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

698 lines
42 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Randomevents>
<EventPrefabs>
<!-- ****************************************************************************************************************************************************** -->
<!-- Core gameplay events, without which the game wouldn't progress/function as normal, such as unlocking paths -->
<!-- ****************************************************************************************************************************************************** -->
<!-- No longer used in the vanilla content -->
<ScriptedEvent identifier="forcebeaconmission" requirebeaconstation="True">
<MissionAction missiontag="specialbeaconmission" />
</ScriptedEvent>
<!--"Unlock Path"-->
<ScriptedEvent identifier="unlockpathgeneric" commonness="0" unlockpathevent="true">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchman" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 30">
<Success>
<ConversationAction text="EventText.unlockpathgeneric.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain" />
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathgeneric.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathgeneric.o1">
<CheckMoneyAction amount="2000">
<Success>
<MoneyAction amount="-2000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgeneric.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgeneric.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpathgeneric.o2">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgeneric.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathcoldcaverns" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipcoalitionreputation" unlockpathreputation="30" faction="coalition" biome="coldcaverns">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchman" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 30">
<Success>
<ConversationAction text="EventText.unlockpathcoldcaverns.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathcoldcaverns.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathcoldcaverns.o1">
<CheckMoneyAction amount="2000">
<Success>
<MoneyAction amount="-2000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathcoldcaverns.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathcoldcaverns.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathcoldcaverns.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpatheuropanridge" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipcoalitionreputation" unlockpathreputation="40" faction="coalition" biome="europanridge">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchman" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 40">
<Success>
<ConversationAction text="EventText.unlockpatheuropanridge.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpatheuropanridge.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpatheuropanridge.o1">
<CheckMoneyAction amount="4000">
<Success>
<MoneyAction amount="-4000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathaphoticplateau" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipcoalitionreputation" unlockpathreputation="50" faction="coalition" biome="theaphoticplateau">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchman" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 50">
<Success>
<ConversationAction text="EventText.unlockpathaphoticplateau.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathaphoticplateau.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathaphoticplateau.o1">
<CheckMoneyAction amount="8000">
<Success>
<MoneyAction amount="-8000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathaphoticplateau.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathaphoticplateau.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathaphoticplateau.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathgreatsea" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipcoalitionreputation" unlockpathreputation="75" faction="coalition" biome="thegreatsea">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchman" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="coalition" condition="gte 75">
<Success>
<ConversationAction text="EventText.unlockpathgreatsea.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathgreatsea.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathgreatsea.o1">
<CheckMoneyAction amount="16000">
<Success>
<MoneyAction amount="-16000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathcoldcavernsseparatists" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipseparatistreputation" unlockpathreputation="30" faction="separatists" biome="coldcaverns">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchmanseparatist" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 30">
<Success>
<ConversationAction text="EventText.unlockpathcoldcavernsseparatists.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="eventtext.unlockpathcoldcavernsseparatists.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathcoldcaverns.o1">
<CheckMoneyAction amount="2000">
<Success>
<MoneyAction amount="-2000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="eventtext.unlockpathcoldcavernsseparatists.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="eventtext.unlockpathcoldcavernsseparatists.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="eventtext.unlockpathcoldcavernsseparatists.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpatheuropanridgeseparatists" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipseparatistreputation" unlockpathreputation="40" faction="separatists" biome="europanridge">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchmanseparatist" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 40">
<Success>
<ConversationAction text="eventtext.unlockpatheuropanridgeseparatists.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpatheuropanridge.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpatheuropanridge.o1">
<CheckMoneyAction amount="4000">
<Success>
<MoneyAction amount="-4000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpatheuropanridge.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathaphoticplateauseparatists" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipseparatistreputation" unlockpathreputation="50" faction="separatists" biome="theaphoticplateau">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchmanseparatist" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 50">
<Success>
<ConversationAction text="EventText.unlockpathaphoticplateauseparatists.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathaphoticplateau.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathaphoticplateau.o1">
<CheckMoneyAction amount="8000">
<Success>
<MoneyAction amount="-8000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="eventtext.unlockpathaphoticplateauseparatists.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathaphoticplateau.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathaphoticplateau.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<ScriptedEvent identifier="unlockpathgreatseaseparatists" commonness="1" unlockpathevent="true" unlockpathtooltip="lockedpathtooltipseparatistreputation" unlockpathreputation="75" faction="separatists" biome="thegreatsea">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="watchmanseparatist" targettag="unlockpathnpc" spawnlocation="Outpost" spawnpointtag="unlockpath" spawnpointtype="human" />
<Label name="retry" />
<ConversationAction text="EventText.unlockpathgeneric.start" speakertag="unlockpathnpc" invokertag="player" dialogtype="Regular" eventsprite="captain" />
<CheckReputationAction targettype="faction" identifier="separatists" condition="gte 75">
<Success>
<ConversationAction text="eventtext.unlockpathgreatseaseparatists.c1" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain"/>
<UnlockPathAction />
</Success>
<Failure>
<ConversationAction text="EventText.unlockpathgreatsea.c2" speakertag="unlockpathnpc" targettag="player" waitforinteraction="false" dialogtype="Regular" eventsprite="captain">
<Option text="EventText.unlockpathgreatsea.o1">
<CheckMoneyAction amount="16000">
<Success>
<MoneyAction amount="-16000" />
<UnlockPathAction />
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o1.c1" eventsprite="captain" />
</Success>
<Failure>
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o1.nomoney" eventsprite="captain" />
<GoTo name="retry" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.unlockpath.refusebribe">
<ConversationAction speakertag="unlockpathnpc" waitforinteraction="false" targettag="player" text="EventText.unlockpathgreatsea.o2.c1" eventsprite="captain" />
<GoTo name="retry" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
</ScriptedEvent>
<!-- LEGACY: This is here (for now) only in order to not break existing saves -->
<ScriptedEvent identifier="healreaperstax" commonness="100">
<WaitAction time="5" />
<TagAction criteria="crew" tag="crew" />
<!-- one of the players needs to have the reaper's tax affliction for the event to do anything -->
<CheckAfflictionAction identifier="reaperstax" targettag="crew">
<Success>
<ConversationAction text="EventText.healreaperstax.c1" speakertag="outpostdoctor" invokertag="patient" endeventifinterrupted="false" dialogtype="Regular" eventsprite="redbluebottles"/>
<CheckAfflictionAction identifier="reaperstax" targettag="patient">
<Success>
<ConversationAction text="EventText.healreaperstax.c2" speakertag="outpostdoctor" waitforinteraction="false" targettag="patient" endeventifinterrupted="false" dialogtype="Regular" eventsprite="redbluebottles">
<Option text="EventText.healreaperstax.o1" endconversation="true">
<CheckMoneyAction amount="1000" endconversation="true">
<Success endconversation="true">
<MoneyAction amount="-1000" />
<AfflictionAction affliction="reaperstax" strength="-100" targettag="patient" />
<TriggerEventAction identifier="healreaperstax" />
</Success>
<Failure endconversation="true">
<ConversationAction speakertag="outpostdoctor" waitforinteraction="false" targettag="patient" text="EventText.healreaperstax.o1.nomoney" eventsprite="redbluebottles" />
<TriggerEventAction identifier="healreaperstax" />
</Failure>
</CheckMoneyAction>
</Option>
<Option text="EventText.healreaperstax.o2" endconversation="true">
<TriggerEventAction identifier="healreaperstax" />
</Option>
</ConversationAction>
</Success>
<Failure endconversation="true">
<TriggerEventAction identifier="healreaperstax" />
</Failure>
</CheckAfflictionAction>
</Success>
<Failure />
</CheckAfflictionAction>
</ScriptedEvent>
<!-- ****************************************************************************************************************************************************** -->
<!-- Main story events, f.e. end-game and lore related. -->
<!-- ****************************************************************************************************************************************************** -->
<!--Prophet of Sierpinsk-->
<ScriptedEvent identifier="prophetofsierpinsk" commonness="0">
<SpawnAction npcsetidentifier="customnpcs1" npcidentifier="prophetofsierpinsk" targettag="prophet" spawnpointtag="saferoom" spawnlocation="beaconstation" requirespawnpointtag="true" />
<TagAction criteria="player" tag="player" />
<TriggerAction target1tag="prophet" target2tag="player" applytotarget2="triggerer_player" radius="100" waitforinteraction="true" />
<NPCWaitAction npctag="prophet" wait="true" />
<ConversationAction text="EventText.prophetofsierpinsk.c1" targettag="triggerer_player" eventsprite="officeinside" >
<Option text="EventText.prophetofsierpinsk.o1">
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1" targettag="triggerer_player">
<Option text="eventtext.generic.continue">
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o1.c1.o1">
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1.o1.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o1.c1.o1.o1">
<GoTo name="explain" endconversation="false" />
</Option>
</ConversationAction>
</Option>
<Option text="EventText.prophetofsierpinsk.o1.c1.o2">
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1.o2.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o1.c1.o2.o1">
<GoTo name="explain" endconversation="false" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<Label name="explain" />
<NPCWaitAction npctag="prophet" wait="true" />
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1.o2.c1.c1" targettag="triggerer_player" eventsprite="officeinside" >
<Option text="eventtext.generic.continue">
<CheckDataAction identifier="nowayout_complete" condition="eq true">
<Success>
<ConversationAction text="EventText.prophetofsierpinsk.nowayoutcleared1" targettag="triggerer_player" >
<Option text="EventText.prophetofsierpinsk.nowthatyoumentionloop" >
<ConversationAction text="EventText.prophetofsierpinsk.iknowher">
<Option text="eventtext.generic.continue">
<ConversationAction text="EventText.prophetofsierpinsk.alternativeending1" targettag="triggerer_player" endconversation="true" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction text="EventText.prophetofsierpinsk.o1.c1.o2.c1.c1.c1" targettag="triggerer_player" endconversation="true" />
</Failure>
</CheckDataAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.prophetofsierpinsk.o2">
<ConversationAction text="EventText.prophetofsierpinsk.o2.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o2.o1">
<ConversationAction text="EventText.prophetofsierpinsk.o2.o1.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o2.o1.o1">
<ConversationAction text="EventText.prophetofsierpinsk.o2.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o2.o1.o1.o1">
<ConversationAction text="EventText.prophetofsierpinsk.o2.o1.o1.o1.c1" targettag="triggerer_player">
<Option text="EventText.prophetofsierpinsk.o2.o1.o1.o1.o1">
<CheckDataAction identifier="nowayout_complete" condition="eq true">
<Success>
<ConversationAction text="EventText.prophetofsierpinsk.nowayoutcleared2" targettag="triggerer_player" >
<Option text="EventText.prophetofsierpinsk.nowthatyoumentionloop" >
<ConversationAction text="EventText.prophetofsierpinsk.iknowher" targettag="triggerer_player" >
<Option text="eventtext.generic.continue">
<ConversationAction text="EventText.prophetofsierpinsk.alternativeending2" targettag="triggerer_player" endconversation="true" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction text="EventText.prophetofsierpinsk.o2.o1.o1.o1.o1.c1" targettag="triggerer_player" endconversation="true" />
</Failure>
</CheckDataAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<NPCWaitAction npctag="prophet" wait="false" />
</ScriptedEvent>
<!--"Alien writing 1"-->
<ScriptedEvent identifier="alienwriting1" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting1" tag="alienwriting1" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting1" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.1_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Alien writing 2"-->
<ScriptedEvent identifier="alienwriting2" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting2" tag="alienwriting2" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting2" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.2_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Alien writing 3"-->
<ScriptedEvent identifier="alienwriting3" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting3" tag="alienwriting3" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting3" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.3_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Alien writing 4"-->
<ScriptedEvent identifier="alienwriting4" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting4" tag="alienwriting4" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting4" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.4_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Alien writing 5"-->
<ScriptedEvent identifier="alienwriting5" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting5" tag="alienwriting5" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting5" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.5_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
<SetDataAction identifier="alien_writings_yohwey_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Alien writing 6"-->
<ScriptedEvent identifier="alienwriting6" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienwriting6" tag="alienwriting6" />
<Label name="writingstart" />
<TriggerAction target1tag="alienwriting6" target2tag="player" applytotarget2="triggerer_player" radius="150" waitforinteraction="true"/>
<CheckItemAction targettag="triggerer_player" itemidentifiers="alientranslator">
<Success>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start">
<Option text="eventtext.alienwriting.listen">
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.writingstart"/>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.6_1"/>
<SetDataAction identifier="alien_writings_deciphered" value="true" />
</Option>
<Option text="eventtext.alienwriting.dontlisten" endconversation="true">
<GoTo name="writingstart" />
</Option>
</ConversationAction>
<GoTo name="writingstart" />
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="eventtext.alienwriting.start_alt" endconversation="true"/>
<GoTo name="writingstart" />
</Failure>
</CheckItemAction>
</ScriptedEvent>
<!--"Ancient encounter"-->
<ScriptedEvent identifier="ancientencounter" commonness="100">
<WaitAction time="10" />
<ConversationAction text="EventText.ancientencounter.c1" eventsprite="Ancient1">
<Option text="EventText.ancientencounter.o1">
<ConversationAction text="EventText.ancientencounter.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1.o1" endconversation="true" />
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
<Option text="EventText.ancientencounter.o1.o1.o2">
<ConversationAction text="EventText.ancientencounter.o1.o1.o2.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1">
<ConversationAction text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1.c1" eventsprite="Ancient2">
<Option text="EventText.ancientencounter.o1.o1.o1.o1.o1.o1.o1" endconversation="true" />
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</ScriptedEvent>
<ScriptedEvent identifier="ancientencounterfinal" commonness="0">
<ConversationAction text="EventText.ancientencounterfinal" dialogtype="Regular" endconversation="true" eventsprite="Ancient2"/>
</ScriptedEvent>
<ScriptedEvent identifier="buttonpressed1" commonness="100">
<TagAction criteria="player" tag="player" />
<TagAction criteria="itemtag:alienentrancebutton" tag="alienentrancebutton" />
<TagAction criteria="itemtag:anomalydoor" tag="door" />
<TriggerAction target1tag="alienentrancebutton" target2tag="player" applytotarget2="triggerer_player" radius="500"/>
<Label name="retry" />
<WaitAction time="1" />
<CheckConditionalAction targettag="door" targetitemcomponent="Door" IsOpen="true" >
<Success>
<ConversationAction text="EventText.buttonpressed1.c1" dialogtype="Regular" endconversation="true"/>
</Success>
<Failure>
<Goto name="retry"/>
</Failure>
</CheckConditionalAction>
</ScriptedEvent>
</EventPrefabs>
</Randomevents>