconversation="true">
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
</Option>
<Option text="EventText.youngcultists.o1.o1.o2.o1.o2">
<GoTo name="callsecurity" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.youngcultists.o1.o1.o2.o2">
<GoTo name="parasite" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.youngcultists.o2" targettag="triggerer_player" endconversation="true">
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
<GodModeAction targettag="patient" enabled="false" />
</Option>
</ConversationAction>
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!--
waytoascension states
0: not started
1: talked to the ecclesiast, but not been able to answer the question about the second metamorphosis
2: answered the question correctly, asked to deliver husk eggs
3: delivered husk eggs, offered to join the church
4: joined the church, will get a new task when talking to the ecclesiast again
5: tasked to assassinate someone who knows too much about the church
6: assassination done, will get a reward and a task to pick up Jacov Subra when talking to the ecclesiast
7: tasked to rescue Jacov Subra from an abandoned outpost
8: rescued Subra
-->
<!-- Way to Ascension 1 -->
<ScriptedEvent identifier="waytoascension1">
<CheckDataAction identifier="subraevent_state" condition="lt 3">
<Failure>
<!-- cannot start the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
</Failure>
<Success>
<CheckReputationAction targettype="faction" identifier="huskcult" condition="gte 0">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="waytoascension" condition="eq 0">
<Failure>
<CheckDataAction identifier="waytoascension" condition="eq 1">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.waytoascension1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o1">
<Label name="wronganswer" />
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o2">
<GoTo name="wronganswer" />
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o3">
<GoTo name="givetask" />
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o4">
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o4.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
<SetDataAction identifier="waytoascension" value="1" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.waytoascension1.c2" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5">
<ConversationAction text="EventText.waytoascension1.o5.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1">
<ConversationAction text="EventText.waytoascension1.o5.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1">
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1.o1">
<Label name="challenge" />
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o1">
<Label name="wronganswer2" />
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" endconversation="true" />
<SetDataAction identifier="waytoascension" value="1" />
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o2">
<GoTo name="wronganswer2" />
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o3">
<Label name="givetask" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="2" />
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o3.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o3.o1">
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o3.o1.c1" targettag="triggerer_player" eventsprite="Ecclesiast" />
<SetDataAction identifier="waytoascension" value="2" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension1.o5.o1.o1.o1.o4">
<ConversationAction text="EventText.waytoascension1.o5.o1.o1.o1.o4.c1" eventsprite="Ecclesiast" targettag="triggerer_player" endconversation="true" />
<SetDataAction identifier="waytoascension" value="1" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension1.o5.o1.o2">
<ConversationAction text="EventText.waytoascension1.o5.o1.o2.c1" targettag="triggerer_player" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension1.o5.o1.o1.o1">
<GoTo name="challenge" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension1.o5.o2" endconversation="true" />
</ConversationAction>
</Option>
<Option text="EventText.waytoascension1.o6">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension1.o6.c1" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-10" />
<CombatAction combatmode="Arrest" npctag="securitynpc" enemytag="ecclesiast" isinstigator="false" witnessreaction="retreat" />
</Option>
<Option text="EventText.waytoascension1.o7" endconversation="true" />
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
</Success>
</CheckReputationAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Way to Ascension 2 -->
<ScriptedEvent identifier="waytoascension2">
<CheckDataAction identifier="subraevent_state" condition="lt 3">
<Failure>
<!-- cannot continue the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<CheckDataAction identifier="waytoascension" condition="eq 2">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<Label name="beginning" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension2.o1">
<CheckItemAction targettag="triggerer_player" itemidentifiers="huskeggs,huskeggsbasic" amount="12">
<Success>
<RemoveItemAction targettag="triggerer_player" itemidentifier="huskeggs,huskeggsbasic" amount="12" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.c1">
<Option text="EventText.waytoascension2.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.o1.c1">
<Option text="EventText.waytoascension2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o1.o1.o1.c1" endconversation="true" />
<SetDataAction identifier="waytoascension" value="3" />
<Goto name="answer" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction text="EventText.waytoascension2.o1.c2" eventsprite="Ecclesiast" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
<Goto name="beginning" />
</Failure>
</CheckItemAction>
</Option>
<Option text="EventText.waytoascension2.o2" endconversation="true">
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
<Goto name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<CheckDataAction identifier="waytoascension" condition="eq 3">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<Label name="answer" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.c2" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension2.o3">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.c1">
<Option text="EventText.waytoascension2.o3.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.c1">
<Option text="EventText.waytoascension2.o3.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.c1">
<Option text="EventText.waytoascension2.o3.o1">
<SetDataAction identifier="waytoascension" value="4" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="10" />
<ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.o1.c1">
<Option text="EventText.waytoascension2.o3.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension2.o3.o1.o1.o1.o1.c1" endconversation="true" />
<SpawnAction itemidentifier="bookofchalices2" targetinventory="triggerer_player" />
<SpawnAction itemidentifier="cultistrobes" targetinventory="triggerer_player" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
<Goto name="answer" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
<Goto name="answer" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
<Goto name="answer" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension2.thinkaboutthis" endconversation="true">
<Goto name="answer" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Way to Ascension 3 -->
<ScriptedEvent identifier="waytoascension3">
<CheckDataAction identifier="subraevent_state" condition="lt 3">
<Failure>
<!-- cannot continue the way to ascension if Subra has been assassinated (see assassinationofjacovsubra4) -->
</Failure>
<Success>
<CheckDataAction identifier="waytoascension" condition="eq 4">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension3.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension3.o1.o1">
<GoTo name="givemission" />
</Option>
<Option text="EventText.waytoascension3.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.o2.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension3.o1.o2.o1">
<Label name="givemission" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension3.o1.o2.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
<MissionAction missionidentifier="huskcultspecialassassinate" minlocationdistance="2" requiredfaction="coalition" locationtype="City,Outpost,Military,Research,Mine" CreateLocationIfNotFound="true" />
<SetDataAction identifier="waytoascension" value="5" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Way to Ascension: assassination mission start -->
<ScriptedEvent identifier="waytoascension_assassination1">
<ConversationAction text="EventText.waytoascension_assassination1.c1" endeventifinterrupted="false" eventsprite="JacovSubra3" />
<ConversationAction text="EventText.waytoascension_assassination1.c1.c1" speakertag="coalitionspy" invokertag="triggerer_player" endeventifinterrupted="false" eventsprite="Infiltration1">
<Option text="EventText.waytoascension_assassination1.c1.o1">
<ConversationAction text="EventText.waytoascension_assassination1.c1.o1.c1" targettag="triggerer_player" endconversation="true" />
<CombatAction combatmode="Offensive" npctag="coalitionspy" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
</Option>
<Option text="EventText.waytoascension_assassination1.c1.o2">
<ConversationAction text="EventText.waytoascension_assassination1.c1.o2.c1" targettag="triggerer_player" endconversation="true" />
<NPCFollowAction npctag="coalitionspy" targettag="triggerer_player" follow="true" />
<WaitAction time="60" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension_assassination1.c1.o2.c1.c1" waitforinteraction="false" eventsprite="Infiltration1" />
<NPCFollowAction npctag="coalitionspy" targettag="triggerer_player" follow="false" />
</Option>
<Option text="EventText.waytoascension_assassination1.c1.o3" endconversation="true" />
</ConversationAction>
</ScriptedEvent>
<!-- Way to Ascension 4 -->
<ScriptedEvent identifier="waytoascension4">
<CheckDataAction identifier="waytoascension" condition="eq 6">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension4.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension4.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension4.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension4.o1.o1.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
<MissionAction missionidentifier="huskcultrescuesubra" locationtype="Abandoned" CreateLocationIfNotFound="true" />
<SetDataAction identifier="waytoascension" value="7" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<ScriptedEvent identifier="waytoascensionfoundsubra" commonness="0">
<TagAction criteria="player" tag="player" />
<!-- enable godmode to ensure the player can't get locked from completing the rest of the event chain -->
<GodModeAction targettag="jacovsubra" />
<TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="false" />
<NPCWaitAction npctag="jacovsubra" wait="true" />
<ConversationAction text="EventText.waytoascensionfoundsubra.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
<Option text="EventText.waytoascensionfoundsubra.o1">
<ConversationAction text="EventText.waytoascensionfoundsubra.o1.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
<Option text="EventText.waytoascensionfoundsubra.o1.o1">
<ConversationAction text="EventText.waytoascensionfoundsubra.o1.o1.c1" targettag="triggerer_player" eventsprite="JacovSubra4" />
<NPCFollowAction npctag="jacovsubra" targettag="triggerer_player" follow="true" />
<SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritybrute" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
<SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritybrute" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
<SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecuritygunner" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
<SpawnAction npcsetidentifier="combatmissioncoalitionnpcs" npcidentifier="coalitionsecurityelite" spawnlocation="Outpost" teamid="Team2" targetmoduletags="airlock,cityairlock" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<TriggerEventAction identifier="waytoascensionsubraescort" nextround="true" />
<NPCWaitAction npctag="jacovsubra" wait="false" />
</ScriptedEvent>
<ScriptedEvent identifier="waytoascensionsubraescort" commonness="0">
<CheckDataAction identifier="waytoascension" condition="eq 8">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<SetDataAction identifier="waytoascension" value="9" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jacovsubra" targettag="jacovsubra" allowduplicates="false" spawnlocation="MainSub" />
<TagAction criteria="player" tag="player" />
<WaitAction time="5" />
<!-- enable godmode to ensure the player can't get locked from completing the rest of the event chain -->
<GodModeAction targettag="jacovsubra" />
<TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="false" />
<NPCWaitAction npctag="jacovsubra" wait="true" />
<ConversationAction text="EventText.waytoascensionsubraescort.c1" targettag="triggerer_player" eventsprite="JacovSubra4">
<Option text="EventText.waytoascensionsubraescort.o1">
<ConversationAction text="EventText.waytoascensionsubraescort.c2" targettag="triggerer_player" eventsprite="JacovSubra4" />
</Option>
</ConversationAction>
<NPCWaitAction npctag="jacovsubra" wait="false" />
<WaitAction time="120" />
<TriggerAction target1tag="player" target2tag="jacovsubra" applytotarget1="triggerer_player" radius="300" waitforinteraction="true" />
<NPCWaitAction npctag="jacovsubra" wait="true" />
<ConversationAction text="EventText.waytoascensionsubraescort.c3" targettag="triggerer_player" eventsprite="JacovSubra4">
<Option text="EventText.waytoascensionsubraescort.c3.o1">
<ConversationAction text="EventText.waytoascensionsubraescort.c4" targettag="triggerer_player" eventsprite="JacovSubra4" />
</Option>
</ConversationAction>
<ConversationAction text="EventText.waytoascensionsubraescort.c5" targettag="triggerer_player" eventsprite="JacovSubra4">
<Option text="EventText.waytoascensionsubraescort.c5.o1" targettag="triggerer_player" eventsprite="JacovSubra4">
<ConversationAction text="EventText.waytoascensionsubraescort.c6" targettag="triggerer_player" eventsprite="JacovSubra4" />
</Option>
</ConversationAction>
<NPCWaitAction npctag="jacovsubra" wait="false" />
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Way to Ascension 4 -->
<ScriptedEvent identifier="waytoascension5">
<CheckDataAction identifier="waytoascension" condition="eq 9">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="huskcultecclesiast" targettag="ecclesiast" spawnpointtag="ritualchamber" spawnlocation="Outpost" targetmoduletags="huskmodule" />
<NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
<NPCWaitAction npctag="ecclesiast" wait="true" />
<SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
<SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
<SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
<SpawnAction itemidentifier="rituallanternspecial" spawnlocation="Outpost" spawnpointtag="ritualchamber" offset="300" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" radius="200" waitforinteraction="false" />
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.o1.c1" eventsprite="Ecclesiast" endconversation="true" />
<GoTo name="wait" />
</Option>
</ConversationAction>
<Label name="wait" />
<NPCWaitAction npctag="ecclesiast" wait="true" />
<NPCFollowAction npctag="huskcultist" targettag="ecclesiast" follow="true" />
<TriggerAction target1tag="player" target2tag="ecclesiast" applytotarget1="triggerer_player" waitforinteraction="true" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1.o1.o1.o1" endconversation="true">
<AfflictionAction targettag="ecclesiast" affliction="husksymbiosis" strength="1000" />
<AfflictionAction targettag="huskcultist" affliction="huskinfection" strength="1000" />
<StatusEffectAction targettag="triggerer_player">
<StatusEffect target="NearbyCharacters" range="800" duration="10">
<Conditional TeamID="Team1" />
<Sound file="Content/Items/Alien/AlienTurret2.ogg" range="1000" />
<Affliction identifier="hallucinating" strength="10" />
<Affliction identifier="husksymbiosis" strength="10" />
</StatusEffect>
</StatusEffectAction>
<WaitAction time="3" />
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast">
<Option text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.waytoascension5.c1.o1.o1.o1.o1.o1.o1.c1" eventsprite="Ecclesiast" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="10" />
<ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
<SetDataAction identifier="waytoascension" value="10" />
<CombatAction combatmode="arrest" npctag="security" enemytag="ecclesiast" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.waytoascension5.c1.o2" endconversation="true">
<GoTo name="wait" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="ecclesiast" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!--Husk Extremists-->
<ScriptedEvent identifier="huskextremists">
<TagAction criteria="player" tag="player" />
<TagAction criteria="humanprefabidentifier:huskextremist" tag="cultist" />
<TagAction criteria="humanprefabidentifier:huskextremist_leader" tag="cultist" />
<NPCChangeTeamAction npctag="cultist" teamid="FriendlyNPC" />
<Label name="waitforspotting" />
<WaitAction time="1" />
<CheckVisibilityAction EntityTag="cultist" TargetTag="player" ApplyTagToEntity="talk_cultist" ApplyTagToTarget="triggerer_player">
<Failure>
<Goto name="waitforspotting" />
</Failure>
</CheckVisibilityAction>
<NPCWaitAction npctag="talk_cultist" wait="true" />
<!-- Set cultists to passive until after the conversations -->
<ConversationAction text="eventtext.huskextremists1.c1" targettag="triggerer_player">
<Option text="eventtext.huskextremists1.o1">
<ConversationAction text="eventtext.huskextremists1.o1.c1" targettag="triggerer_player">
<Option text="eventtext.huskextremists1.o1.o1">
<ConversationAction text="eventtext.huskextremists1.o1.o1.c1" targettag="triggerer_player">
<Option text="eventtext.huskextremists1.o1.o1.o1" endconversation="true">
<!-- Combat -->
<NPCChangeTeamAction npctag="cultist" teamid="Team2" />
<CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
<ReputationAction targettype="Faction" identifier="huskcult" increase="5" />
<ReputationAction targettype="Faction" identifier="clowns" increase="-5" />
</Option>
<Option text="eventtext.huskextremists1.o1.o1.o2" endconversation="true">
<!-- Combat -->
<NPCChangeTeamAction npctag="cultist" teamid="Team2" />
<CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
<ReputationAction targettype="Faction" identifier="clowns" increase="5" />
</Option>
<Option text="eventtext.huskextremists1.o1.o1.o3" endconversation="true">
<!-- Peace, but no mission reward -->
<SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
<SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
<SpawnAction itemidentifier="geneticmaterialhusk" targetinventory="triggerer_player"/>
<ReputationAction targettype="Faction" identifier="clowns" increase="-10" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-3" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="eventtext.huskextremists1.o2">
<ConversationAction text="eventtext.huskextremists1.o2.c1" targettag="triggerer_player">
<Option text="eventtext.givingdirections.o2.o2" endconversation="true">
<!-- Uh oh. -->
<!-- Combat -->
<NPCChangeTeamAction npctag="cultist" teamid="Team2" />
<NPCWaitAction npctag="talk_cultist" wait="false" />
<CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
</Option>
</ConversationAction>
</Option>
<Option text="eventtext.huskextremists1.o3" endconversation="true">
<!-- Combat -->
<NPCChangeTeamAction npctag="cultist" teamid="Team2" />
<CombatAction combatmode="Offensive" npctag="cultist" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat"/>
<ReputationAction targettype="Faction" identifier="clowns" increase="5" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
</Option>
</ConversationAction>
<NPCWaitAction npctag="talk_cultist" wait="false" />
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Clowns -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="missionevent_escort1clowns" commonness="100" requiredDestinationTypes="anyoutpost">
<ConversationAction text="EventText.missionevent_escort1clowns.c1" speakertag="clown" endeventifinterrupted="false" dialogtype="Small" />
<MissionAction missiontag="escortcommonersclowns" />
</ScriptedEvent>
<ScriptedEvent identifier="missionevent_salvageclown" commonness="100">
<ConversationAction text="EventText.missionevent_salvageclown" speakertag="clown" endeventifinterrupted="false" dialogtype="Small" />
<MissionAction missiontag="salvageclown" />
</ScriptedEvent>
<!--"Clown relations 1"-->
<ScriptedEvent identifier="clownrelations1" commonness="100">
<SpawnAction itemidentifier="toolbelt" spawnlocation="outpost" targettag="clowntoolbelt" targetmoduletags="crewmodule" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clowntoolbelt" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clowntoolbelt" />
<SpawnAction itemidentifier="clownmask" targetinventory="clowntoolbelt" />
<SpawnAction itemidentifier="clowncostume" targetinventory="clowntoolbelt" />
<Label name="beginning" />
<TagAction criteria="player" tag="player" />
<TriggerAction target1tag="clowntoolbelt" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.c1">
<Option text="EventText.clownrelations1.o1">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown1" spawnlocation="Outpost" targetmoduletags="crewmodule" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown1" spawnlocation="Outpost" targetmoduletags="crewmodule" />
<NPCFollowAction npctag="clown1" targettag="clowntoolbelt" follow="true" />
<NPCFollowAction npctag="clown2" targettag="triggerer_player" follow="true" />
<WaitAction time="2" />
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.c1" eventsprite="clown">
<Option text="EventText.clownrelations1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.o1.c1" />
</Option>
<Option text="EventText.clownrelations1.o1.o2">
<SpawnAction itemidentifier="bikehorn" targetinventory="triggerer_player" />
<ReputationAction targettype="Faction" identifier="clowns" increase="10" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
<StatusEffectAction targettag="triggerer_player">
<StatusEffect target="This">
<Sound file="Content/Items/Weapons/honk.ogg" range="300" />
</StatusEffect>
</StatusEffectAction>
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations1.o1.o2.c1" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.clownrelations1.o2" endconversation="true">
<!-- END -->
<GoTo name="beginning" />
</Option>
</ConversationAction>
<NPCFollowAction npctag="clown1" targettag="clowntoolbelt" follow="false" />
<NPCFollowAction npctag="clown2" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!--"Clown relations 2"-->
<ScriptedEvent identifier="clownrelations2" commonness="100">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown" spawnlocation="Outpost" spawnpointtype="Path" />
<TriggerAction target1tag="clown" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true" />
<NPCFollowAction npctag="clown" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.c1" eventsprite="clown">
<Option text="EventText.clownrelations2.o1">
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 30">
<Success>
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.o1.c1" endconversation="true"/>
<SpawnAction itemidentifier="bikehorn" targetinventory="triggerer_player" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.clownrelations2.o1.c2">
<Option text="EventText.clownrelations2.o1.o1" />
</ConversationAction>
<AfflictionAction targettag="triggerer_player" affliction="blunttrauma" strength="3" limbtype="head" />
<CombatAction combatmode="retreat" npctag="clown" enemytag="triggerer_player" />
</Failure>
</CheckReputationAction>
<NPCFollowAction npctag="clown" targettag="triggerer_player" follow="false" />
</Option>
<Option text="EventText.clownrelations2.o2" endconversation="true">
<WaitAction time="10" />
<NPCFollowAction npctag="clown" targettag="triggerer_player" follow="false" />
</Option>
</ConversationAction>
</ScriptedEvent>
<!--"Clown brutality"-->
<ScriptedEvent identifier="clownbrutality" commonness="100">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clownnpc1" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clownnpc2" spawnlocation="Outpost" targetmoduletags="crewmodule" lootingisstealing="false" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="commoner" targettag="clownvictimnpc" spawnlocation="Outpost" targetmoduletags="crewmodule" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc2" />
<TriggerAction target1tag="clownvictimnpc" target2tag="player" radius="300" />
<CombatAction combatmode="offensive" npctag="clownnpc1" enemytag="clownvictimnpc" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<CombatAction combatmode="offensive" npctag="clownnpc2" enemytag="clownvictimnpc" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
</ScriptedEvent>
<!--Infiltration-->
<ScriptedEvent identifier="infiltration" commonness="50" requiredDestinationTypes="anyoutpost">
<CheckDataAction identifier="infiltration_complete" condition="eq true">
<Success>
<!--Don't repeat-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clowntroublemaker" spawnlocation="Outpost" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clowntroublemaker" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clowntroublemaker" />
<TriggerAction target1tag="player" target2tag="outpostmanager" applytotarget1="triggerer_player" waitforinteraction="true" />
<ConversationAction text="EventText.infiltration.c1" targettag="triggerer_player" eventsprite="Infiltration1">
<Option text="EventText.infiltration.o1">
<ConversationAction text="EventText.infiltration.o1.c1" targettag="triggerer_player">
<Option text="EventText.infiltration.o1.o1">
<ConversationAction text="EventText.infiltration.o1.o1.c1" targettag="triggerer_player" eventsprite="Infiltration2">
<Option text="EventText.infiltration.o1.o1.o1">
<ConversationAction text="EventText.infiltration.o1.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.infiltration.o1.o1.o1.o1">
<ConversationAction text="EventText.infiltration.o1.o1.o1.o1.c1" targettag="triggerer_player" />
<GoTo name="gotoclowns" />
</Option>
<Option text="EventText.infiltration.o1.o1.o1.o2" endconversation="true">
<Label name="gotoclowns" />
<TriggerAction target1tag="triggerer_player" target2tag="clowntroublemaker" waitforinteraction="true" allowmultipletargets="true" />
<ConversationAction text="EventText.infiltration.o1.o1.o1.o2.c1" targettag="triggerer_player" eventsprite="infiltration2">
<!-- threaten the clowns -->
<Option text="EventText.infiltration.o1.o1.o1.o2.o1">
<SkillCheckAction requiredskill="weapons" requiredlevel="50" targettag="triggerer_player">
<!-- clowns flee to the airlock -->
<Success>
<TagAction criteria="hullname:airlock" tag="airlock" submarinetype="Outpost" />
<ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="2" />
<ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.c1" eventsprite="clownambush" ContinueAutomatically="true" endconversation="true"/>
<NPCFollowAction npctag="clowntroublemaker" targettag="airlock" follow="true" />
<WaitAction time="3" />
<ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.o1.c1" eventsprite="clownambush" endconversation="true"/>
<MoneyAction amount="1000" />
<ReputationAction targettype="Location" increase="2" />
<!-- stop fleeing to not get stuck on ladder -->
<TriggerAction target1tag="clowntroublemaker" target2tag="airlock" radius="300" />
<WaitAction time="5" />
<NPCFollowAction npctag="clowntroublemaker" targettag="airlock" follow="false" />
</Success>
<!-- clowns laugh and bonk you -->
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.c2" eventsprite="Jestmaster">
<Option text="EventText.infiltration.o1.o1.o1.o2.o1.o2" endconversation="true">
<CombatAction combatmode="offensive" npctag="clowntroublemaker" enemytag="triggerer_player" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
</Option>
</ConversationAction>
</Failure>
</SkillCheckAction>
</Option>
<!-- reason with clowns -->
<Option text="EventText.infiltration.o1.o1.o1.o2.o2">
<!-- checks for clown gear -->
<CheckItemAction targettag="triggerer_player" ItemTags="clowngear,clownmask" RequireEquipped="true">
<Success>
<Label name="convincedclowns" />
<ConversationAction targettag="triggerer_player" text="eventtext.infiltration.clowncheckpassed" eventsprite="clownambush">
<Option text="eventtext.infiltration.wemustdepart">
<ConversationAction targettag="triggerer_player" text="eventtext.infiltration.timetoleave" eventsprite="clownambush"/>
<MissionAction missiontag="escortcommonersclowns" />
<NPCFollowAction npctag="clowntroublemaker" targettag="triggerer_player" follow="true" />
</Option>
</ConversationAction>
</Success>
<!-- if fails gear check, check for rep -->
<Failure>
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 30">
<Success>
<Goto name="convincedclowns" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o2.c1" eventsprite="Jestmaster">
<Option text="EventText.infiltration.o1.o1.o1.o2.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.infiltration.o1.o1.o1.o2.o1.o2.c1" eventsprite="Jestmaster"/>
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</Failure>
</CheckItemAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.infiltration.o1.o1.o2">
<!--END-->
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.infiltration.o2" endconversation="true">
<ReputationAction targettype="Faction" identifier="clowns" increase="5" />
<ReputationAction targettype="Location" increase="-2" />
<!--END-->
</Option>
</ConversationAction>
<SetDataAction identifier="infiltration_complete" value="true" />
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!--Censorship-->
<ScriptedEvent identifier="censorship" commonness="50">
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" targettag="clown" targetmoduletags="clownmodule" spawnlocation="Outpost" />
<NPCWaitAction npctag="clown" wait="true" />
<Label name="beginning" />
<ClearTagAction tag="triggerer_player" />
<TriggerAction target1tag="player" target2tag="clown" applytotarget1="triggerer_player" waitforinteraction="true" />
<ConversationAction text="EventText.censorship.c1" targettag="triggerer_player" eventsprite="Censorship1">
<Option text="EventText.censorship.o1">
<ConversationAction text="EventText.censorship.o1.c1" targettag="triggerer_player">
<Option text="EventText.generic.continue">
<ConversationAction text="EventText.censorship.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.censorship.o1.o1.o1">
<ConversationAction text="EventText.censorship.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
<SpawnAction itemidentifier="metalcrate" spawnlocation="outpost" targettag="clownbox" targetmoduletags="adminmodule" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
<SpawnAction itemidentifier="bikehorn" targetinventory="clownbox" ignorebyai="true" />
</Option>
<Option text="EventText.censorship.o1.o1.o2" endconversation="true">
<!--END-->
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.generic.ignore" endconversation="true">
<!--END-->
<GoTo name="beginning" />
</Option>
</ConversationAction>
<!--Trigger at box-->
<TriggerAction target1tag="triggerer_player" target2tag="clownbox" waitforinteraction="true" />
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="securitynpc[faction]" targettag="security" spawnpointtag="triggerer_player" />
<NPCFollowAction npctag="security" targettag="triggerer_player" follow="true" />
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.c1" targettag="triggerer_player" eventsprite="Bombscare1">
<Option text="EventText.censorship.o1.o1.o1.c1.o1">
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.c1" targettag="triggerer_player">
<Option text="EventText.censorship.o1.o1.o1.c1.o1.o1">
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.o1.c1" targettag="triggerer_player" />
<RemoveItemAction targettag="clownbox" />
</Option>
<Option text="EventText.censorship.o1.o1.o1.c1.o1.o2">
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o1.o2.c1" targettag="triggerer_player" />
<CombatAction combatmode="arrest" npctag="security" enemytag="triggerer_player" isinstigator="false" guardreaction="arrest" witnessreaction="none" />
<ReputationAction targettype="Faction" identifier="clowns" increase="10" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
<RemoveItemAction targettag="clownbox" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.censorship.o1.o1.o1.c1.o2">
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.c1" targettag="triggerer_player">
<Option text="EventText.censorship.o1.o1.o1.c1.o2.o1">
<SkillCheckAction requiredskill="Helm" requiredlevel="30" targettag="triggerer_player">
<Success>
<NPCFollowAction npctag="security" targettag="triggerer_player" follow="false" />
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c1" targettag="triggerer_player" />
<Label name="censorship_returnbox" />
<TriggerAction target1tag="triggerer_player" target2tag="clown" waitforinteraction="true" />
<CheckItemAction targettag="triggerer_player" itemtags="clownbox">
<Success>
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c1.c1" targettag="triggerer_player" eventsprite="Censorship1" />
<RemoveItemAction targettag="clownbox" />
<ReputationAction targettype="Faction" identifier="clowns" increase="10" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
</Success>
<Failure>
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2.c2" targettag="triggerer_player" eventsprite="Censorship1" />
<GoTo name="censorship_returnbox" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2" targettag="triggerer_player" />
<RemoveItemAction targettag="clownbox" />
<ConversationAction text="EventText.censorship.o1.o1.o1.c1.o2.o1.c2.c2" speakertag="clown" targettag="triggerer_player" />
</Failure>
</SkillCheckAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<NPCFollowAction npctag="security" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<ScriptedEvent identifier="clownspecialhire1">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 7">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 80">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="clownspecialhire1_hired" condition="eq true">
<Success>
<!--Don't repeat event if already hired-->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" allowduplicates="false" />
<Label name="beginning" />
<TriggerAction target1tag="jestmaster" target2tag="player" applytotarget2="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<CheckDataAction identifier="clownspecialhire1_declinedonce" condition="eq true">
<Failure>
<!-- we haven't declined the offer before-->
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.c1" eventsprite="Jestmaster">
<Option text="eventtext.clownspecialhire1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.c1">
<Option text="eventtext.clownspecialhire1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.c1">
<Option text="eventtext.clownspecialhire1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="jestmaster" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="clownspecialhire1_hired" value="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.clownspecialhire1.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o2.c1" />
<SetDataAction identifier="clownspecialhire1_declinedonce" value="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Failure>
<Success>
<!-- we've declined before, show different dialog this time -->
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.repeat" eventsprite="Jestmaster">
<Option text="eventtext.clownspecialhire1.o1.o1.repeat">
<ConversationAction targettag="triggerer_player" text="eventtext.clownspecialhire1.o1.o1.o1.c1" />
<NPCChangeTeamAction npctag="jestmaster" teamid="Team1" addtocrew="true" />
<SetDataAction identifier="clownspecialhire1_hired" value="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</Option>
<Option text="eventtext.clownspecialhire1.o1.o2.repeat" endconversation="true">
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Success>
</CheckReputationAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Path of the Bike Horn 1-->
<ScriptedEvent identifier="pathofthebikehorn1">
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 15">
<Failure>
<!-- Do nothing -->
</Failure>
<Success>
<CheckDataAction identifier="pathofthebikehorn" condition="eq 0">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn1.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn1.o1">
<ConversationAction text="EventText.pathofthebikehorn1.o1.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o1.o1">
<ConversationAction text="EventText.pathofthebikehorn1.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o1.o1.o1">
<GoTo name="teaching" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn1.o2">
<ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
<ConversationAction text="EventText.pathofthebikehorn1.o2.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o2.o1" endconversation="true">
<ReputationAction targettype="Faction" identifier="clowns" increase="-2" />
</Option>
<Option text="EventText.pathofthebikehorn1.o2.o2">
<ConversationAction text="EventText.pathofthebikehorn1.o2.o2.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o2.o2.o1" endconversation="true" />
</ConversationAction>
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<Label name="waitforcostume" />
<TriggerAction target1tag="triggerer_player" target2tag="jestmaster" waitforinteraction="true" />
<CheckItemAction targettag="triggerer_player" itemtags="clownmask,clowngear">
<Success>
<GoTo name="teaching" />
</Success>
<Failure>
<ConversationAction text="EventText.pathofthebikehorn1.o2.o2.c1.c1" targettag="triggerer_player" eventsprite="Jestmaster" />
<GoTo name="waitforcostume" />
</Failure>
</CheckItemAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn1.o3">
<ConversationAction text="EventText.pathofthebikehorn1.o3.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o3.o1">
<Label name="teaching" />
<ConversationAction text="EventText.pathofthebikehorn1.o3.o1.c1" targettag="triggerer_player">
<Option text="EventText.pathofthebikehorn1.o3.o1.o1">
<ConversationAction text="EventText.pathofthebikehorn1.o3.o1.o1.c1" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="clowns" increase="2" />
<SetDataAction identifier="pathofthebikehorn" value="1" />
<SpawnAction itemidentifier="honkmotherianscriptures1" targetinventory="triggerer_player" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</Success>
</CheckReputationAction>
</ScriptedEvent>
<!-- Path of the Bike Horn 2-->
<ScriptedEvent identifier="pathofthebikehorn2">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 1">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
<Label name="beginning" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn2.o1">
<CheckItemAction targettag="triggerer_player" itemidentifiers="clownmaskunique">
<Success>
<ReputationAction targettype="Faction" identifier="clowns" increase="10" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn2.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1">
<Label name="teaching" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o1.c1"/>
<SetDataAction identifier="pathofthebikehorn" value="2" />
<ReputationAction targettype="Faction" identifier="clowns" increase="2" />
<SpawnAction itemidentifier="honkmotherianscriptures2" targetinventory="triggerer_player" />
</Option>
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o1.o1.o2.c1"/>
<SetDataAction identifier="pathofthebikehorn" value="2" />
<ReputationAction targettype="Faction" identifier="clowns" increase="2" />
<SpawnAction itemidentifier="honkmotherianscriptures2" targetinventory="triggerer_player" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2.c1">
<Option text="EventText.pathofthebikehorn2.o1.o1.o1.o1.o2.o1">
<GoTo name="teaching" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o1.c2" eventsprite="Jestmaster" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<Goto name="beginning" />
</Failure>
</CheckItemAction>
</Option>
<Option text="EventText.pathofthebikehorn2.o2">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn2.o2.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn2.o2.o1" endconversation="true">
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<Goto name="beginning" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!-- Hitting an abyss monster with a toy hammer-->
<ScriptedEvent identifier="toyhammeronabyssmonster">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 2">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<SetDataAction identifier="pathofthebikehorn" value="3" />
<ReputationAction targettype="Faction" identifier="clowns" increase="5" />
<!-- target tag is set by the status effect that triggers this event (defined in the toy hammer) -->
<ConversationAction text="EventText.toyhammeronabyssmonster.c1" targettag="statuseffectuser" eventsprite="Jestmaster" />
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Path of the Bike Horn 3 -->
<ScriptedEvent identifier="pathofthebikehorn3">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 3">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.c0" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn3.o0">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn3.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o1.c1">
<Option text="EventText.pathofthebikehorn3.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o1.o1.c1">
<Option text="EventText.pathofthebikehorn3.o1.o1.o1">
<GoTo name="idontgetit" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn3.o1.o2">
<GoTo name="idontgetit" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn3.o2">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.c1">
<Option text="EventText.pathofthebikehorn3.o2.o1">
<Label name="idontgetit" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.c1">
<Option text="EventText.pathofthebikehorn3.o2.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.c1">
<Option text="EventText.pathofthebikehorn3.o2.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o1.c1" endconversation="true" />
<ReputationAction targettype="Faction" identifier="clowns" increase="3" />
<SetDataAction identifier="pathofthebikehorn" value="4" />
</Option>
<Option text="EventText.pathofthebikehorn3.o2.o1.o1.o2">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o2.c1" endconversation="true" />
<ReputationAction targettype="Faction" identifier="clowns" increase="6" />
<SetDataAction identifier="pathofthebikehorn" value="4" />
</Option>
<Option text="EventText.pathofthebikehorn3.o2.o1.o1.o3">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn3.o2.o1.o1.o3.c1" endconversation="true" />
<ReputationAction targettype="Faction" identifier="clowns" increase="1" />
<SetDataAction identifier="pathofthebikehorn" value="4" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<!-- Path of the Bike Horn 4 -->
<ScriptedEvent identifier="pathofthebikehorn4">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 4">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
<Label name="beginning" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn4.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.c1">
<Option text="EventText.pathofthebikehorn4.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.c1">
<Option text="EventText.pathofthebikehorn4.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o1">
<Label name="takemission" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o1.c1" endconversation="true" />
<ReputationAction targettype="Faction" identifier="clowns" increase="1" />
<SetDataAction identifier="pathofthebikehorn" value="5" />
<SpawnAction itemidentifier="clownexosuit" targetinventory="triggerer_player" targettag="clownexosuit" />
<SpawnAction itemidentifier="fuelrod" targetinventory="clownexosuit" />
<SpawnAction itemidentifier="oxygentank" targetinventory="clownexosuit" />
<MissionAction missionidentifier="gotoclownhaven" locationtype="City" requiredfaction="clowns" minlocationdistance="1" CreateLocationIfNotFound="true" />
</Option>
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2" endconversation="true">
<Label name="thinkaboutthis" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.o1">
<GoTo name="takemission" />
</Option>
<Option text="EventText.pathofthebikehorn4.o1.o1.o1.o1.o1.o2.o2" endconversation="true">
<GoTo name="thinkaboutthis" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.pathofthebikehorn4.o2" endconversation="true">
<GoTo name="beginning" />
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
</ScriptedEvent>
<ScriptedEvent identifier="clownhaven1">
<SetDataAction identifier="clownhaven_peopleannoyed" operation="Set" value="1" />
<WaitAction time="30" />
<CheckDataAction identifier="pathofthebikehorn" condition="eq 5">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<Label name="beginning" />
<WaitAction time="5" />
<CheckItemAction targettag="player" itemidentifiers="clownexosuit" applytagtotarget="funbringer">
<Success>
<!-- do nothing and allow the event to continue-->
</Success>
<Failure>
<GoTo name="beginning" />
</Failure>
</CheckItemAction>
<WaitAction time="1" />
<ConversationAction text="EventText.clownhaven1.c1" eventsprite="Infiltration2" ContinueAutomatically="true" />
<Label name="state1" />
<WaitAction time="1" />
<CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 1">
<Failure>
<Goto name="state1" />
</Failure>
<Success>
<ConversationAction text="EventText.clownhaven1.c1.c1" eventsprite="Infiltration2" ContinueAutomatically="true" />
</Success>
</CheckDataAction>
<!-- commoners flee -->
<Label name="state2" />
<CombatAction combatmode="retreat" npctag="commoner" enemytag="funbringer" isinstigator="false" guardreaction="arrest" witnessreaction="retreat" />
<WaitAction time="5" />
<CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 10">
<Failure>
<Goto name="state2" />
</Failure>
<Success>
<ConversationAction text="EventText.clownhaven1.c1.c2" eventsprite="Infiltration2" ContinueAutomatically="true" />
</Success>
</CheckDataAction>
<ReputationAction targettype="Faction" identifier="clowns" increase="2" />
<!-- clowns in the outpost start following the player -->
<Label name="state3" />
<NPCFollowAction npctag="clown" targettag="funbringer" maxtargets="1000" follow="true" />
<CombatAction combatmode="retreat" npctag="commoner" enemytag="funbringer" isinstigator="false" guardreaction="arrest" witnessreaction="retreat" />
<WaitAction time="5" />
<CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 20">
<Failure>
<Goto name="state3" />
</Failure>
<Success>
<ConversationAction text="EventText.clownhaven1.c1.c3" eventsprite="Infiltration2" ContinueAutomatically="true" />
</Success>
</CheckDataAction>
<!-- security tries to arrest the player -->
<Label name="state4" />
<CombatAction combatmode="arrest" npctag="securitynpc" enemytag="funbringer" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<WaitAction time="5" />
<CheckDataAction identifier="clownhaven_peopleannoyed" condition="gt 35">
<Failure>
<Goto name="state4" />
</Failure>
<Success>
<ConversationAction text="EventText.clownhaven1.c1.c4" eventsprite="NoticeBoard" ContinueAutomatically="true" />
</Success>
</CheckDataAction>
<!-- security tries to kill the player -->
<Label name="state5" />
<WaitAction time="5" />
<CombatAction combatmode="offensive" npctag="securitynpc" enemytag="funbringer" isinstigator="true" guardreaction="arrest" witnessreaction="retreat" />
<CheckDataAction identifier="clownhaven_peopleannoyed" condition="gte 40">
<Failure>
<Goto name="state5" />
</Failure>
<Success />
</CheckDataAction>
<WaitAction time="10" />
<NPCFollowAction npctag="securitynpc" targettag="outpostmanager" follow="true" />
<NPCFollowAction npctag="commonner" targettag="outpostmanager" follow="true" />
<ConversationAction text="EventText.clownhaven1.c1.c5" eventsprite="NoticeBoard" ContinueAutomatically="true" />
<ModifyLocationAction faction="Clowns" name="location.clownhaven" />
<SetDataAction identifier="pathofthebikehorn" value="6" />
<ReputationAction targettype="Faction" identifier="clowns" increase="10" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-5" />
</Success>
</CheckDataAction>
</ScriptedEvent>
<ScriptedEvent identifier="clownhaven_progress">
<CheckDataAction identifier="pathofthebikehorn" condition="eq 5">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<CheckMissionAction MissionIdentifier="gotoclownhaven" Type="Current">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<MissionStateAction missionidentifier="gotoclownhaven" operation="Add" value="1" />
<SetDataAction identifier="clownhaven_peopleannoyed" operation="Add" value="1" />
</Success>
</CheckMissionAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
<!-- Path of the Bike Horn 5 -->
<ScriptedEvent identifier="pathofthebikehorn5">
<!-- check for state 6: state 5 is for the clownhaven event -->
<CheckDataAction identifier="pathofthebikehorn" condition="gte 6">
<Failure>
<!-- do nothing -->
</Failure>
<Success>
<TagAction criteria="player" tag="player" />
<CheckDataAction identifier="pathofthebikehorn" condition="eq 6">
<Failure>
<!-- state not at 6, the jestmaster may have been spawned by the other events -->
<TagAction criteria="humanprefabidentifier:jestmaster" tag="jestmaster" />
</Failure>
<Success>
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="jestmaster" targettag="jestmaster" spawnlocation="Outpost" targetmoduletags="clownmodule" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn5.o1">
<ReputationAction targettype="Faction" identifier="clowns" increase="5" />
<ReputationAction targettype="Faction" identifier="huskcult" increase="-2" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.c1">
<Option text="EventText.pathofthebikehorn5.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.c1">
<Option text="EventText.pathofthebikehorn5.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.o1.c1">
<Option text="EventText.pathofthebikehorn5.o1.o1.o1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.o1.o1.o1.o1.c1" endconversation="true" />
<SetDataAction identifier="pathofthebikehorn" value="7" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
<Label name="moreadvicepls" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="false" />
<TriggerAction target1tag="player" target2tag="jestmaster" applytotarget1="triggerer_player" waitforinteraction="true" />
<NPCFollowAction npctag="jestmaster" targettag="triggerer_player" follow="true" />
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1.c1" eventsprite="Jestmaster">
<Option text="EventText.pathofthebikehorn5.c1.o1">
<ConversationAction targettag="triggerer_player" text="EventText.pathofthebikehorn5.c1.o1.c1">
<Option text="EventText.pathofthebikehorn5.c1.o1.o1" endconversation="true">
<Goto name="moreadvicepls" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckDataAction>
</ScriptedEvent>
</EventPrefabs>
</RandomEvents>