Files
BarotraumaModServer/LocalMods/More Level Content/Missions/MissionEvents.xml
2026-06-09 00:42:10 +03:00

678 lines
51 KiBLFS
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Randomevents>
<EventPrefabs>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Tutorials & Hints -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="hint_jumpstarter">
<CheckDataAction identifier="mlc-hints-jumpstarter-shown" condition="eq 2">
<Success>
<!-- Do nothing -->
</Success>
<Failure>
<TagAction criteria="player" tag="player" />
<MessageBoxAction header="mlc.title" text="mlc.hint.jumpstarter" iconstyle="GUINotificationButton" targettag="player" />
<SetDataAction identifier="mlc-hints-jumpstarter-shown" value="2" />
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Construction Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="constructionworkers">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" spawnpointtag="constructionsaferoom" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" spawnpointtag="constructionsaferoom" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="concussion" strength="100" />
<AfflictionAction targettag="corpse_construction" LimbType="Head" affliction="blunttrauma" strength="50" />
<AfflictionAction targettag="corpse_construction" affliction="oxygenlow" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse1">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker" targettag="constructionworker_outside" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="lacerations" LimbType="LeftHand" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="lacerations" LimbType="LeftArm" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" LimbType="LeftHand" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" LimbType="LeftArm" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bloodloss" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructioncorpse2">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="corpse_construction" affliction="bitewounds" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bleeding" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="bloodloss" strength="200" />
</ScriptedEvent>
<ScriptedEvent identifier="constructionhusk">
<SpawnAction npcsetidentifier="mlc_constructionsite_npcs" npcidentifier="constructionworker_outside" targettag="corpse_construction" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<TagAction criteria="crew" tag="player" />
<AfflictionAction targettag="corpse_construction" affliction="huskinfection" strength="100" />
<AfflictionAction targettag="corpse_construction" affliction="internaldamage" strength="10" />
<GodModeAction targettag="corpse_construction" enabled="true" />
<TriggerAction target1tag="corpse_construction" target2tag="player" radius="400" />
<GodModeAction targettag="corpse_construction" enabled="false" />
</ScriptedEvent>
<ScriptedEvent identifier="constructionclown">
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="construction_clowncorpse" spawnpointtag="constructioncorpse" spawnlocation="any" requirespawnpointtag="true" team="FriendlyNPC" />
<TagAction criteria="crew" tag="player" />
<AfflictionAction targettag="construction_clowncorpse" affliction="oxygenlow" strength="200" />
<CheckDataAction identifier="construction_clowncorpse" condition="eq 0">
<!-- If they've never met the clown corpse, don't explode till we interact with it -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="1" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="100" waitforinteraction="true" disableiftargetincapacitated="false" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 1">
<!-- They've met the corpse once, explode when they get close -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="2" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="300.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 2">
<!-- They've met the corpse twice, gas light them and do nothing -->
<Success>
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<SetDataAction identifier="construction_clowncorpse" value="3" />
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="construction_clowncorpse2" spawnlocation="MainSub" spawnpointtype="Path" team="FriendlyNPC" />
<AfflictionAction targettag="construction_clowncorpse2" affliction="oxygenlow" strength="200" />
<StatusEffectAction targettag="construction_clowncorpse2">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<Explosion range="200.0" stun="1.0" force="15.0" flames="true" flash="true" shockwave="true" sparks="true" underwaterbubble="true" />
</StatusEffect>
</StatusEffectAction>
<WaitAction time="10" />
<StatusEffectAction targettag="construction_clowncorpse2">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="300.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 3">
<!-- They've met the clown corpse 3 times, this time it
swims after them to blow up -->
<Success>
<GodModeAction targettag="construction_clowncorpse" enabled="true" />
<AfflictionAction targettag="construction_clowncorpse" affliction="paralysis" strength="200" />
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="500" waitforinteraction="false" disableiftargetincapacitated="false" applytotarget2="target_player" />
<!-- Release the clown -->
<AfflictionAction targettag="construction_clowncorpse" affliction="paralysis" strength="-200" />
<!-- Make the clown go after the player that got too
close -->
<CombatAction combatmode="Offensive" npctag="construction_clowncorpse" enemytag="target_player" isinstigator="false" guardreaction="none" witnessreaction="none" />
<!-- Explode when we get close -->
<TriggerAction target1tag="construction_clowncorpse" target2tag="target_player" radius="100" waitforinteraction="false" disableiftargetincapacitated="false" />
<SetDataAction identifier="construction_clowncorpse" value="4" />
<GodModeAction targettag="construction_clowncorpse" enabled="false" />
<AfflictionAction targettag="construction_clowncorpse" affliction="oxygenlow" strength="200" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<CheckDataAction identifier="construction_clowncorpse" condition="eq 4">
<!-- This time the clown just explodes repeatidly -->
<Success>
<SetDataAction identifier="construction_clowncorpse" value="5" />
<Label name="explode" />
<WaitAction time="2" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
<GoTo name="explode" />
</Success>
<Failure>
<TriggerAction target1tag="construction_clowncorpse" target2tag="player" radius="100" waitforinteraction="true" disableiftargetincapacitated="false" />
<!-- Finally, a 50% chance to explode instantly
when inspecting, a 50% chance to give money and
then explode after a second -->
<RNGAction chance="0.5">
<Success>
<MoneyAction amount="100" />
<WaitAction time="1" />
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<StatusEffectAction targettag="construction_clowncorpse">
<StatusEffect>
<Sound file="Content/Items/Weapons/honk.ogg" range="500" />
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="10000" selectionmode="All" />
<sound file="Content/Items/Weapons/ExplosionDebris1.ogg" range="10000" />
<Explosion range="200.0" ballastfloradamage="100" structuredamage="150" itemdamage="500" force="15" severlimbsprobability="0.5" decal="explosion" decalsize="0.5" penetration="0.5">
<Affliction identifier="explosiondamage" strength="50" dividebylimbcount="true" />
<Affliction identifier="burn" strength="15" probability="0.2" dividebylimbcount="false" />
<Affliction identifier="bleeding" strength="20" probability="0.05" dividebylimbcount="false" />
<Affliction identifier="stun" strength="7" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
</Failure>
</RNGAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</Failure>
</CheckDataAction>
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Relay Station Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="relayhusk">
<SpawnAction npcsetidentifier="mlc_distress_corpses" npcidentifier="distress_engineer" targettag="relay_husk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Corpse" requirespawnpointtag="true" team="FriendlyNPC" />
<AfflictionAction targettag="relay_husk" affliction="huskinfection" strength="100" />
<AfflictionAction targettag="relay_husk" affliction="internaldamage" strength="98" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawler1">
<SpawnAction speciesname="Crawler" targettag="relay_husk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawler2">
<SpawnAction speciesname="Crawler" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawler_hatchling" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawler_hatchling" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="relaycrawlerhusk">
<SpawnAction speciesname="Crawlerhusk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
<SpawnAction speciesname="Crawlerhusk" spawnpointtag="relaystation" spawnlocation="any" spawnpointtype="Enemy" requirespawnpointtag="true" />
</ScriptedEvent>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Distress Events -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<ScriptedEvent identifier="distress_outofuel">
<TagAction criteria="humanprefabidentifier:captain_dakota" tag="captain" />
<TagAction criteria="crew" tag="player" />
<TagAction criteria="itemtag:distress_reactor" tag="reactor" />
<NPCWaitAction npctag="captain" wait="true" />
<TriggerAction target1tag="player" target2tag="captain" applytotarget1="triggerer_player" waitforinteraction="true" />
<!-- Intro -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.c1" eventsprite="captain">
<!-- Ask what happened -->
<Option text="DistressEvent.outoffuel.o1">
<!-- The Story -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c1" eventsprite="captain" continueconversation="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c2" eventsprite="captain" continueconversation="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.c3" eventsprite="captain" continueconversation="true">
<!-- Accept -->
<Option text="DistressEvent.outoffuel.o1.o1">
<!-- You're a saint -->
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.c1" eventsprite="captain" />
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<!-- They don't have any fuel rods on them. -->
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<!-- I'll be back -->
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain">
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
<!-- Give Rod -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2">
<GoTo name="giverod" />
</Option>
<!-- Intimidate -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3">
<GoTo name="intimidate" />
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
<Label name="rodloop" />
<NPCWaitAction npctag="captain" wait="true" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.c2" eventsprite="captain" speakertag="captain" dialogtype="Small" />
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<!-- They don't have any fuel rods on them. -->
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<!-- I'll be back -->
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1" endconversation="true">
<GoTo name="rodloop" />
</Option>
<!-- Give Rod -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2">
<GoTo name="giverod" />
</Option>
<!-- Intimidate -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3">
<GoTo name="intimidate" />
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
</Option>
<!-- Decline -->
<Option text="DistressEvent.outoffuel.o1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o2.c1" eventsprite="captain" continueconversation="true">
<!-- Don't try it -->
<Option text="DistressEvent.outoffuel.o1.o2.c1.o1">
<SkillCheckAction requiredskill="weapons" requiredlevel="80" targettag="triggerer_player">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o2.c1.o1.c1" eventsprite="captain">
<Option text="DistressEvent.outoffuel.o1.o2.c1.o1.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1" eventsprite="captain" />
<GoTo name="attack" />
</Failure>
</SkillCheckAction>
</Option>
<Option text="DistressEvent.outoffuel.o1.o2.c1.o2">
<Label name="rodloop" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
<Label name="giverod" />
<CheckReputationAction targettype="faction" identifier="clowns" condition="gte 20">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o2.c1" eventsprite="Stowaway2">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o1">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1" eventsprite="Stowaway2">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o1.c1.o1">
<SetDataAction identifier="distress_outoffuel_side_clown" value="true" />
<GoTo name="handoverrod" />
</Option>
</ConversationAction>
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o2.o2">
<AfflictionAction targettag="triggerer_player" affliction="psychosis" strength="40" />
<GoTo name="handoverrod" />
</Option>
</ConversationAction>
</Success>
<Failure>
<label name="handoverrod" />
<RemoveItemAction targettag="triggerer_player" itemidentifier="fuelrod" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.end" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.end.o1" endconversation="true">
<CheckDataAction identifier="distress_outoffuel_side_clown" condition="eq true">
<Failure>
<ReputationAction targettype="Location" increase="20" />
</Failure>
<Success>
<ReputationAction targettype="Faction" identifier="clowns" increase="25" />
</Success>
</CheckDataAction>
<GoTo name="putrodinreactor" />
</Option>
</ConversationAction>
</Failure>
</CheckReputationAction>
<Label name="intimidate" />
<SkillCheckAction requiredskill="helm" requiredlevel="80" targettag="triggerer_player">
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1" endconversation="true">
<MoneyAction amount="5000" targettag="triggerer_player" />
<GoTo name="intimidate_wait" />
</Option>
</ConversationAction>
</Success>
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c2" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c2.o1" endconversation="true">
<GoTo name="attack" />
</Option>
</ConversationAction>
</Failure>
</SkillCheckAction>
<Label name="intimidate_wait" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1" eventsprite="captain" speakertag="captain" dialogtype="Small" />
<!-- Intimidate give rod -->
<CheckItemAction targettag="triggerer_player" itemidentifiers="fuelrod">
<Failure>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1" eventsprite="captain">
<Option endconversation="true" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1">
<GoTo name="intimidate_wait" />
</Option>
</ConversationAction>
</Failure>
<Success>
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1" eventsprite="captain">
<Option endconversation="true" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o1">
<GoTo name="intimidate_wait" />
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2">
<!-- Toss rod -->
<RemoveItemAction targettag="triggerer_player" itemidentifier="fuelrod" />
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1" eventsprite="captain" continueconversation="true">
<!-- Walk Away -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
<!-- Sure -->
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2">
<ConversationAction targettag="triggerer_player" text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1" eventsprite="captain" continueconversation="true">
<Option text="DistressEvent.outoffuel.o1.o1.o1.o3.c1.o1.c1.o2.c1.o2.c1.o2.c1.o1" endconversation="true">
<GoTo name="end" />
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Option>
</ConversationAction>
</Success>
</CheckItemAction>
<Label name="putrodinreactor" />
<!--SpawnAction
itemidentifier="fuelrod" targetinventory="captain" /-->
<!-- This is really dumb, for some reason the AI won't walk to the tagged reactor -->
<!-- So instead we tell the AI to walk to the ballast tank, due to the ship layout -->
<!-- The AI has to walk past the reactor, then we just stop the AI -->
<NPCWaitAction npctag="captain" wait="false" />
<NPCFollowAction npctag="captain" targettag="reactor" follow="true" />
<TriggerAction target1tag="captain" target2tag="reactor" radius="300" waitforinteraction="false" disableiftargetincapacitated="false" />
<CheckDataAction identifier="distress_outoffuel_side_clown" condition="eq true">
<Failure>
<SpawnAction itemidentifier="fuelrod" targetinventory="reactor" />
<WaitAction time="5" />
<NPCWaitAction npctag="captain" wait="false" />
</Failure>
<!-- Sabotaged the rod -->
<Success>
<SpawnAction itemidentifier="fuelrod" targetinventory="reactor" />
<WaitAction time="5" />
<NPCWaitAction npctag="captain" wait="false" />
<WaitAction time="15" />
<StatusEffectAction targettag="reactor">
<StatusEffect target="This" FissionRate="0.0" disabledeltatime="true">
<sound file="Content/Items/Weapons/ExplosionLarge1.ogg" range="50000" />
<sound file="Content/Items/Weapons/ExplosionLarge2.ogg" range="50000" />
<Explosion range="750" ballastfloradamage="1000" structuredamage="300" itemdamage="500" force="25.0" camerashake="0" flashrange="10000" flashduration="5.0" debris="true" screencolor="255,255,255,255" screencolorrange="5000" screencolorduration="3.0" decal="explosion" decalsize="1">
<Affliction identifier="explosiondamage" strength="500" />
<Affliction identifier="burn" strength="500" />
<Affliction identifier="stun" strength="15" />
</Explosion>
<Explosion range="2000" force="0.0" camerashake="200" camerashakerange="50000" showEffects="false" empstrength="1.25" applyfireeffects="false" ignorecover="true">
<Affliction identifier="radiationsickness" strength="75" />
<Affliction identifier="emp" strength="50" multiplybymaxvitality="true" />
</Explosion>
<ParticleEmitter particle="underwaterexplosion" anglemin="0" anglemax="360" particleamount="3" velocitymin="0" velocitymax="0" scalemin="15" scalemax="15" />
</StatusEffect>
</StatusEffectAction>
</Success>
</CheckDataAction>
<Label name="attack" />
<NPCWaitAction npctag="captain" wait="false" />
<CombatAction combatmode="Offensive" npctag="captain" enemytag="triggerer_player" isinstigator="true" guardreaction="none" witnessreaction="retreat" />
<Label name="end" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_husks">
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<SpawnAction npcsetidentifier="mapfeaturenpc" npcidentifier="huskcultist_waystation" spawnpointtag="distress_ghostship" spawnlocation="any" targettag="cultist" requirespawnpointtag="true" team="None" />
<NPCChangeTeamAction npctag="cultist" teamid="None" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_clowns">
<SetDataAction identifier="distress_clowns_reward" value="false" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
<WaitAction time="1" />
<TriggerEventAction identifier="suprise_clown" />
</ScriptedEvent>
<ScriptedEvent identifier="suprise_clown">
<TagAction criteria="crew" tag="player" />
<SpawnAction npcsetidentifier="mlc_special_npcs" npcidentifier="clowncorpse" targettag="clown" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<AfflictionAction targettag="clown" affliction="instantdeath" strength="1" />
<TriggerAction target1tag="clown" target2tag="player" radius="100" disableiftargetincapacitated="false" WaitForInteraction="true" DisableInCombat="false" />
<CheckDataAction identifier="distress_clowns_reward" condition="eq true">
<Success>
<!-- Clown Disapears -->
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<RNGAction chance="0.25">
<Success>
<!-- Give money -->
<MoneyAction amount="2500" targettag="triggerer_player" />
<GiveExpAction amount="1000" targettag="triggerer_player" />
<ReputationAction targettype="Faction" identifier="clowns" increase="15" />
<SetDataAction identifier="distress_clowns_reward" value="true" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/confetti.ogg" range="500" />
</StatusEffect>
</StatusEffectAction>
<WaitAction time="1" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Success>
<Failure>
<!-- Explode -->
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/womp.ogg" range="500" />
</StatusEffect>
</StatusEffectAction>
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="Content/Items/Weapons/ExplosionMedium1.ogg" range="5000" />
<sound file="Content/Items/Weapons/ExplosionMedium2.ogg" range="5000" />
<sound file="Content/Items/Weapons/ExplosionMedium3.ogg" range="5000" />
<Explosion range="750.0" ballastfloradamage="100" structuredamage="0" levelwalldamage="0" itemdamage="0" force="30" severlimbsprobability="0" debris="true" decal="explosion" decalsize="0.5">
<Affliction identifier="explosiondamage" strength="10" />
<Affliction identifier="bleeding" strength="10" />
<Affliction identifier="bleeding" strength="5" probability="0.1" dividebylimbcount="false" />
<Affliction identifier="stun" strength="2" />
</Explosion>
</StatusEffect>
</StatusEffectAction>
<WaitAction time="2" />
<StatusEffectAction targettag="clown">
<StatusEffect target="This">
<sound file="%ModDir%/Sounds/vanish.ogg" range="500" />
<RemoveCharacter />
</StatusEffect>
</StatusEffectAction>
</Failure>
</RNGAction>
</Failure>
</CheckDataAction>
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_2_easy">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_4_easy">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_4_medium">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="banditleader" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_bandit_5_hard">
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_elite" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="bandit_elite" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_bandits" npcidentifier="banditleader_heavy" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="none" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_prisonbreak">
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner1" />
<StatusEffectAction targettag="prisoner1">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, crustyseaman, stonewall" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner2" />
<StatusEffectAction targettag="prisoner2">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, inordinateexsanguination, implacable" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisonercrowbar" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner3" />
<StatusEffectAction targettag="prisoner3">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, phdinnuclearphysics, multifunctional" />
</StatusEffect>
</StatusEffectAction>
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="prisoner4" />
<StatusEffectAction targettag="prisoner4">
<StatusEffect target="This">
<GiveTalentInfo giverandom="false" talentidentifiers="swole, berserker, foolhardy" />
</StatusEffect>
</StatusEffectAction>
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_prisonbreak1">
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
<SpawnAction npcsetidentifier="mlc_distress_npcs" npcidentifier="prisoner" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_ghostship" team="Team2" requirespawnpointtag="true" lootingisstealing="false" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_crawlernest">
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction speciesname="crawler" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
<SpawnAction itemidentifier="crawleregg" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_nest" requirespawnpointtag="true" />
</ScriptedEvent>
<ScriptedEvent identifier="distress_ghostship_fractal">
<RNGAction chance="0.5">
<Success>
<SpawnAction speciesname="Fractalguardian" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
</Success>
<Failure>
<SpawnAction speciesname="Fractalguardian2" spawnlocation="Any" spawnpointtype="Enemy" spawnpointtag="distress_monster" requirespawnpointtag="true" />
</Failure>
</RNGAction>
</ScriptedEvent>
<ScriptedEvent identifier="shuttle_clown">
<SpawnAction npcsetidentifier="outpostnpcs1" npcidentifier="clown" spawnlocation="Any" spawnpointtype="Human" spawnpointtag="distress_shuttle" team="Team2" requirespawnpointtag="true" lootingisstealing="false" targettag="clownnpc1" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
<TagAction criteria="humanprefabidentifier:cuffedshuttlecaptain" tag="clownvictimnpc" />
<SpawnAction itemidentifier="toyhammer" targetinventory="clownnpc1" />
<CombatAction combatmode="offensive" npctag="clownnpc1" enemytag="clownvictimnpc" isinstigator="true" />
</ScriptedEvent>
</EventPrefabs>
<!-- Construction Events -->
<EventSet identifier="mlctransitevents" allowatstart="true" minleveldifficulty="0" maxleveldifficulty="100" chooserandom="true" campaign="true" additive="true">
<!-- Corpses -->
<ScriptedEvent identifier="constructioncorpse" commonness="5" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructioncorpse1" commonness="5" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructioncorpse2" commonness="5" probability="0.5" triggercooldown="false" />
<!-- Special -->
<ScriptedEvent identifier="constructionhusk" commonness="2" probability="0.5" triggercooldown="false" />
<ScriptedEvent identifier="constructionclown" commonness="2" probability="1" triggercooldown="false" />
</EventSet>
</Randomevents>