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BarotraumaModServer/LocalMods/Thalassophobia Restored/Events/TraitorEvents.xml
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<?xml version="1.0" encoding="utf-8"?>
<RandomEvents>
<!-- Define flavor sprites that appear top left of the message box here, identifier is required -->
<EventSprites>
<Sprite identifier="MentalBreakdown" texture="Content/Map/Outposts/Art/Event_pic4.png" sourcerect="512,512,256,256" />
<Sprite identifier="Duffelbag" texture="Content/Map/Outposts/Art/Event_pic4.png" sourcerect="768,512,256,256" />
<Sprite identifier="Magazine" texture="Content/Map/Outposts/Art/Event_pic4.png" sourcerect="0,768,256,256" />
<Sprite identifier="Note2" texture="Content/Map/Outposts/Art/Event_pic4.png" sourcerect="256,768,256,256" />
<Sprite identifier="Silhouette" texture="Content/Map/Outposts/Art/Event_pic4.png" sourcerect="512,768,256,256" />
</EventSprites>
<!-- Traitor events come with the "traitor" and "nontraitor" tags set. -->
<EventPrefabs>
<!-- generic events -->
<!-- Much higher commonness for events that have specific mission/level requirements. Otherwise they'd be very rare -->
<TraitorEvent identifier="bakingstation" dangerlevel="2" RequiredPreviousDangerLevel="1" RequirePreviousDangerLevelCompleted="false" commonness="10" StealPercentageOfExperience="25" WrongVotedAsTraitorMoneyPenalty="100">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="beacon" />
<!-- these are the defaults for level type, mindifficulty and mindifficultyincampaign, just included here for reference -->
<LevelRequirement LevelType="LocationConnection" mindifficulty="0" mindifficultyincampaign="5">
<ItemConditional HasTag="reactor" InBeaconStation="true" />
</LevelRequirement>
<TagAction criteria="itemtag:reactor" tag="beaconreactor" SubmarineType="BeaconStation" />
<ConversationAction targettag="traitor" text="EventText.bakingstation.c1" eventsprite="MentalBreakdown" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.bakingstation.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.bakingstation.meltdown" />
<Label name="waitforexplosion" />
<WaitAction time="5.0" />
<CheckConditionalAction targettag="beaconreactor" targetitemcomponent="Reactor" MeltedDownThisRound="true">
<Failure>
<GoTo name="waitforexplosion" />
</Failure>
</CheckConditionalAction>
<SetTraitorEventStateAction state="Completed" />
<EventLogAction targettag="traitor" id="success" text="EventText.bakingstation.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.bakingstation.meltdown" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.bakingstation.objective1" />
<CheckConditionalAction targettag="beaconreactor" targetitemcomponent="Reactor" MeltedDownThisRound="true">
<Success>
<GiveExpAction targettag="traitor" amount="500" />
<EventLogAction targettag="nontraitor" id="success" text="EventText.bakingstation.objective2" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.bakingstation.objective3" />
</Failure>
</CheckConditionalAction>
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.bakingstation.meltdown" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="cargotheft" dangerlevel="2" commonness="5">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontype="cargo" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<ConversationAction targettag="traitor" text="EventText.cargotheft.c1" eventsprite="Silhouette" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.cargotheft.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.cargotheft.missingcargo" />
<TagAction criteria="itemtag:cargomission" tag="targetitem" SubmarineType="Player" />
<Label name="waitforitemsdisposed" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetitem" RequiredConditionalMatchPercentage="50" CompareToInitialAmount="true">
<Conditional InPlayerSubmarine="true" />
<Success>
<!-- 50% items in player sub, not completed yet-->
<GoTo name="waitforitemsdisposed" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.cargotheft.c2" eventsprite="Silhouette" />
<EventLogAction targettag="traitor" id="status" text="EventText.cargotheft.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.cargotheft.missingcargo" />
</Failure>
</CheckItemAction>
<Label name="itemsstillgone" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetitem" RequiredConditionalMatchPercentage="50" CompareToInitialAmount="true">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventObjectiveAction targettag="traitor" type="Fail" id="traitorobjective.cargotheft.missingcargo" />
<SetTraitorEventStateAction state="Failed" />
<!-- 50% items in player sub, not completed yet-->
<GoTo name="waitforitemsdisposed" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<GoTo name="itemsstillgone" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.cargotheft.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="traitor" id="success" text="EventText.cargotheft.objective3" />
<EventLogAction targettag="nontraitor" id="success" text="EventText.cargotheft.objective4" />
<SetTraitorEventStateAction state="Completed" />
<MoneyAction targettag="traitor" amount="800" />
<GiveExpAction targettag="traitor" amount="800" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="failure" text="EventText.cargotheft.objective5" />
<EventLogAction targettag="nontraitor" id="failure" text="EventText.cargotheft.objective6" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckTraitorEventStateAction>
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.cargotheft.missingcargo" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="miningsabotage" dangerlevel="2" commonness="5" StealPercentageOfExperience="25">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontype="Mineral" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<ConversationAction targettag="traitor" text="EventText.miningsabotage.c1" eventsprite="vent" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.miningsabotage.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.miningsabotage.swapobjective" />
<TagAction criteria="itemidentifier:plasmacutter" tag="targetitem" SubmarineType="Player" />
<SetTraitorEventStateAction state="Failed" />
<Label name="waitforcompletion" />
<WaitAction time="1.0" />
<!-- TODO: adjust. Do we want to require a fixed number of replaced tanks or some percentage? -->
<CheckItemAction targettag="targetitem" RequiredConditionalMatchPercentage="50">
<Conditional TargetContainedItem="true" HasTag="weldingtoolfuel" />
<Success>
<ConversationAction targettag="traitor" text="EventText.miningsabotage.c2" eventsprite="Silhouette" />
<EventLogAction targettag="traitor" id="status" text="EventText.miningsabotage.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.miningsabotage.swapobjective" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<GoTo name="waitforcompletion" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.miningsabotage.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.miningsabotage.objective3" />
<MoneyAction targettag="traitor" amount="1000" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.miningsabotage.objective4" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="naturevsnurture" tag="obtainmudraptoregg" dangerlevel="1" commonness="20" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="mudraptornest" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture.c1" eventsprite="Magazine" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.naturevsnurture.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture.findmudraptoregg" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
<TagAction criteria="itemtag:nestmission" tag="targetegg" />
<TriggerAction Target1Tag="targetegg" Target2Tag="traitor" radius="150" waitforinteraction="true" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture_beacon.c2" eventsprite="Infiltration2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture.findmudraptoregg" />
<Label name="waitforcompletion" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetegg" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<ConversationAction targettag="traitor" text="EventText.naturevsnurture_beacon.c3" eventsprite="Magazine" />
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture_beacon.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<GoTo name="waitforcompletion" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.naturevsnurture.objective1" />
<!-- check again at round end, in case the egg was lost or deconstructed -->
<CheckItemAction targettag="targetegg" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture_beacon.objective3" />
<EventLogAction targettag="nontraitor" id="success" text="EventText.naturevsnurture_beacon.objective4" />
<SetTraitorEventStateAction state="Completed" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.naturevsnurture_beacon.objective5" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
<RemoveItemAction targettag="targetegg" Amount="100" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="naturevsnurture_beacon" tag="obtainmudraptoregg" dangerlevel="1" commonness="5" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="beacon" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture_beacon.c1" eventsprite="Magazine" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.naturevsnurture_beacon.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture.findmudraptoregg" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
<SpawnAction itemidentifier="smallmudraptoregg" targettag="targetegg" ignorebyai="true" spawnpointtag="saferoom" spawnlocation="beaconstation" requirespawnpointtag="false" />
<TriggerAction Target1Tag="targetegg" Target2Tag="traitor" radius="150" waitforinteraction="true" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture_beacon.c2" eventsprite="Infiltration2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture.findmudraptoregg" />
<Label name="waitforcompletion" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetegg" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<ConversationAction targettag="traitor" text="EventText.naturevsnurture_beacon.c3" eventsprite="Magazine" />
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture_beacon.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<GoTo name="waitforcompletion" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.naturevsnurture_beacon.objective1" />
<!-- check again at round end, in case the egg was lost or deconstructed -->
<CheckItemAction targettag="targetegg" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture_beacon.objective3" />
<EventLogAction targettag="nontraitor" id="success" text="EventText.naturevsnurture_beacon.objective4" />
<SetTraitorEventStateAction state="Completed" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.naturevsnurture.findmudraptoregg" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.naturevsnurture.obtainmudraptoregg" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.naturevsnurture_beacon.objective5" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
<RemoveItemAction targettag="targetegg" Amount="100" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="naturevsnurture2" dangerlevel="2" RequiredCompletedTags="obtainmudraptoregg" StealPercentageOfExperience="25">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture2.c1" eventsprite="NoteOpened" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.naturevsnurture2.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture2.retrieveegg" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<SpawnAction itemidentifier="radiojammer" targettag="radiojammer" targetinventory="traitor" />
<SpawnAction itemidentifier="batterycell" targetinventory="radiojammer" />
<Label name="waitforitemsfound" />
<CheckSelectedAction targettag="loosevent" charactertag="traitor">
<Success>
<SpawnAction itemidentifier="smallmudraptoregg" targetinventory="loosevent" targettag="targetegg" ignorebyai="true" />
</Success>
<Failure>
<GoTo name="waitforitemsfound" />
</Failure>
</CheckSelectedAction>
<Label name="waitforegg" />
<WaitAction time="5" />
<CheckItemAction targettag="traitor" itemtags="targetegg">
<Success>
<EventLogAction targettag="traitor" id="status">
<Text tag="EventText.naturevsnurture2.objective2">
<Replace tag="[catalystitem]" value="entityname.antibloodloss1" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture2.retrieveegg" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture2.hatchegg" />
</Success>
<Failure>
<GoTo name="waitforegg" />
</Failure>
</CheckItemAction>
<Label name="waitforlargeegg" />
<WaitAction time="0.5" />
<!-- the large egg inherits event tags from the original egg, so we can refer to it using "targetegg" -->
<CheckConditionalAction targettag="targetegg" hastag="largeitem">
<Failure>
<GoTo name="waitforlargeegg" />
</Failure>
</CheckConditionalAction>
<CheckConditionalAction targettag="targetegg" scale="gt 0.45">
<Failure>
<GoTo name="waitforlargeegg" />
</Failure>
</CheckConditionalAction>
<ConversationAction targettag="traitor" text="EventText.naturevsnurture2.c2" eventsprite="NoteOpened" />
<!-- easterbunny_objectivesuccessmessage2 -->
<Label name="waitformudraptor" />
<!-- the mudraptor inherits event tags from the original egg, so we can refer to it using "targetegg" -->
<CheckConditionalAction targettag="targetegg" speciesgroup="mudraptor">
<Failure>
<GoTo name="waitformudraptor" />
</Failure>
</CheckConditionalAction>
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.naturevsnurture2.hatchegg" />
<ConversationAction targettag="traitor" eventsprite="NoteOpened">
<Text tag="EventText.naturevsnurture2.c3">
<Replace tag="[time]" value="2" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="status">
<Text tag="EventText.naturevsnurture2.objective3">
<Replace tag="[time]" value="2" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.naturevsnurture2.keepalive" />
<WaitAction time="30" />
<EventLogAction targettag="traitor" id="timepassed">
<Text tag="EventText.naturevsnurture2.objective4">
<Replace tag="[time]" value="30" color="gui.orange" />
</Text>
</EventLogAction>
<WaitAction time="30" />
<EventLogAction targettag="traitor" id="timepassed">
<Text tag="EventText.naturevsnurture2.objective4">
<Replace tag="[time]" value="60" color="gui.orange" />
</Text>
</EventLogAction>
<WaitAction time="30" />
<EventLogAction targettag="traitor" id="timepassed">
<Text tag="EventText.naturevsnurture2.objective4">
<Replace tag="[time]" value="90" color="gui.orange" />
</Text>
</EventLogAction>
<WaitAction time="30" />
<EventLogAction targettag="traitor" id="timepassed" text="EventText.naturevsnurture2.objective5" />
<CheckConditionalAction targettag="targetegg" isdead="false">
<Failure>
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture2.objective6" />
<SetTraitorEventStateAction state="Failed" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture2.c4" eventsprite="Infiltration2" />
</Failure>
<Success>
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.naturevsnurture2.retrieveegg" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.naturevsnurture2.hatchegg" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.naturevsnurture2.keepalive" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.naturevsnurture2.c5" eventsprite="Infiltration2" />
<EventLogAction targettag="traitor" id="status" text="EventText.naturevsnurture2.objective7" />
</Success>
</CheckConditionalAction>
<OnRoundEndAction>
<RemoveItemAction targettag="radiojammer" />
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.naturevsnurture2.objective8" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="nontraitor" id="success" text="EventText.naturevsnurture2.objective9" />
</Success>
<Failure>
<EventLogAction targettag="nontraitor" id="failure" text="EventText.naturevsnurture2.objective10" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="adhominem" dangerlevel="1" StealPercentageOfExperience="10" MinPlayerCount="6" SecondaryTraitorPercentage="30" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<TagAction criteria="eventtag:nontraitorplayer" tag="victim" chooserandom="true" />
<ConversationAction targettag="anytraitor" text="EventText.adhominem.c1" eventsprite="group" />
<WaitAction time="15" />
<ConversationAction targettag="traitor" eventsprite="group">
<Text tag="EventText.adhominem.c2">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="secondarytraitor" id="initialinfo" text="EventText.adhominem.objective1" />
<EventLogAction targettag="traitor" id="victiminfo">
<Text tag="EventText.adhominem.objective2">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<!-- These EventObjectives cannot be tracked, but serve as a reminder -->
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.adhominem.accuse" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.adhominem.victimknown" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.adhominem.objective1" />
<CheckTraitorVoteAction target="victim">
<Success>
<EventLogAction id="success" text="EventText.adhominem.objective3" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.adhominem.objective4" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckTraitorVoteAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="partypreparations" dangerlevel="1" StealPercentageOfExperience="10" MinPlayerCount="6" SecondaryTraitorPercentage="20" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<ConversationAction targettag="anytraitor" text="EventText.partypreparations.c1" eventsprite="group" />
<ConversationAction targettag="traitor" text="EventText.partypreparations.c2" eventsprite="group" />
<EventLogAction targettag="anytraitor" id="initialinfo" text="EventText.partypreparations.objective1" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<!-- Objective 1: Designate a party room using a new item -->
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.partypreparations.designateroom" />
<EventLogAction targettag="traitor" id="objective_decorations" text="EventText.partypreparations.objective2" />
<SpawnAction itemidentifier="partybanner" targettag="partybanner" targetinventory="traitor" />
<WaitForItemUsedAction itemtag="partybanner" targetitemcomponent="Holdable" ApplyTagToLinkedHulls="partyroom" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.partypreparations.designateroom" />
<ConversationAction targettag="anytraitor" text="EventText.partypreparations.c3" eventsprite="group" />
<EventLogAction targettag="anytraitor" id="objective_booze" text="EventText.partypreparations.objective3" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.partypreparations.secretprepare" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.partypreparations.booze" ParentObjectiveId="traitorobjective.partypreparations.secretprepare" />
<TagAction criteria="itemidentifier:ethanol" tag="ethanol" SubmarineType="Player" />
<Label name="waitforbooze" />
<WaitAction time="1" />
<CountTargetsAction targettag="ethanol" hulltag="partyroom" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="waitforbooze" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.partypreparations.booze" />
<EventLogAction targettag="anytraitor" id="objective_instrument" text="EventText.partypreparations.objective4" />
<ConversationAction targettag="anytraitor" text="EventText.partypreparations.c4" eventsprite="group" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.partypreparations.instrument" ParentObjectiveId="traitorobjective.partypreparations.secretprepare" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<RNGAction chance="0.5">
<Success>
<SpawnAction itemidentifier="accordion" targetinventory="loosevent" />
</Success>
<Failure>
<SpawnAction itemidentifier="harmonica" targetinventory="loosevent" />
</Failure>
</RNGAction>
<TriggerAction Target1Tag="loosevent" Target2Tag="anytraitor" radius="200" waitforinteraction="false" SelectOnTrigger="true" />
<TagAction criteria="itemtag:instrument" tag="instrument" SubmarineType="Player" />
<Label name="waitforinstrument" />
<WaitAction time="1" />
<CountTargetsAction targettag="instrument" hulltag="partyroom" MinAmount="1">
<Failure>
<Goto name="waitforinstrument" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.partypreparations.instrument" />
<EventLogAction targettag="anytraitor" id="objective_light" text="EventText.partypreparations.objective5" />
<ConversationAction targettag="anytraitor" text="EventText.partypreparations.c5" eventsprite="group" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.partypreparations.lighting" ParentObjectiveId="traitorobjective.partypreparations.secretprepare" />
<Label name="waitforlights" />
<WaitAction time="1" />
<TagAction criteria="itemtag:light" tag="light" SubmarineType="Player" />
<CheckItemAction targettag="light" hulltag="partyroom" MinAmount="1">
<Conditional IsRed="true" targetitemcomponent="LightComponent" />
<Failure>
<Goto name="waitforlights" />
</Failure>
</CheckItemAction>
<WaitAction time="5" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.partypreparations.secretprepare" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.partypreparations.lighting" />
<EventLogAction targettag="anytraitor" id="end" text="EventText.partypreparations.objective6" />
<ConversationAction targettag="anytraitor" text="EventText.partypreparations.objective6" eventsprite="group" />
<SetTraitorEventStateAction state="Completed" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.partypreparations.objective1" />
<RemoveItemAction targettag="partybanner" Amount="100" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.partypreparations.objective7" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.partypreparations.objective8" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="goblinhorde" dangerlevel="1" StealPercentageOfExperience="10" MinPlayerCount="6" SecondaryTraitorPercentage="20" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" MinDifficultyInCampaign="15">
<ItemConditional HasTag="fabricator" InPlayerSubmarine="true" />
</LevelRequirement>
<ConversationAction targettag="anytraitor" text="EventText.goblinhorde.c1" eventsprite="group">
<Option text="EventText.goblinhorde.o1">
<ConversationAction targettag="anytraitor" text="EventText.goblinhorde.o1.c1" />
</Option>
</ConversationAction>
<EventLogAction targettag="anytraitor" id="initialinfo" text="EventText.goblinhorde.objective1" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.green" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation" />
<TagAction criteria="hullname:ballast" tag="ballast" submarinetype="Player" />
<Label name="waitforpainted" />
<WaitAction time="3 " />
<CountTargetsAction targettag="ballast" CompareToTarget="ballast" MinPercentageRelativeToTarget="90">
<!-- 90% of all ballast hulls need to be green -->
<Conditional IsGreen="true" />
<Failure>
<Goto name="waitforpainted" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.green" />
<Label name="restart" />
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_start" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_1min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_2min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_3min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_4min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="2" />
<EventObjectiveAction targettag="anytraitor" type="Add" id="traitorobjective.goblinhorde.occupation_start" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<Label name="waitforballastgoblins" />
<WaitAction time="2" />
<!-- 100% of traitors need to be in a ballast hull -->
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="waitforballastgoblins" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.occupation_start" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation_1min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="60" />
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="restart" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.occupation_1min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation_2min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="60" />
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="restart" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.occupation_2min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation_3min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="60" />
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="restart" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.occupation_3min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation_4min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="60" />
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="restart" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.goblinhorde.occupation_4min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.goblinhorde.occupation_5min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<WaitAction time="60" />
<CountTargetsAction targettag="anytraitor" hulltag="ballast" CompareToTarget="anytraitor" MinPercentageRelativeToTarget="100">
<Failure>
<Goto name="restart" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="Remove" id="traitorobjective.goblinhorde.occupation_start" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation_1min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation_2min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation_3min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation_4min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation_5min" ParentObjectiveId="traitorobjective.goblinhorde.occupation" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.goblinhorde.occupation" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="anytraitor" text="EventText.goblinhorde.c2" eventsprite="group" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.goblinhorde.objective2" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.goblinhorde.objective3" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.goblinhorde.objective4" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="gnawingcold" dangerlevel="2" StealPercentageOfExperience="25" MinPlayerCount="6" SecondaryTraitorAmount="1" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="256,0,256,256" color="200,0,0,255" />
<!-- Outline: Use codeword to cooperate
Start fires simultaneously, multiple times, in various places of the submarine. (need to figure out reasonable number and whether to count size of the fire, or just individual fires) TODO
-->
<!-- Instruct the player -->
<ConversationAction targettag="anytraitor" text="EventText.gnawingcold.c1" eventsprite="MentalBreakdown" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="initialinfo" text="EventText.gnawingcold.objective1" />
<EventLogAction targettag="anytraitor" id="finditems" text="EventText.gnawingcold.objective2" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.gnawingcold.findflammable" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.gnawingcold.startfires" />
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="EventText.gnawingcold.objective3">
<Replace tag="[rooms]" value="3" color="gui.orange" />
</Text>
</EventLogAction>
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<HighlightAction targettag="loosevent" targetcharacter="anytraitor" />
<TagAction criteria="hull" tag="anyhull" submarinetype="Player" />
<TagAction criteria="itemidentifier:molotovcoctail" tag="molotovcoctail" submarinetype="Player" ContinueIfNoTargetsFound="true" />
<!-- wait for there to be no fires first (and after each successful fire) -->
<Label name="loopfirestarting_waitfornofires" />
<CountTargetsAction targettag="anyhull" minamount="1">
<Conditional FireCount="gt 0" />
<Success>
<!-- Success means there's still fires, so need to loop back-->
<WaitAction time="1" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="traitorobjective.gnawingcold.waitfornofires" />
<Goto name="loopfirestarting_waitfornofires" />
</Success>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.gnawingcold.waitfornofires" />
<Label name="loopfirestarting" />
<CheckItemAction targettag="anytraitor" itemidentifiers="molotovcoctail">
<Failure>
<!-- spawn more molotovs if there's less than 2 of them in the sub -->
<CountTargetsAction targettag="molotovcoctail" minamount="2">
<Failure>
<WaitAction time="1" />
<SpawnAction itemidentifier="molotovcoctail" targettag="firestarter" targetinventory="loosevent" ignorebyai="true" amount="2" />
</Failure>
</CountTargetsAction>
</Failure>
<Success>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.gnawingcold.findflammable" />
</Success>
</CheckItemAction>
<WaitAction time="5" />
<!-- at least 3 hulls with fire in them -->
<CountTargetsAction targettag="anyhull" minamount="3">
<Conditional FireCount="gt 0" />
<Success>
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="2timesremaining" objectivetag="traitorobjective.2timesremaining" ParentObjectiveId="traitorobjective.gnawingcold.startfires" />
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="EventText.gnawingcold.objective4">
<Replace tag="[rooms]" value="3" color="gui.orange" />
<Replace tag="[amount]" value="2" color="gui.orange" />
</Text>
</EventLogAction>
<Goto name="loopfirestarting_waitfornofires" maxtimes="1" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="2timesremaining" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="1timesremaining" objectivetag="traitorobjective.1timesremaining" ParentObjectiveId="traitorobjective.gnawingcold.startfires" />
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="EventText.gnawingcold.objective4">
<Replace tag="[rooms]" value="3" color="gui.orange" />
<Replace tag="[amount]" value="1" color="gui.orange" />
</Text>
</EventLogAction>
<Goto name="loopfirestarting_waitfornofires" maxtimes="1" />
</Success>
<Failure>
<Goto name="loopfirestarting" />
</Failure>
</CountTargetsAction>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.gnawingcold.startfires" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="2timesremaining" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="1timesremaining" />
<ConversationAction targettag="anytraitor" text="EventText.gnawingcold.objective5" eventsprite="MentalBreakdown" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.gnawingcold.objective5" />
<SetTraitorEventStateAction state="Completed" />
<HighlightAction targettag="loosevent" state="false" />
<OnRoundEndAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="nontraitor" id="result" text="EventText.gnawingcold.success" />
</Success>
<Failure>
<EventLogAction targettag="anytraitor" id="result" text="EventText.gnawingcold.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.gnawingcold.failure" />
</Failure>
</CheckTraitorEventStateAction>
<RemoveItemAction targettag="firestarter" amount="99" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="murdermystery" dangerlevel="3" StealPercentageOfExperience="50" MinPlayerCount="8" SecondaryTraitorAmount="2" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="35" />
<ConversationAction targettag="traitor" text="EventText.murdermystery.c1" eventsprite="Silhouette" />
<ConversationAction targettag="anytraitor" text="EventText.murdermystery.c2" eventsprite="Silhouette" ContinueAutomatically="true" />
<TagAction criteria="eventtag:nontraitor" tag="victim" chooserandom="true" />
<TagAction criteria="eventtag:secondarytraitor" tag="murderer" chooserandom="true" />
<TagAction criteria="eventtag:secondarytraitor0" tag="knowsweapon" />
<TagAction criteria="eventtag:secondarytraitor1" tag="knowsvictim" />
<EventLogAction targettag="anytraitor" id="initialinfo" text="EventText.murdermystery.objective1" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.murdermystery.correctweapon" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.murdermystery.correctmurderer" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<ConversationAction targettag="traitor" eventsprite="Silhouette" ContinueAutomatically="true">
<Text tag="EventText.murdermystery.c3">
<Replace tag="[murderer]" value="eventtag:murderer" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="knowledge">
<Text tag="EventText.murdermystery.c3">
<Replace tag="[murderer]" value="eventtag:murderer" color="gui.orange" />
</Text>
</EventLogAction>
<ConversationAction targettag="knowsvictim" eventsprite="Silhouette" ContinueAutomatically="true">
<Text tag="EventText.murdermystery.c4">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="knowsvictim" id="knowledge">
<Text tag="EventText.murdermystery.c4">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<SpawnAction itemidentifier="radiojammer" targetinventory="traitor" targettag="radiojammer" />
<SpawnAction itemidentifier="batterycell" targetinventory="radiojammer" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<RNGAction chance="0.66">
<Success>
<RNGAction chance="0.5">
<Success>
<SpawnAction itemidentifier="divingknife_murdermystery" targettag="murderweapon" targetinventory="loosevent" ignorebyai="true" />
<TagAction criteria="itemidentifier:divingknife" tag="murderweapon" />
<ConversationAction targettag="knowsweapon" eventsprite="Silhouette" ContinueAutomatically="true">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.divingknife" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="knowsweapon" id="knowledge">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.divingknife" color="gui.orange" />
</Text>
</EventLogAction>
</Success>
<Failure>
<SpawnAction itemidentifier="screwdriver_murdermystery" targettag="murderweapon" targetinventory="loosevent" ignorebyai="true" />
<TagAction criteria="itemidentifier:screwdriver" tag="murderweapon" />
<ConversationAction targettag="knowsweapon" eventsprite="Silhouette" ContinueAutomatically="true">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.screwdriver" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="knowsweapon" id="knowledge">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.screwdriver" color="gui.orange" />
</Text>
</EventLogAction>
</Failure>
</RNGAction>
</Success>
<Failure>
<SpawnAction itemidentifier="wrench_murdermystery" targettag="murderweapon" targetinventory="loosevent" ignorebyai="true" />
<ConversationAction targettag="knowsweapon" eventsprite="Silhouette" ContinueAutomatically="true">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.wrench" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="knowsweapon" id="knowledge">
<Text tag="EventText.murdermystery.c5">
<Replace tag="[weapon]" value="entityname.wrench" color="gui.orange" />
</Text>
</EventLogAction>
</Failure>
</RNGAction>
<TriggerAction Target1Tag="loosevent" Target2Tag="knowsweapon" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<ConversationAction targettag="knowsweapon" eventsprite="Silhouette" text="EventText.murdermystery.c6" ContinueAutomatically="true" />
<Label name="waitformurder" />
<CheckConditionalAction targettag="victim" IsDead="true">
<Success>
<CheckAfflictionAction identifier="mysteryaffliction" targettag="victim" sourcecharacter="murderer" minstrength="10">
<Success>
<EventLogAction targettag="anytraitor" id="status" text="EventText.murdermystery.objective2" />
<ConversationAction targettag="knowsweapon" eventsprite="Silhouette" text="EventText.murdermystery.objective2" ContinueAutomatically="true" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.murdermystery.correctweapon" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.murdermystery.correctmurderer" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<ConversationAction targettag="anytraitor" text="EventText.murdermystery.c7" eventsprite="Silhouette" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="status" text="EventText.murdermystery.c7" />
<EventObjectiveAction targettag="anytraitor" type="fail" id="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="fail" id="traitorobjective.murdermystery.correctweapon" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<EventObjectiveAction targettag="anytraitor" type="fail" id="traitorobjective.murdermystery.correctmurderer" ParentObjectiveId="traitorobjective.murdermystery.killtarget" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckAfflictionAction>
</Success>
<Failure>
<SetTraitorEventStateAction state="Failed" />
<GoTo name="waitformurder" />
</Failure>
</CheckConditionalAction>
<OnRoundEndAction>
<RemoveItemAction targettag="murderweapon" />
<RemoveItemAction targettag="radiojammer" />
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.murdermystery.objective3" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.murdermystery.objective4" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.murdermystery.objective5" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="exhibitionism" dangerlevel="1" StealPercentageOfExperience="10">
<!-- Outline: Go uncovered in clothes or suits for the entire mission.
Toolbelts, Safety Harnesses, etc. do not count as clothes and will not fail the objective.
Theres a ~1,5 minute grace period to take everything off after the mission was given.
-->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<!-- Instruct the player -->
<ConversationAction targettag="traitor" text="EventText.exhibitionism.c1" eventsprite="dorm" />
<EventLogAction targettag="traitor" id="initialinfo" text="eventtext.exhibitionism.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.exhibitionism.stripdown" />
<Label name="waitforclothesoff" />
<WaitAction time="1" />
<CheckItemAction targettag="traitor" itemtags="clothing,deepdiving" RequireEquipped="true">
<Success>
<!-- wait for up to 90 seconds for the traitor to take the clothes off, then continue
(and let the objective fail if they're still not off)-->
<GoTo name="waitforclothesoff" maxtimes="90" />
<!-- FAILURE -->
<SetTraitorEventStateAction state="Failed" />
<EventLogAction targettag="traitor" id="failure" text="eventtext.exhibitionism.failure" />
<EventObjectiveAction targettag="traitor" type="Fail" id="traitorobjective.exhibitionism.stripdown" />
<GoTo name="eventend" />
</Success>
<Failure>
<GoTo name="eventstart" />
</Failure>
</CheckItemAction>
<Label name="eventstart" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.exhibitionism.stripdown" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.exhibitionism.exhibit" />
<ConversationAction targettag="traitor" text="EventText.exhibitionism.c2" eventsprite="dorm" />
<EventLogAction targettag="traitor" id="progress" text="eventtext.exhibitionism.objective2" />
<Label name="eventloop" />
<WaitAction time="5" />
<CheckItemAction targettag="traitor" itemtags="clothing,deepdiving" RequireEquipped="true">
<Success>
<!-- FAILURE -->
<SetTraitorEventStateAction state="Failed" />
<EventLogAction targettag="traitor" id="failure" text="eventtext.exhibitionism.failure" />
<EventObjectiveAction targettag="traitor" type="Fail" id="traitorobjective.exhibitionism.exhibit" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<GoTo name="eventloop" />
</Failure>
</CheckItemAction>
<Label name="eventend" />
<OnRoundEndAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="traitor" id="success" text="EventText.exhibitionism.success_self" />
<EventLogAction targettag="nontraitor" id="success" text="EventText.exhibitionism.success" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="failure" text="EventText.exhibitionism.failure" />
<EventLogAction targettag="nontraitor" id="failure" text="EventText.exhibitionism.failure" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="firingblanks" dangerlevel="1" StealPercentageOfExperience="10">
<!-- Outline: Traitor can pick up a coilgunammobox and replace it with coilgunammobox_blanks
If non-traitors have 'successfully' fired 20 blanks, the prank was completed
Avoid the traitor themselves shooting all the blanks! Disallow traitor using turrets until the event is complete
-->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" MinDifficultyInCampaign="5">
<ItemConditional HasTag="coilgunammosource" InPlayerSubmarine="true" />
</LevelRequirement>
<!-- Instruct the player -->
<ConversationAction targettag="traitor" text="EventText.firingblanks.c1" eventsprite="dorm" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.firingblanks.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.firingblanks.getammo" />
<!-- Acquire ammo box and replace it-->
<TagAction criteria="itemidentifier:coilgunammobox" tag="ammoboxes" submarinetype="Player" />
<Label name="waitforammo" />
<WaitAction time="1" />
<CheckItemAction targettag="traitor" itemtags="ammoboxes" ApplyTagToItem="targetbox">
<Success>
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.firingblanks.getammo" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.firingblanks.replaceammo" />
<WaitAction time="3" />
<RemoveItemAction targettag="targetbox" />
<SpawnAction itemidentifier="coilgunammobox_blanks" targettag="blankammobox" targetinventory="traitor" ignorebyai="true" />
<ConversationAction targettag="traitor" text="EventText.firingblanks.c2" eventsprite="dorm" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.firingblanks.replaceammo" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.firingblanks.getammo" />
<EventLogAction targettag="traitor" id="progress">
<Text tag="EventText.firingblanks.objective2">
<Replace tag="[shotsfired]" value="20" color="gui.orange" />
</Text>
</EventLogAction>
</Success>
<Failure>
<GoTo name="waitforammo" />
</Failure>
</CheckItemAction>
<WaitAction time="0.5" />
<!-- Insert ammo box.-->
<TagAction criteria="itemtag:coilgunammosource" tag="coilgunloaders" submarinetype="Player" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.firingblanks.insertammo" />
<Label name="waitforloaded" />
<WaitAction time="1" />
<CheckItemAction targettag="coilgunloaders" itemtags="blankammobox" ApplyTagToTarget="targetloader">
<Success>
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.firingblanks.replaceammo" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.firingblanks.insertammo" />
<EventLogAction targettag="traitor" id="progress">
<Text tag="EventText.firingblanks.objective3">
<Replace tag="[shotsfired]" value="20" color="gui.orange" />
</Text>
</EventLogAction>
</Success>
<Failure>
<GoTo name="waitforloaded" />
</Failure>
</CheckItemAction>
<!-- Ammo box is inserted. Ensure the traitor cannot shoot the blanks themselves. Ensure 20 shots were fired (90% condition)-->
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.firingblanks.fireblanks" />
<WaitForItemUsedAction ItemTag="blankammobox" usertag="NonTraitor" RequiredUseCount="20" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.firingblanks.insertammo" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.firingblanks.fireblanks" />
<ConversationAction targettag="traitor" text="EventText.firingblanks.c3" eventsprite="dorm" />
<EventLogAction targettag="traitor" id="result" text="EventText.firingblanks.success_self" />
<SetTraitorEventStateAction state="Completed" />
<OnRoundEndAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="traitor" id="result" text="EventText.firingblanks.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.firingblanks.success" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="result" text="EventText.firingblanks.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.firingblanks.failure" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="clobberyrobbery" dangerlevel="2" StealPercentageOfExperience="25" MinPlayerCount="6" SecondaryTraitorAmount="1" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<!-- Outline: Two traitors are robbing a victim, one knows victim, one has two bandanas
Using a blunt weapon is modified for this event: bluntforcetrauma affliction causes a stun on the victim specifically
Robbing the victim actually transfers their wallet money to the robbers
-->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<TagAction criteria="eventtag:nontraitorplayer" tag="victim" chooserandom="true" />
<!-- Instruct the player -->
<ConversationAction targettag="traitor" eventsprite="gambler">
<Text tag="EventText.clobberyrobbery.c1">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<ConversationAction targettag="secondarytraitor" text="EventText.clobberyrobbery.c2" eventsprite="gambler" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="initialinfo" text="EventText.clobberyrobbery.objective1" />
<EventLogAction targettag="traitor" id="roleinfo">
<Text tag="EventText.clobberyrobbery.objective2">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<EventLogAction targettag="secondarytraitor" id="roleinfo" text="EventText.clobberyrobbery.objective3" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.clobberyrobbery.wearbandana" />
<!-- Give secondary traitor 2 bandanas -->
<SpawnAction itemidentifier="piratebandana" targettag="bandanas" targetinventory="secondarytraitor" />
<SpawnAction itemidentifier="piratebandana" targettag="bandanas" targetinventory="secondarytraitor" />
<Label name="waitforbandanas" />
<WaitAction time="1" />
<CheckItemAction targettag="traitor" itemidentifiers="piratebandana" RequireEquipped="true">
<Success>
<CheckItemAction targettag="secondarytraitor" itemidentifiers="piratebandana" RequireEquipped="true">
<Success>
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.clobberyrobbery.wearbandana" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.clobberyrobbery.objective4" />
</Success>
<Failure>
<GoTo name="waitforbandanas" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="waitforbandanas" />
</Failure>
</CheckItemAction>
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.clobberyrobbery.bluntdamagevictim" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.clobberyrobbery.robvictim" />
<Label name="waitforknockout" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.clobberyrobbery.bluntdamagevictim" />
<WaitAction time="1" />
<CheckAfflictionAction identifier="blunttrauma" targettag="victim" minstrength="2">
<Success>
<AfflictionAction targettag="victim" affliction="stun" strength="0.3" MultiplyByMaxVitality="true" />
</Success>
<Failure>
<GoTo name="waitforknockout" />
</Failure>
</CheckAfflictionAction>
<Label name="waitforgrab" />
<WaitAction time="1" />
<!-- Rob victim by grabbing them. -->
<CheckSelectedAction targettag="victim" charactertag="anytraitor">
<Failure>
<GoTo name="waitforgrab" />
</Failure>
</CheckSelectedAction>
<SetTraitorEventStateAction state="Completed" />
<MoneyAction targettag="anytraitor" amount="100" />
<MoneyAction targettag="victim" amount="-200" />
<ConversationAction targettag="anytraitor" text="EventText.clobberyrobbery.c4" eventsprite="gambler" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.clobberyrobbery.objective5" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.clobberyrobbery.robvictim" />
<OnRoundEndAction>
<RemoveItemAction targettag="bandanas" amount="2" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="traitor" id="result" text="EventText.clobberyrobbery.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.clobberyrobbery.success" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="result" text="EventText.clobberyrobbery.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.clobberyrobbery.failure" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<!-- coalition events -->
<TraitorEvent identifier="handcuffshortage" faction="coalition" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15">
<ItemConditional HasTag="fabricator" InPlayerSubmarine="true" />
</LevelRequirement>
<ConversationAction targettag="traitor" text="EventText.handcuffshortage.c1" eventsprite="vent" />
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.handcuffshortage.objective1">
<Replace tag="[number]" value="8" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.handcuffshortage.create" />
<WaitForItemFabricatedAction itemidentifier="handcuffs" amount="8" charactertag="traitor" ApplyTagToItem="fabricatedhandcuff" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.handcuffshortage.c2" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="status" text="EventText.handcuffshortage.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.handcuffshortage.create" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.handcuffshortage.objective1">
<Replace tag="[number]" value="8" color="gui.orange" />
</Text>
</EventLogAction>
<!-- check again at round end, in case the items were lost or deconstructed -->
<CheckItemAction targettag="fabricatedhandcuff" Amount="8">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="success" text="EventText.handcuffshortage.objective3" />
<SetTraitorEventStateAction state="Completed" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.handcuffshortage.create" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.handcuffshortage.objective4" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="compoundnowhere" faction="coalition" dangerlevel="1" commonness="10" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="cargoexplosiveseparatists" />
<ConversationAction targettag="traitor" text="EventText.compoundnowhere.c1" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.compoundnowhere.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.compoundnowhere.missingcargo" />
<TagAction criteria="itemtag:cargoexplosiveseparatists" tag="targetitem" submarinetype="Player" />
<Label name="waitforitemsdisposed" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetitem" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<!-- if there's at least one target item in the sub, the objective hasn't been completed yet -->
<GoTo name="waitforitemsdisposed" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.compoundnowhere.c2" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="status" text="EventText.compoundnowhere.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.compoundnowhere.missingcargo" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.compoundnowhere.objective1" />
<!-- check again at round end, in case the cargo was brought back to the sub -->
<CheckItemAction targettag="targetitem" Amount="1">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="failure" text="EventText.compoundnowhere.objective3" />
<SetTraitorEventStateAction state="Failed" />
</Success>
<Failure>
<EventLogAction id="success" text="EventText.compoundnowhere.objective4" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.compoundnowhere.missingcargo" />
<SetTraitorEventStateAction state="Completed" />
<MoneyAction targettag="traitor" amount="800" />
<GiveExpAction targettag="traitor" amount="800" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="vipbombing" faction="coalition" dangerlevel="2" commonness="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="escortVIPseparatists" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<TagAction criteria="humanprefabidentifier:separatistcaptain" tag="targetnpc" />
<ConversationAction targettag="traitor" text="EventText.vipbombing.c1" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.vipbombing.objective1" />
<EventLogAction targettag="traitor" id="status" text="EventText.vipbombing.objective2" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.vipbombing.find" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.vipbombing.detonate" />
<!-- Find C-4 and detonator in loosevent -->
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<Label name="waitforitemsfound" />
<CheckSelectedAction targettag="loosevent" charactertag="traitor">
<Success>
<SpawnAction itemidentifier="detonator" targetinventory="loosevent" targettag="missiondetonator" ignorebyai="true" />
<SpawnAction itemidentifier="c4block_vipbombing" targetinventory="missiondetonator" targettag="missionc4" ignorebyai="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.vipbombing.objective3" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.vipbombing.find" />
</Success>
<Failure>
<GoTo name="waitforitemsfound" />
</Failure>
</CheckSelectedAction>
<!-- Wound or kill the VIP with explosives -->
<Label name="waitforexplosion" />
<WaitAction time="1.0" />
<CountTargetsAction targettag="missionc4" amount="1">
<Success>
<!-- wait until the bomb no longer exists (= has exploded)-->
<Goto name="waitforexplosion" />
</Success>
</CountTargetsAction>
<WaitAction time="5.0" />
<CountTargetsAction targettag="explodedcharacter" SecondRequiredTargetTag="targetnpc" minamount="1">
<Success>
<EventLogAction targettag="traitor" id="status" text="EventText.vipbombing.objective4" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.vipbombing.detonate" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.vipbombing.objective4" eventsprite="Coalition" />
</Success>
<Failure>
<!-- Clause in case the C-4 detonated without hurting VIP -->
<EventLogAction targettag="traitor" id="status" text="EventText.vipbombing.objective5" />
<EventObjectiveAction targettag="traitor" type="Fail" id="traitorobjective.vipbombing.detonate" />
<SetTraitorEventStateAction state="Failed" />
<ConversationAction targettag="traitor" text="EventText.vipbombing.objective5" eventsprite="Coalition" />
</Failure>
</CountTargetsAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.vipbombing.objective6" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.vipbombing.objective7" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.vipbombing.find" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.vipbombing.detonate" />
<MoneyAction targettag="traitor" amount="1000" />
<GiveExpAction targettag="traitor" amount="1000" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.vipbombing.objective8" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="deadoralive" faction="coalition" dangerlevel="3" StealPercentageOfExperience="50">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="35" />
<!-- Ensure Sootman isn't actually on the crew -->
<CheckDataAction identifier="separatistspecialhire2_hired" condition="eq true">
<Failure>
<TagAction criteria="eventtag:nontraitor" tag="victim" chooserandom="true" />
<StatusEffectAction targettag="victim">
<!-- don't allow the victim's body to despawn, it'd interfere with completing the objective -->
<StatusEffect target="This" EnableDespawn="false" />
</StatusEffectAction>
<ConversationAction targettag="traitor" eventsprite="Coalition">
<Text tag="EventText.deadoralive.c1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.deadoralive.objective1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.deadoralive.plantevidence" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.deadoralive.findbody" />
<!-- Spawn sootman's ID card -->
<SpawnAction itemidentifier="idcardfakesootman" targettag="idcard_sootman" targetinventory="traitor" />
<SpawnAction itemidentifier="piratebandana" targettag="piratebandana_sootman" targetinventory="traitor" />
<SpawnAction itemidentifier="radiojammer" targettag="radiojammer" targetinventory="traitor" />
<SpawnAction itemidentifier="batterycell" targetinventory="radiojammer" />
<Label name="waitforevidenceplanted" />
<WaitAction time="1.0" />
<CheckItemAction targettag="victim" itemtags="idcard_sootman">
<Failure>
<GoTo name="waitforevidenceplanted" />
</Failure>
</CheckItemAction>
<CheckItemAction targettag="victim" itemtags="piratebandana_sootman">
<Failure>
<GoTo name="waitforevidenceplanted" />
</Failure>
</CheckItemAction>
<!-- check whether a non-traitor other than the victim sees the victim-->
<CheckVisibilityAction EntityTag="nontraitor" TargetTag="victim" MaxDistance="1000" AllowSameEntity="false">
<Success>
<SetTraitorEventStateAction state="Failed" />
<ConversationAction targettag="traitor" text="EventText.deadoralive.c2" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="failed" text="EventText.deadoralive.c2" />
<EventObjectiveAction targettag="traitor" type="FailAndRemove" id="traitorobjective.deadoralive.plantevidence" />
<EventObjectiveAction targettag="traitor" type="FailAndRemove" id="traitorobjective.deadoralive.findbody" />
<GoTo name="end" />
</Success>
<Failure>
<ConversationAction targettag="traitor" text="EventText.deadoralive.c3" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="status" text="EventText.deadoralive.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.deadoralive.plantevidence" />
</Failure>
</CheckVisibilityAction>
<Label name="waitforevidencediscovered" />
<WaitAction time="1.0" />
<CheckConditionalAction targettag="victim" IsIncapacitated="true">
<Success>
<CheckSelectedAction targettag="victim" charactertag="nontraitor">
<Success>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.deadoralive.c4" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="status" text="EventText.deadoralive.objective3" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.deadoralive.findbody" />
</Success>
<Failure>
<GoTo name="waitforevidencediscovered" />
</Failure>
</CheckSelectedAction>
</Success>
<Failure>
<GoTo name="waitforevidencediscovered" />
</Failure>
</CheckConditionalAction>
<Label name="checkvictimincapacitated" />
<WaitAction time="1.0" />
<CheckConditionalAction targettag="victim" IsIncapacitated="true">
<Failure>
<SetTraitorEventStateAction state="Failed" />
<ConversationAction targettag="traitor" text="EventText.deadoralive.c5" eventsprite="Coalition" />
<EventLogAction targettag="traitor" id="status" text="EventText.deadoralive.objective4" />
<GoTo name="checkvictimincapacitated" />
</Failure>
</CheckConditionalAction>
</Failure>
</CheckDataAction>
<Label name="end" />
<OnRoundEndAction>
<RemoveItemAction targettag="radiojammer" />
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.deadoralive.objective1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.deadoralive.objective5" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.deadoralive.objective6" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<!-- separatist events -->
<TraitorEvent identifier="undercover" faction="separatists" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<Label name="findidcard" />
<WaitAction time="1.0" />
<!-- tag an id card in some non-traitor's inventory -->
<CheckItemAction targettag="nontraitor" itemidentifiers="idcard" ApplyTagToTarget="target" ApplyTagToItem="targetidcard">
<Failure>
<GoTo name="findidcard" />
</Failure>
</CheckItemAction>
<ConversationAction targettag="traitor" eventsprite="Separatists">
<Text tag="EventText.undercover.c1">
<Replace tag="[target]" value="eventtag:target" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.undercover.objective1">
<Replace tag="[target]" value="eventtag:target" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.undercover.obtainid" />
<Label name="waitforidcardstolen" />
<WaitAction time="1.0" />
<CheckItemAction targettag="traitor" itemtags="targetidcard">
<Failure>
<GoTo name="waitforidcardstolen" />
</Failure>
<Success>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.undercover.c2" eventsprite="Separatists" />
<EventLogAction targettag="traitor" id="status" text="EventText.undercover.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.undercover.obtainid" />
</Success>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.undercover.objective1">
<Replace tag="[target]" value="eventtag:target" color="gui.orange" />
</Text>
</EventLogAction>
<!-- check again at round end, in case the items were lost or deconstructed -->
<CheckItemAction targettag="traitor" itemtags="targetidcard">
<Success>
<EventLogAction id="status" text="EventText.undercover.objective3" />
<SetTraitorEventStateAction state="Completed" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.undercover.obtainid" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.undercover.objective4" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="armsinterception" faction="separatists" dangerlevel="1" commonness="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="cargoweaponscoalition" />
<ConversationAction targettag="traitor" text="EventText.armsinterception.c1" eventsprite="Note2" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.armsinterception.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.armsinterception.missingcargo" />
<TagAction criteria="itemtag:cargoweaponscoalition" tag="targetitem" submarinetype="Player" />
<Label name="waitforitemsdisposed" />
<WaitAction time="1.0" />
<CheckItemAction targettag="targetitem">
<Conditional InPlayerSubmarine="true" />
<Success>
<!-- if there's a target item in the sub, not completed yet -->
<GoTo name="waitforitemsdisposed" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.armsinterception.c2" eventsprite="Note2" />
<EventLogAction targettag="traitor" id="status" text="EventText.armsinterception.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.armsinterception.missingcargo" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.armsinterception.objective1" />
<!-- check again at round end, in case the cargo was brought back to the sub -->
<CheckItemAction targettag="targetitem">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="status" text="EventText.armsinterception.objective3" />
<SetTraitorEventStateAction state="Failed" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.armsinterception.objective4" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.armsinterception.missingcargo" />
<SetTraitorEventStateAction state="Completed" />
<MoneyAction targettag="traitor" amount="800" />
<GiveExpAction targettag="traitor" amount="800" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="vippoison" faction="separatists" dangerlevel="2" commonness="10" StealPercentageOfExperience="25">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<MissionRequirement missiontag="escortVIPcoalition" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<TagAction criteria="humanprefabidentifier:vip" tag="targetnpc" />
<ConversationAction targettag="traitor" text="EventText.vippoison.c1" eventsprite="Separatists" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.vippoison.objective1" />
<EventLogAction targettag="traitor" id="status" text="EventText.vippoison.objective2" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.vippoison.findpoison" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.vippoison.injectpoison" />
<!-- Find poison in loosevent -->
<SpawnAction itemidentifier="morbusine" targetinventory="loosevent" targettag="missionpoison" ignorebyai="true" amount="2" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.vippoison.objective3" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.vippoison.findpoison" />
<!-- Wound or kill the VIP with poison -->
<Label name="waitforpoison" />
<WaitAction time="1.0" />
<CheckAfflictionAction identifier="morbusinepoisoning" targettag="targetnpc" minstrength="10">
<Success>
<EventLogAction targettag="traitor" id="status" text="EventText.vippoison.objective4" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.vippoison.injectpoison" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Failed" />
<GoTo name="waitforpoison" />
</Failure>
</CheckAfflictionAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.vippoison.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="nontraitor" id="success" text="EventText.vippoison.objective5" />
<MoneyAction targettag="traitor" amount="1000" />
<GiveExpAction targettag="traitor" amount="1000" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.vippoison.objective6" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="showofstrength" faction="separatists" dangerlevel="3" StealPercentageOfExperience="50">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="35" />
<!-- Outline:
Try to find the weapon (explosives), first vent is a miss
Blow up the command room with at least one person/target? in it
-->
<!-- Fake stash first loosevent -->
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<TagAction criteria="itemtag:primarynavterminal" tag="navterminal" submarinetype="Player" />
<ConversationAction targettag="traitor" text="EventText.showofstrength.c1" eventsprite="Separatists" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.showofstrength.objective1" />
<EventLogAction targettag="traitor" id="status" text="EventText.showofstrength.objective2" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.showofstrength.findstash" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.showofstrength.blownavterminal" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<ConversationAction targettag="traitor" text="EventText.showofstrength.c2" eventsprite="Separatists" />
<TagAction criteria="itemtag:hidden" tag="looseventreal" chooserandom="true" submarinetype="Player" />
<SpawnAction itemidentifier="dirtybomb_showofstrength" targetinventory="looseventreal" targettag="missionexplosive" ignorebyai="true" />
<TriggerAction Target1Tag="looseventreal" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<SpawnAction itemidentifier="radiojammer" targettag="radiojammer" targetinventory="traitor" />
<SpawnAction itemidentifier="batterycell" targetinventory="radiojammer" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.showofstrength.findstash" />
<EventLogAction targettag="traitor" id="status" text="EventText.showofstrength.objective3" />
<ConversationAction targettag="traitor" text="EventText.showofstrength.objective3" eventsprite="Separatists" />
<Label name="waitforexplosion" />
<WaitAction time="1.0" />
<CountTargetsAction targettag="missionexplosive" amount="1">
<Success>
<!-- wait until the bomb no longer exists (= has exploded)-->
<Goto name="waitforexplosion" />
</Success>
</CountTargetsAction>
<WaitAction time="5.0" />
<CountTargetsAction targettag="explodedcharacter" minamount="1">
<Success>
<CountTargetsAction targettag="explodednavterminal" minamount="1">
<Success>
<ConversationAction targettag="traitor" text="EventText.showofstrength.c3" eventsprite="Separatists" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.showofstrength.blownavterminal" />
<EventLogAction targettag="traitor" id="success" text="EventText.showofstrength.c3" />
<SetTraitorEventStateAction state="Completed" />
</Success>
</CountTargetsAction>
</Success>
<Failure>
<ConversationAction targettag="traitor" text="EventText.showofstrength.c4" eventsprite="Separatists" />
<SetTraitorEventStateAction state="Failed" />
<EventObjectiveAction targettag="traitor" type="fail" id="traitorobjective.showofstrength.blownavterminal" />
<EventLogAction targettag="traitor" id="failure" text="EventText.showofstrength.c4" />
</Failure>
</CountTargetsAction>
<OnRoundEndAction>
<RemoveItemAction targettag="radiojammer" />
<RemoveItemAction targettag="missionexplosive" />
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.showofstrength.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="nontraitor" id="success" text="EventText.showofstrength.c3" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.showofstrength.objective4" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<!-- clown events -->
<TraitorEvent identifier="deepdiverducks" faction="clowns" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="256,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15">
<ItemConditional HasTag="fabricator" InPlayerSubmarine="true" />
</LevelRequirement>
<ConversationAction targettag="traitor" text="EventText.deepdiverducks.c1" eventsprite="Note2" />
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.deepdiverducks.objective1">
<Replace tag="[number]" value="4" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.deepdiverducks.create" />
<!-- TODO should we use [number] variable here? -->
<WaitForItemFabricatedAction itemidentifier="deepdiverduck" amount="4" charactertag="traitor" ApplyTagToItem="fabricatedduck" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" eventsprite="Note2">
<Text tag="EventText.deepdiverducks.c2">
<Replace tag="[number]" value="4" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="status" text="EventText.deepdiverducks.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.deepdiverducks.create" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.deepdiverducks.objective1">
<Replace tag="[number]" value="4" color="gui.orange" />
</Text>
</EventLogAction>
<!-- check that the ducks are still in the sub -->
<CheckItemAction targettag="fabricatedduck" Amount="4">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="status" text="EventText.deepdiverducks.objective3" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.deepdiverducks.create" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.deepdiverducks.objective4" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="theduffelbag" faction="clowns" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<SpawnAction itemidentifier="traitorduffelbag" SpawnLocation="MainSub" targettag="duffelbag" AllowInPlayerView="false" />
<!--StatusEffectAction targettag="duffelbag">
<StatusEffect tags="mobilecontainer,despawncontainer,name:TODO,jobid:TODO" [TODO randomise this using names.xml or give it the name and jobid of the traitor?] />
</StatusEffectAction-->
<ConversationAction targettag="traitor" text="EventText.theduffelbag.c1" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.theduffelbag.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbag.findduffelbag" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbag.dontlookduffelbag" />
<TriggerAction Target1Tag="duffelbag" Target2Tag="traitor" radius="200" waitforinteraction="true" />
<ConversationAction targettag="traitor" text="EventText.theduffelbag.c2" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="progress" text="EventText.theduffelbag.objective2" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.theduffelbag.findduffelbag" />
<Label name="lookinsidecheck" />
<WaitAction time="0.5" />
<!-- Potential TODO picking up the duffelbag does not count as 'selected', so reverting CheckSelectedAction to use CheckItemAction for now instead -->
<CheckItemAction targettag="nontraitorplayer" itemtags="duffelbag">
<Success>
<SetTraitorEventStateAction state="Failed" />
<ConversationAction targettag="traitor" text="EventText.theduffelbag.c3" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbag.objective3" />
<EventObjectiveAction targettag="traitor" type="FailAndRemove" id="traitorobjective.theduffelbag.dontlookduffelbag" />
</Success>
<Failure>
<SetTraitorEventStateAction state="Completed" />
<GoTo name="lookinsidecheck" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.theduffelbag.objective1" />
<!-- check at round end, that the duffelbag wasnt simply tossed out -->
<CheckTraitorEventStateAction state="Completed">
<Success>
<CheckItemAction targettag="duffelbag" RequiredConditionalMatchPercentage="100">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="status" text="EventText.theduffelbag.objective4" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.theduffelbag.objective5" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.theduffelbag.objective6" />
</Failure>
</CheckTraitorEventStateAction>
<RemoveItemAction targettag="duffelbag" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="ducksideofthemoon" faction="clowns" dangerlevel="1" StealPercentageOfExperience="10" MinPlayerCount="6" SecondaryTraitorPercentage="20" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="256,0,256,256" color="200,0,0,255" />
<!-- Outline: Loose vent has a replenishing stash of deepdiver ducks.
Put 21 deepdiver ducks into ballast tanks.
Don't get caught and make sure there's still enough at mission end
-->
<!-- Instruct the players -->
<ConversationAction targettag="traitor" text="EventText.ducksideofthemoon.c1" eventsprite="clown" />
<ConversationAction targettag="secondarytraitor" text="EventText.ducksideofthemoon.c2" eventsprite="clown" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.ducksideofthemoon.objective1" />
<EventLogAction targettag="secondarytraitor" id="initialinfo" text="EventText.ducksideofthemoon.objective2" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.ducksideofthemoon.duckstash" />
<!-- Find 'infinite' stash, spawn deepdiverducks -->
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" applytotarget2="triggerer_traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<SpawnAction itemidentifier="deepdiverduck" targettag="ducky" targetinventory="loosevent" ignorebyai="true" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.ducksideofthemoon.duckstash" />
<ConversationAction targettag="triggerer_traitor" text="EventText.ducksideofthemoon.c3" eventsprite="vent" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="eventtext.ducksideofthemoon.objective3">
<Replace tag="[number]" value="21" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.ducksideofthemoon.fillballast" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.ducksideofthemoon.fillballast1" ParentObjectiveId="traitorobjective.ducksideofthemoon.fillballast" />
<!-- Loop stash (if empty, spawn new), wait for ballast tanks to fill up -->
<TagAction criteria="hullname:ballast" tag="ballast" submarinetype="Player" />
<Label name="eventloop" />
<WaitAction time="2" />
<CheckItemAction targettag="loosevent" itemidentifiers="deepdiverduck">
<Failure>
<CheckItemAction targettag="anytraitor" itemidentifiers="deepdiverduck" amount="10">
<Failure>
<SpawnAction itemidentifier="deepdiverduck" targettag="ducky" targetinventory="loosevent" ignorebyai="true" />
</Failure>
</CheckItemAction>
</Failure>
</CheckItemAction>
<CountTargetsAction targettag="ducky" hulltag="ballast" MinAmount="21">
<Conditional ParentInventory="null" />
<!-- The ducks should be visible and thus not 'hidden' inside any inventories -->
<Success>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.ducksideofthemoon.fillballast3" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.ducksideofthemoon.fillballast" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.ducksideofthemoon.completemission" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.ducksideofthemoon.objective4" />
</Success>
<Failure>
<CountTargetsAction targettag="ducky" hulltag="ballast" MinAmount="10">
<Conditional ParentInventory="null" />
<Success>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.ducksideofthemoon.fillballast2" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="traitorobjective.ducksideofthemoon.fillballast3" ParentObjectiveId="traitorobjective.ducksideofthemoon.fillballast" />
<GoTo name="eventloop" />
</Success>
</CountTargetsAction>
<CountTargetsAction targettag="ducky" hulltag="ballast" MinAmount="1">
<Conditional ParentInventory="null" />
<Success>
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="eventtext.ducksideofthemoon.objective7">
<Replace tag="[number]" value="21" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.ducksideofthemoon.duckstash" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.ducksideofthemoon.fillballast1" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="traitorobjective.ducksideofthemoon.fillballast2" ParentObjectiveId="traitorobjective.ducksideofthemoon.fillballast" />
<GoTo name="eventloop" />
</Success>
</CountTargetsAction>
<GoTo name="eventloop" />
</Failure>
</CountTargetsAction>
<Label name="stillokaycheck" />
<WaitAction time="1" />
<CountTargetsAction targettag="ducky" hulltag="ballast" MinAmount="21">
<Conditional ParentInventory="null" />
<Success>
<EventLogAction targettag="anytraitor" id="status" text="EventText.ducksideofthemoon.objective5" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.ducksideofthemoon.completemission" />
<SetTraitorEventStateAction state="Completed" />
<GoTo name="stillokaycheck" />
</Success>
<Failure>
<EventLogAction targettag="anytraitor" id="status" text="EventText.ducksideofthemoon.objective6" />
<EventObjectiveAction targettag="anytraitor" type="fail" id="traitorobjective.ducksideofthemoon.completemission" />
<SetTraitorEventStateAction state="Failed" />
<GoTo name="stillokaycheck" />
</Failure>
</CountTargetsAction>
<OnRoundEndAction>
<CountTargetsAction targettag="ducky" hulltag="ballast" MinAmount="21">
<Conditional ParentInventory="null" />
<Success>
<EventLogAction targettag="anytraitor" id="result" text="EventText.ducksideofthemoon.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.ducksideofthemoon.success" />
</Success>
<Failure>
<EventLogAction targettag="anytraitor" id="result" text="EventText.ducksideofthemoon.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.ducksideofthemoon.failure" />
</Failure>
</CountTargetsAction>
<RemoveItemAction targettag="ducky" amount="99" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="theduffelbagbomb" RequiredCompletedTags="theduffelbag" faction="clowns" dangerlevel="2" StealPercentageOfExperience="20">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<TagAction criteria="player" tag="player" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb.c1" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.theduffelbagbomb.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbagbomb.find" />
<SpawnAction itemidentifier="traitorduffelbag" SpawnLocation="MainSub" targettag="duffelbag" AllowInPlayerView="false" />
<TriggerAction Target1Tag="duffelbag" Target2Tag="traitor" radius="200" waitforinteraction="true" />
<SpawnAction itemidentifier="traitortimebomb" targetinventory="duffelbag" targettag="duffelbagbomb" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb.c2" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="progress" text="EventText.theduffelbagbomb.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.theduffelbagbomb.find" />
<Label name="lookinsidecheck" />
<WaitAction time="0.5" />
<CheckItemAction targettag="nontraitorplayer" itemtags="duffelbag">
<Success>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb.c3" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb.objective3" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbagbomb.ticktick" />
<ConversationAction targettag="nontraitor" text="EventText.theduffelbagbomb2.c4" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="nontraitor" id="nontraitorstatus" text="EventText.theduffelbagbomb2.c4" />
<EventObjectiveAction targettag="nontraitor" type="add" id="traitorobjective.theduffelbagbomb.ticktick" />
<StatusEffectAction targettag="duffelbagbomb">
<!-- activate time bomb -->
<StatusEffect target="This" descriptiontag="traitortimebomb.stage1" />
<StatusEffect target="This" TargetItemComponent="LightComponent" IsOn="true" />
</StatusEffectAction>
</Success>
<Failure>
<SetTraitorEventStateAction state="Failed" />
<GoTo name="lookinsidecheck" />
</Failure>
</CheckItemAction>
<WaitAction time="5.0" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c5" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c5" />
<Label name="defusestage1" />
<WaitAction time="1.0" />
<CheckItemAction targettag="duffelbagbomb" RequiredConditionalMatchPercentage="100">
<!-- Bomb was tossed -->
<Conditional InPlayerSubmarine="false" />
<Success>
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb.c4" eventsprite="Duffelbag" continueautomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb.c4" />
<ConversationAction targettag="nontraitor" text="EventText.theduffelbagbomb.c5" eventsprite="Duffelbag" continueautomatically="true" />
<EventLogAction targettag="nontraitor" id="status" text="EventText.theduffelbagbomb.c5" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
<EventObjectiveAction targettag="nontraitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
<GoTo name="end" />
</Success>
</CheckItemAction>
<ClearTagAction tag="disarmer" />
<CheckItemAction targettag="player" itemtags="traitorbomb" applytagtotarget="disarmer" requireequipped="true">
<Success>
<CheckItemAction targettag="disarmer" itemtags="screwdriveritem" requireequipped="true">
<Success>
<StatusEffectAction targettag="duffelbagbomb">
<StatusEffect target="This" descriptiontag="traitortimebomb.stage2" />
</StatusEffectAction>
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c6" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c6" />
</Success>
<Failure>
<GoTo name="defusestage1" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="defusestage1" />
</Failure>
</CheckItemAction>
<ConversationAction targettag="disarmer" text="EventText.theduffelbagbomb2.c7" eventsprite="Duffelbag" ContinueAutomatically="true" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c7" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c7" />
<EventLogAction targettag="nontraitor" id="status" text="EventText.theduffelbagbomb2.c7" />
<Label name="defusestage2" />
<WaitAction time="1.0" />
<CheckItemAction targettag="duffelbagbomb" RequiredConditionalMatchPercentage="100">
<!-- Bomb was tossed -->
<Conditional InPlayerSubmarine="false" />
<Success>
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb.c4" eventsprite="Duffelbag" continueautomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb.c4" />
<ConversationAction targettag="nontraitor" text="EventText.theduffelbagbomb.c5" eventsprite="Duffelbag" continueautomatically="true" />
<EventLogAction targettag="nontraitor" id="status" text="EventText.theduffelbagbomb.c5" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
<EventObjectiveAction targettag="nontraitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
<GoTo name="end" />
</Success>
</CheckItemAction>
<ClearTagAction tag="disarmer" />
<CheckItemAction targettag="player" itemtags="traitorbomb" applytagtotarget="disarmer" requireequipped="true">
<Success>
<CheckItemAction targettag="disarmer" itemtags="sharptool" requireequipped="true">
<Success>
<SkillCheckAction requiredskill="weapons" requiredlevel="50" targettag="disarmer">
<Success>
<StatusEffectAction targettag="duffelbagbomb">
<StatusEffect target="This" descriptiontag="traitortimebomb.stage3" />
<StatusEffect target="This" TargetItemComponent="LightComponent" IsOn="false" />
</StatusEffectAction>
<ConversationAction targettag="player" text="EventText.theduffelbagbomb2.c8" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.objective4" />
<EventLogAction targettag="nontraitor" id="nontraitorstatus" text="EventText.theduffelbagbomb2.c8" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
<EventObjectiveAction targettag="nontraitor" type="complete" id="traitorobjective.theduffelbagbomb.ticktick" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.objective5" />
<GoTo name="defusestage2" />
</Failure>
</SkillCheckAction>
</Success>
<Failure>
<GoTo name="defusestage2" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="defusestage2" />
</Failure>
</CheckItemAction>
<Label name="end" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.theduffelbagbomb.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.theduffelbagbomb.objective4" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.theduffelbagbomb2.objective7" />
</Failure>
</CheckTraitorEventStateAction>
<RemoveItemAction targettag="duffelbagbomb" />
<RemoveItemAction targettag="duffelbag" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="theduffelbagbomb2" RequiredCompletedTags="theduffelbagbomb" faction="clowns" dangerlevel="3" StealPercentageOfExperience="30">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<SpawnAction itemidentifier="traitorduffelbag" SpawnLocation="MainSub" targettag="duffelbag" AllowInPlayerView="false" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c1" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.theduffelbagbomb2.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbagbomb.find" />
<TriggerAction Target1Tag="duffelbag" Target2Tag="traitor" radius="200" waitforinteraction="true" />
<SpawnAction itemidentifier="traitortimebomb3" targetinventory="duffelbag" targettag="duffelbagbomb" />
<SpawnAction itemidentifier="batterycell" targetinventory="duffelbagbomb" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c2" eventsprite="Duffelbag" />
<EventLogAction targettag="traitor" id="progress" text="EventText.theduffelbagbomb2.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.theduffelbagbomb.find" />
<Label name="lookinsidecheck" />
<WaitAction time="0.5" />
<CheckItemAction targettag="nontraitorplayer" itemtags="duffelbag">
<Success>
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c3" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.objective3" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.theduffelbagbomb.ticktick" />
<ConversationAction targettag="nontraitor" text="EventText.theduffelbagbomb2.c4" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="nontraitor" id="nontraitorstatus" text="EventText.theduffelbagbomb2.c4" />
<EventObjectiveAction targettag="nontraitor" type="add" id="traitorobjective.theduffelbagbomb.ticktick" />
<SetTraitorEventStateAction state="Completed" />
<StatusEffectAction targettag="duffelbagbomb">
<StatusEffect target="This" descriptiontag="traitortimebomb.stage1" />
<StatusEffect target="This" TargetItemComponent="LightComponent" IsOn="true" />
</StatusEffectAction>
</Success>
<Failure>
<SetTraitorEventStateAction state="Failed" />
<GoTo name="lookinsidecheck" />
</Failure>
</CheckItemAction>
<WaitAction time="5.0" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c5" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c5" />
<TagAction criteria="player" tag="player" />
<Label name="defusestage1" />
<WaitAction time="1.0" />
<ClearTagAction tag="disarmer" />
<CheckItemAction targettag="player" itemtags="traitorbomb" applytagtotarget="disarmer" requireequipped="true">
<Success>
<CheckItemAction targettag="disarmer" itemtags="screwdriveritem" requireequipped="true">
<Success>
<StatusEffectAction targettag="duffelbagbomb">
<StatusEffect target="This" TargetItemComponent="ItemComponent" descriptiontag="traitortimebomb.stage2" />
</StatusEffectAction>
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c6" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c6" />
</Success>
<Failure>
<GoTo name="defusestage1" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="defusestage1" />
</Failure>
</CheckItemAction>
<ConversationAction targettag="disarmer" text="EventText.theduffelbagbomb2.c7" eventsprite="Duffelbag" ContinueAutomatically="true" />
<ConversationAction targettag="traitor" text="EventText.theduffelbagbomb2.c7" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.c7" />
<EventLogAction targettag="nontraitor" id="status" text="EventText.theduffelbagbomb2.c7" />
<Label name="defusestage2" />
<WaitAction time="1.0" />
<ClearTagAction tag="disarmer" />
<CheckItemAction targettag="player" itemtags="traitorbomb" applytagtotarget="disarmer" requireequipped="true">
<Success>
<CheckItemAction targettag="disarmer" itemtags="sharptool" requireequipped="true">
<Success>
<SkillCheckAction requiredskill="weapons" requiredlevel="60" targettag="disarmer">
<Success>
<StatusEffectAction targettag="duffelbagbomb">
<StatusEffect target="This" descriptiontag="traitortimebomb.stage3" />
<StatusEffect target="This" TargetItemComponent="LightComponent" IsOn="false" />
</StatusEffectAction>
<ConversationAction targettag="player" text="EventText.theduffelbagbomb2.c8" eventsprite="Duffelbag" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.objective4" />
<EventLogAction targettag="nontraitor" id="nontraitorstatus" text="EventText.theduffelbagbomb2.c8" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="status" text="EventText.theduffelbagbomb2.objective5" />
<GoTo name="defusestage2" />
</Failure>
</SkillCheckAction>
</Success>
<Failure>
<GoTo name="defusestage2" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="defusestage2" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.theduffelbagbomb2.objective1" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.theduffelbagbomb2.objective6" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.theduffelbagbomb2.objective7" />
</Failure>
</CheckTraitorEventStateAction>
<!-- Give some EXP to everyone regardless of the outcome -->
<GiveExpAction targettag="nontraitor" amount="1000" />
<RemoveItemAction targettag="duffelbagbomb" />
<RemoveItemAction targettag="duffelbag" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="harbingerofhonks" faction="clowns" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<ConversationAction targettag="traitor" text="eventtext.harbingerofhonks.intro" eventsprite="Infiltration2" />
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="eventtext.harbingerofhonks.objective">
<Replace tag="[halfHulls]" value="50%" color="gui.orange" />
<!-- TODO use actual number instead of 50%. Count valid rooms -->
<Replace tag="[halfCabinets]" value="50%" color="gui.orange" />
<!-- TODO use actual number instead of 50%. Count valid supplies cabinets -->
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.harbingerofhonks.honk" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.harbingerofhonks.hide" />
<TagAction criteria="hull" tag="anyhull" submarinetype="Player" />
<TagAction criteria="itemtag:suppliescontainer" tag="suppliescabinet" submarinetype="Player" />
<SpawnAction itemidentifier="metalcrate" SpawnLocation="MainSub" targettag="honkcrate" ignorebyai="true" />
<HighlightAction targettag="honkcrate" targetcharacter="traitor" />
<Label name="spawnhalf" />
<CountTargetsAction targettag="bikehorncounter" CompareToTarget="suppliescabinet" MinPercentageRelativeToTarget="50">
<Failure>
<SpawnAction itemidentifier="bikehorn" targettag="bikehorncounter" targetinventory="honkcrate" ignorebyai="true" />
<Goto name="spawnhalf" />
<!-- Repeat until enough.-->
</Failure>
</CountTargetsAction>
<TagAction criteria="itemtag:hornitem" tag="bikehorn" submarinetype="Player" />
<Label name="waitforhonk" />
<WaitAction time="1.0" />
<WaitForItemUsedAction itemtag="bikehorn" targetitemcomponent="RangedWeapon" ApplyTagToLinkedHulls="honkedhull" />
<CheckVisibilityAction EntityTag="nontraitor" TargetTag="traitor">
<Success>
<!-- someone saw the traitor, don't count the honk. TODO failing the traitor mission when caught too many times [twice is too many]. How todo a counter, DataAction only works in campaign? -->
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective1" />
<ConversationAction targettag="traitor" text="eventtext.harbingerofhonks.stayhidden" eventsprite="Infiltration2" />
<Goto name="waitforhonk" />
</Success>
</CheckVisibilityAction>
<TagAction criteria="eventtag:honkedhull" tag="successfullyhonkedhull" submarinetype="Player" />
<CountTargetsAction targettag="successfullyhonkedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="10">
<Success>
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective2" />
</Success>
</CountTargetsAction>
<CountTargetsAction targettag="successfullyhonkedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="25">
<Success>
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective3" />
</Success>
</CountTargetsAction>
<CountTargetsAction targettag="successfullyhonkedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="40">
<Success>
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective4" />
</Success>
</CountTargetsAction>
<CountTargetsAction targettag="successfullyhonkedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="50">
<Success>
<ConversationAction targettag="traitor" text="EventText.harbingerofhonks.c1" eventsprite="Infiltration2" />
<EventLogAction targettag="traitor" id="honkstatus">
<Text tag="EventText.harbingerofhonks.objective5">
<Replace tag="[halfCabinets]" value="50%" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.harbingerofhonks.honk" />
</Success>
<Failure>
<Goto name="waitforhonk" />
</Failure>
</CountTargetsAction>
<Label name="waitforbikehorns" />
<WaitAction time="1.0" />
<CheckItemAction targettag="suppliescabinet" RequiredConditionalMatchPercentage="25">
<Conditional hastag="hornitem" TargetContainedItem="true" />
<EventLogAction targettag="traitor" id="bikehornstatus" text="EventText.harbingerofhonks.objective6" />
</CheckItemAction>
<CheckItemAction targettag="suppliescabinet" RequiredConditionalMatchPercentage="50">
<Conditional hastag="hornitem" TargetContainedItem="true" />
<Success>
<SetTraitorEventStateAction state="Completed" />
<HighlightAction state="false" targettag="honkcrate" />
<ConversationAction targettag="traitor" text="EventText.harbingerofhonks.c2" eventsprite="Infiltration2" />
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective7" />
<EventLogAction targettag="traitor" id="bikehornstatus" text="EventText.harbingerofhonks.objective8" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.harbingerofhonks.hide" />
</Success>
<Failure>
<GoTo name="waitforbikehorns" />
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="eventtext.harbingerofhonks.objective">
<Replace tag="[halfHulls]" value="50%" color="gui.orange" />
<!-- TODO use actual number instead of 50%. Count valid rooms -->
<Replace tag="[halfCabinets]" value="50%" color="gui.orange" />
<!-- TODO use actual number instead of 50%. Count valid supplies cabinets -->
</Text>
</EventLogAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.harbingerofhonks.objective9" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.harbingerofhonks.objective10" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="originalhonkero" faction="clown" dangerlevel="1" StealPercentageOfExperience="10">
<!-- Outline: Torment [victim] with your Bike Horn.
No other crew members should see you when honking, victim excluded.
Honk at least 5 times (30s cooldown period between honk).
-->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<!-- Assign the random elements: vent and the victim) -->
<TagAction criteria="eventtag:nontraitorplayer" tag="victim" chooserandom="true" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<SpawnAction itemidentifier="bikehorn" targettag="bikehornmission" targetinventory="loosevent" ignorebyai="true" />
<!-- Instruct the player -->
<ConversationAction targettag="traitor" text="EventText.originalhonkero.c1" eventsprite="clown" />
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="eventtext.originalhonkero.objective1">
<Replace tag="[victim]" value="eventtag:victim" color="gui.orange" />
<Replace tag="[honks]" value="5" color="gui.orange" />
<Replace tag="[cooldown]" value="30" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.originalhonkero.bikehorn" />
<!-- Check for bikehorn -->
<HighlightAction targettag="loosevent" targetcharacter="traitor" />
<Label name="waitforitemsfound" />
<!-- tag all horns (the traitor isn't required to use the one in the vent)-->
<TagAction criteria="itemtag:hornitem" tag="bikehorn" />
<CheckItemAction targettag="traitor" itemidentifiers="bikehorn">
<Success>
<EventLogAction targettag="traitor" id="progress" text="EventText.originalhonkero.objective2" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.originalhonkero.bikehorn" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.originalhonkero.torment" />
<EventObjectiveAction targettag="traitor" type="add" id="5timesremaining" objectivetag="traitorobjective.5timesremaining" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<ConversationAction targettag="traitor" eventsprite="clown">
<Text tag="EventText.originalhonkero.c2">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<HighlightAction state="false" targettag="loosevent" />
</Success>
<Failure>
<WaitAction time="1" />
<GoTo name="waitforitemsfound" />
</Failure>
</CheckItemAction>
<!-- Check for honks, 30s intervals -->
<Label name="waitforhonk" />
<WaitForItemUsedAction itemtag="bikehorn" targetitemcomponent="RangedWeapon" />
<CheckVisibilityAction EntityTag="nontraitor" ExcludedEntityTag="victim" TargetTag="traitor" maxdistance="750">
<Success>
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective1" />
<!--Reused-->
<ConversationAction targettag="traitor" text="eventtext.harbingerofhonks.stayhidden" eventsprite="Infiltration2" />
<!--Reused-->
<Goto name="waitforhonk" />
</Success>
</CheckVisibilityAction>
<CheckVisibilityAction EntityTag="victim" TargetTag="traitor" maxdistance="750">
<Failure>
<Goto name="waitforhonk" />
</Failure>
</CheckVisibilityAction>
<EventObjectiveAction targettag="traitor" type="complete" id="5timesremaining" />
<EventObjectiveAction targettag="traitor" type="complete" id="4timesremaining" />
<EventObjectiveAction targettag="traitor" type="complete" id="3timesremaining" />
<EventObjectiveAction targettag="traitor" type="complete" id="2timesremaining" />
<EventObjectiveAction targettag="traitor" type="complete" id="1timesremaining" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.originalhonkero.waitforcooldown" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<WaitAction time="30" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.originalhonkero.waitforcooldown" />
<EventObjectiveAction targettag="traitor" type="addifnotfound" id="4timesremaining" objectivetag="traitorobjective.4timesremaining" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<GoTo name="waitforhonk" maxtimes="1" />
<EventObjectiveAction targettag="traitor" type="addifnotfound" id="3timesremaining" objectivetag="traitorobjective.3timesremaining" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<GoTo name="waitforhonk" maxtimes="1" />
<EventObjectiveAction targettag="traitor" type="addifnotfound" id="2timesremaining" objectivetag="traitorobjective.2timesremaining" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<GoTo name="waitforhonk" maxtimes="1" />
<EventObjectiveAction targettag="traitor" type="addifnotfound" id="1timesremaining" objectivetag="traitorobjective.1timesremaining" ParentObjectiveId="traitorobjective.originalhonkero.torment" />
<Label name="waitforfinalhonk" />
<WaitForItemUsedAction itemtag="bikehorn" targetitemcomponent="RangedWeapon" />
<CheckVisibilityAction EntityTag="nontraitor" ExcludedEntityTag="victim" TargetTag="traitor" maxdistance="750">
<Success>
<EventLogAction targettag="traitor" id="honkstatus" text="EventText.harbingerofhonks.objective1" />
<ConversationAction targettag="traitor" text="eventtext.harbingerofhonks.stayhidden" eventsprite="Infiltration2" />
<Goto name="waitforfinalhonk" />
</Success>
</CheckVisibilityAction>
<CheckVisibilityAction EntityTag="victim" TargetTag="traitor" maxdistance="750">
<Failure>
<Goto name="waitforfinalhonk" />
</Failure>
</CheckVisibilityAction>
<EventObjectiveAction targettag="traitor" type="completeandremove" id="5timesremaining" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="4timesremaining" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="3timesremaining" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="2timesremaining" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="1timesremaining" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.originalhonkero.torment" />
<SetTraitorEventStateAction state="Completed" />
<OnRoundEndAction>
<!-- Could keep track of honks using the objective completion maybe? TODO -->
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="traitor" id="result" text="EventText.originalhonkero.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.originalhonkero.success" />
</Success>
<Failure>
<EventLogAction targettag="traitor" id="result" text="EventText.originalhonkero.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.originalhonkero.failure" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<!-- Husk cultists events-->
<TraitorEvent identifier="divinelabor" faction="huskcult" dangerlevel="1" StealPercentageOfExperience="10">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15">
<ItemConditional HasTag="fabricator" InPlayerSubmarine="true" />
</LevelRequirement>
<ConversationAction targettag="traitor" text="EventText.divinelabor.c1" eventsprite="Magazine" />
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.divinelabor.objective1">
<Replace tag="[number]" value="6" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.divinelabor.create" />
<WaitForItemFabricatedAction itemidentifier="huskfigurine" amount="6" charactertag="traitor" ApplyTagToItem="fabricatedhuskfigurine" />
<ConversationAction targettag="traitor" eventsprite="Magazine">
<Text tag="EventText.divinelabor.c2">
<Replace tag="[number]" value="6" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="status" text="EventText.divinelabor.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.divinelabor.create" />
<!-- TODO use [number] variable-->
<SetTraitorEventStateAction state="Completed" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.divinelabor.objective1">
<Replace tag="[number]" value="6" color="gui.orange" />
</Text>
</EventLogAction>
<!-- check again at round end, in case the items were lost or deconstructed -->
<CheckItemAction targettag="fabricatedhuskfigurine" Amount="6">
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="status" text="EventText.divinelabor.objective3" />
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.divinelabor.create" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.divinelabor.objective4" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="poweredbyfaith" faction="huskcult" dangerlevel="1" StealPercentageOfExperience="10" MinPlayerCount="6" SecondaryTraitorPercentage="20" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="256,0,256,256" color="200,0,0,255" />
<!-- Outline: Get husk figurines stash (replenishing loose vent?)
Part 1: Attach Husk Figurines in 50%(?) of the submarines hulls
Part 2: Replace the Fuel Rod in the reactor with a Husk Figurine
-->
<!-- Instruct the players -->
<ConversationAction targettag="traitor" text="EventText.poweredbyfaith.c1" eventsprite="MentalBreakdown" />
<ConversationAction targettag="secondarytraitor" text="EventText.poweredbyfaith.c2" eventsprite="huskinvite" ContinueAutomatically="true" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.poweredbyfaith.objective1" />
<EventLogAction targettag="secondarytraitor" id="initialinfo" text="EventText.poweredbyfaith.objective2" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.poweredbyfaith.findfigurines" />
<!-- Find 'infinite' stash, spawn huskfigurine -->
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<!-- TODO: why do we require interacting with the vent? If the player already has figurines or crafts them, that doesn't do?-->
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" applytotarget2="triggerer_traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<SpawnAction itemidentifier="huskfigurine" targettag="eventfigurine" targetinventory="loosevent" ignorebyai="true" amount="2" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.poweredbyfaith.findfigurines" />
<ConversationAction targettag="triggerer_traitor" text="EventText.poweredbyfaith.c3" eventsprite="vent" ContinueAutomatically="true" />
<EventLogAction targettag="anytraitor" id="progress">
<Text tag="eventtext.poweredbyfaith.objective3">
<Replace tag="[percentage]" value="50" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.poweredbyfaith.placefigurines" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.poweredbyfaith.placefigurines1" ParentObjectiveId="traitorobjective.poweredbyfaith.placefigurines" />
<TagAction criteria="hull" tag="anyhull" submarinetype="Player" />
<!-- Loop stash resupplies, wait for rooms to be 'sanctified'-->
<Label name="eventloop" />
<WaitAction time="1" />
<CheckItemAction targettag="loosevent" itemidentifiers="huskfigurine">
<Failure>
<SpawnAction itemidentifier="huskfigurine" targettag="eventfigurine" targetinventory="loosevent" ignorebyai="true" amount="2" />
</Failure>
</CheckItemAction>
<WaitForItemUsedAction itemtag="eventfigurine" targetitemcomponent="Holdable" />
<!-- reset tag and reapply to make sure we don't count figurines that have been deattached since they were first attached -->
<ClearTagAction tag="decoratedhull" />
<CheckConditionalAction targettag="eventfigurine" ApplyTagToLinkedHulls="decoratedhull" logicaloperator="And">
<Conditional Attached="true" targetitemcomponent="Holdable" />
<Conditional InPlayerSubmarine="true" />
</CheckConditionalAction>
<CountTargetsAction targettag="decoratedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="50">
<Success>
<EventObjectiveAction targettag="anytraitor" type="remove" id="traitorobjective.poweredbyfaith.findfigurines" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.poweredbyfaith.placefigurines" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.poweredbyfaith.placefigurines2" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.poweredbyfaith.fuel" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.poweredbyfaith.objective4" />
</Success>
<Failure>
<CountTargetsAction targettag="decoratedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="25">
<Success>
<!-- Add again in case MinPercentageRelativeToTarget="1" doesn't trigger (too small sub?) -->
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.poweredbyfaith.placefigurines1" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="traitorobjective.poweredbyfaith.placefigurines2" ParentObjectiveId="traitorobjective.poweredbyfaith.placefigurines" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.poweredbyfaith.objective6" />
<GoTo name="eventloop" />
</Success>
</CountTargetsAction>
<CountTargetsAction targettag="decoratedhull" CompareToTarget="anyhull" MinPercentageRelativeToTarget="1">
<Success>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.poweredbyfaith.placefigurines1" />
<EventObjectiveAction targettag="anytraitor" type="addifnotfound" id="traitorobjective.poweredbyfaith.placefigurines2" ParentObjectiveId="traitorobjective.poweredbyfaith.placefigurines" />
<GoTo name="eventloop" />
</Success>
</CountTargetsAction>
<GoTo name="eventloop" />
</Failure>
</CountTargetsAction>
<ConversationAction targettag="anytraitor" text="EventText.poweredbyfaith.c4" eventsprite="huskinvite" ContinueAutomatically="true" />
<!-- Last refill, no more need to loop. Replace Fuel Rod in nuclear reactor aboard player submarine with huskfigurine, then complete the event -->
<CheckItemAction targettag="loosevent" itemidentifiers="huskfigurine">
<Failure>
<SpawnAction itemidentifier="huskfigurine" targettag="eventfigurine" targetinventory="loosevent" ignorebyai="true" amount="2" />
</Failure>
</CheckItemAction>
<TagAction criteria="itemtag:reactor" tag="reactor" SubmarineType="Player" />
<Label name="eventloop2" />
<WaitAction time="1" />
<CheckItemAction targettag="reactor" itemtags="reactorfuel">
<Success>
<GoTo name="eventloop2" />
</Success>
<Failure>
<CheckItemAction targettag="reactor" itemidentifiers="huskfigurine">
<Success>
<EventObjectiveAction targettag="anytraitor" type="remove" id="traitorobjective.poweredbyfaith.placefigurines" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.poweredbyfaith.fuel" />
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.codeword" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.poweredbyfaith.objective5" />
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="anytraitor" text="EventText.poweredbyfaith.c5" eventsprite="huskinvite" ContinueAutomatically="true" />
</Success>
<Failure>
<GoTo name="eventloop2" />
</Failure>
</CheckItemAction>
</Failure>
</CheckItemAction>
<OnRoundEndAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="anytraitor" id="result" text="EventText.poweredbyfaith.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.poweredbyfaith.success" />
</Success>
<Failure>
<EventLogAction targettag="anytraitor" id="result" text="EventText.poweredbyfaith.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.poweredbyfaith.failure" />
</Failure>
</CheckTraitorEventStateAction>
<RemoveItemAction targettag="eventfigurine" amount="99" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="huskroulette" faction="huskcult" dangerlevel="2" StealPercentageOfExperience="25" MinPlayerCount="6" SecondaryTraitorAmount="2" AllowAccusingSecondaryTraitor="true" IsChainable="false">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="256,0,256,256" color="200,0,0,255" />
<!-- Outline: Main traitor gets 3 syringes, of which 1 is insta 50% husk infection, while the others are placebo (do nothing). Small chance ALL 3 syringes are equally bad.
Solve the husk infection crisis while avoiding getting accused of being a traitor. (Note: See how husk infection resistance affects this missions intentions)
-->
<!-- Instruct the player -->
<ConversationAction targettag="traitor" text="EventText.huskroulette.c1" eventsprite="huskinvite" />
<ConversationAction targettag="secondarytraitor" text="EventText.huskroulette.c2" eventsprite="huskinvite" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.huskroulette.objective1" />
<EventLogAction targettag="secondarytraitor" id="initialinfo" text="EventText.huskroulette.objective2" />
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.huskroulette.distribute" />
<EventObjectiveAction targettag="secondarytraitor" type="add" id="traitorobjective.huskroulette.receivesyringe" />
<!-- Spawn syringes - Randomised -->
<RNGAction chance="0.3">
<Success>
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
</Success>
<Failure>
<RNGAction chance="0.3">
<Success>
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
</Success>
<Failure>
<RNGAction chance="0.3">
<Success>
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_harmless" targettag="goodsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
</Success>
<!-- Small chance (10%) they're all bad-->
<Failure>
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs_huskroulette_infect" targettag="badsyringe" targetinventory="traitor" ignorebyai="true" />
</Failure>
</RNGAction>
</Failure>
</RNGAction>
</Failure>
</RNGAction>
<!-- Distribute syringes -->
<Label name="waitforitems" />
<WaitAction time="1" />
<CheckItemAction targettag="secondarytraitor0" itemtags="huskroulette">
<Success>
<CheckItemAction targettag="secondarytraitor1" itemtags="huskroulette">
<Success>
<CheckItemAction targettag="traitor" itemtags="huskroulette">
<Success>
<EventObjectiveAction targettag="anytraitor" type="completeandremove" id="traitorobjective.codeword" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.huskroulette.distribute" />
<EventObjectiveAction targettag="secondarytraitor" type="complete" id="traitorobjective.huskroulette.receivesyringe" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.huskroulette.objective3" />
<ConversationAction targettag="anytraitor" text="EventText.huskroulette.c3" eventsprite="huskinvite" />
</Success>
<Failure>
<GoTo name="waitforitems" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="waitforitems" />
</Failure>
</CheckItemAction>
</Success>
<Failure>
<GoTo name="waitforitems" />
</Failure>
</CheckItemAction>
<!-- Inject the syringes -->
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.huskroulette.inject" />
<Label name="waitforinject" />
<WaitAction time="1" />
<CheckAfflictionAction identifier="huskroulette" targettag="traitor" minstrength="1">
<Success>
<CheckAfflictionAction identifier="huskroulette" targettag="secondarytraitor0" minstrength="1">
<Success>
<CheckAfflictionAction identifier="huskroulette" targettag="secondarytraitor1" minstrength="1">
<Success>
<EventObjectiveAction targettag="traitor" type="remove" id="traitorobjective.huskroulette.distribute" />
<EventObjectiveAction targettag="secondarytraitor" type="remove" id="traitorobjective.huskroulette.receivesyringe" />
<EventObjectiveAction targettag="anytraitor" type="complete" id="traitorobjective.huskroulette.inject" />
<EventLogAction targettag="anytraitor" id="progress" text="EventText.huskroulette.objective4" />
</Success>
<Failure>
<GoTo name="waitforinject" />
</Failure>
</CheckAfflictionAction>
</Success>
<Failure>
<GoTo name="waitforinject" />
</Failure>
</CheckAfflictionAction>
</Success>
<Failure>
<GoTo name="waitforinject" />
</Failure>
</CheckAfflictionAction>
<EventObjectiveAction targettag="anytraitor" type="add" id="traitorobjective.huskroulette.survive" />
<SetTraitorEventStateAction state="Completed" />
<OnRoundEndAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction targettag="anytraitor" id="result" text="EventText.huskroulette.success_self" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.huskroulette.success" />
</Success>
<Failure>
<EventLogAction targettag="anytraitor" id="result" text="EventText.huskroulette.failure" />
<EventLogAction targettag="nontraitor" id="result" text="EventText.huskroulette.failure" />
</Failure>
</CheckTraitorEventStateAction>
<RemoveItemAction targettag="goodsyringe" amount="2" />
<RemoveItemAction targettag="badsyringe" amount="3" />
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="faultyrobes" faction="huskcult" dangerlevel="2" StealPercentageOfExperience="25">
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<LevelRequirement LevelType="LocationConnection" mindifficultyincampaign="15" />
<ConversationAction targettag="traitor" text="EventText.faultyrobes.c1" eventsprite="cultist" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.faultyrobes.objective1" />
<EventLogAction targettag="traitor" id="status" text="EventText.faultyrobes.objective2" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.faultyrobes.find" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<SpawnAction itemidentifier="toolbelt" targetinventory="loosevent" targettag="robebelt" ignorebyai="true" />
<!-- Randomised spawning of Cultist Robes. Leaning more towards functional (good) robes than faulty robes. -->
<RNGAction chance="0.34">
<Success>
<SpawnAction itemidentifier="faultycultistrobes" targettag="faultyrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
</Success>
<Failure>
<RNGAction chance="0.33">
<Success>
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="faultycultistrobes" targettag="faultyrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
</Success>
<Failure>
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="cultistrobes" targettag="goodrobes" targetinventory="robebelt" ignorebyai="true" />
<SpawnAction itemidentifier="faultycultistrobes" targettag="faultyrobes" targetinventory="robebelt" ignorebyai="true" />
</Failure>
</RNGAction>
</Failure>
</RNGAction>
<SpawnAction itemidentifier="huskcaller" targettag="huskcaller" targetinventory="robebelt" ignorebyai="true" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<Label name="waitforitemsfound" />
<WaitAction time="1" />
<CheckItemAction targettag="traitor" itemidentifiers="huskcaller">
<Success>
<EventLogAction targettag="traitor" id="progress" text="EventText.faultyrobes.objective3" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.faultyrobes.find" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.faultyrobes.huskcall" />
<ConversationAction targettag="traitor" text="EventText.faultyrobes.c2" eventsprite="cultist" />
</Success>
<Failure>
<GoTo name="waitforitemsfound" />
</Failure>
</CheckItemAction>
<WaitForItemUsedAction itemtag="huskcaller" targetitemcomponent="RangedWeapon" />
<EventLogAction targettag="traitor" id="progress" text="EventText.faultyrobes.objective4" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.faultyrobes.huskcall" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.faultyrobes.sorting" />
<SpawnAction SpeciesName="Husk" SpawnLocation="NearMainSub" amount="10" />
<TriggerEventAction identifier="callhusks" />
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.faultyrobes.objective1" />
<!-- check again at round end, in case the robes were lost -->
<CheckItemAction targettag="faultyrobes">
<Conditional InPlayerSubmarine="true" />
<!-- There should be no faulty robes in the sub -->
<Failure>
<CheckItemAction targettag="goodrobes" RequiredConditionalMatchPercentage="100">
<!-- All good robes should still be there-->
<Conditional InPlayerSubmarine="true" />
<Success>
<EventLogAction id="status" text="EventText.faultyrobes.objective5" />
<EventObjectiveAction targettag="traitor" type="completeandremove" id="traitorobjective.faultyrobes.sorting" />
<SetTraitorEventStateAction state="Completed" />
</Success>
<Failure>
<EventLogAction id="status" text="EventText.faultyrobes.objective6" />
<SetTraitorEventStateAction state="Failed" />
</Failure>
</CheckItemAction>
</Failure>
<Success>
<EventLogAction id="status" text="EventText.faultyrobes.objective7" />
<SetTraitorEventStateAction state="Failed" />
</Success>
</CheckItemAction>
<RemoveItemAction targettag="faultyrobes" amount="10" />
<RemoveItemAction targettag="goodrobes" amount="10" />
<RemoveItemAction targettag="robebelt" />
<RemoveItemAction targettag="huskcaller" />
</OnRoundEndAction>
</TraitorEvent>
<ScriptedEvent identifier="callhusks">
<!-- normal scripted events don't tag traitors automatically, do it manually here -->
<TagAction criteria="traitor" tag="traitor" />
<TagAction criteria="itemidentifier:huskcaller" tag="huskcaller" />
<WaitAction time="120" />
<ConversationAction targettag="traitor" text="I could call more husks if needed." eventsprite="cultist" />
<WaitForItemUsedAction itemtag="huskcaller" targetitemcomponent="RangedWeapon" />
<RNGAction chance="0.1">
<Success>
<SpawnAction SpeciesName="Crawlerhusk" SpawnLocation="NearMainSub" amount="5" />
</Success>
<Failure>
<SpawnAction SpeciesName="Husk" SpawnLocation="NearMainSub" amount="8" />
</Failure>
</RNGAction>
<WaitAction time="300" />
<ConversationAction targettag="traitor" text="I think there's still some power left in the husk caller, I could probably use it one more time if needed…" eventsprite="cultist" />
<WaitForItemUsedAction itemtag="huskcaller" targetitemcomponent="RangedWeapon" />
<RNGAction chance="0.3">
<Success>
<SpawnAction SpeciesName="Crawlerhusk" SpawnLocation="NearMainSub" amount="5" />
</Success>
<Failure>
<SpawnAction SpeciesName="Husk" SpawnLocation="NearMainSub" amount="8" />
</Failure>
</RNGAction>
</ScriptedEvent>
<TraitorEvent identifier="bloodsamples" faction="huskcult" dangerlevel="1" StealPercentageOfExperience="10">
<!-- Outline: Collect blood samples from each crewmember, allow different ways to prevent getting caught too easily. -->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<ConversationAction targettag="traitor" text="EventText.bloodsamples.c1" eventsprite="cultist" />
<EventLogAction targettag="traitor" id="initialinfo" text="EventText.bloodsamples.objective1" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.bloodsamples.find" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.bloodsamples.samples" />
<SpawnAction itemidentifier="bloodsamplevial" targetinventory="loosevent" targettag="vial" ignorebyai="true" amount="3" />
<StatusEffectAction targettag="vial">
<StatusEffect target="This" Condition="0" setvalue="true" />
</StatusEffectAction>
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<Label name="waitforvials" />
<WaitAction time="1" />
<CheckItemAction targettag="traitor" itemtags="vial">
<Success>
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.bloodsamples.find" />
<ConversationAction targettag="traitor" text="EventText.bloodsamples.c2" eventsprite="cultist" />
<EventLogAction targettag="traitor" id="instructions" text="EventText.bloodsamples.c2" />
</Success>
<Failure>
<GoTo name="waitforvials" />
</Failure>
</CheckItemAction>
<Label name="waitforsamples" />
<WaitAction time="5.0" />
<!-- there must be at least one non-traitor (otherwise having everyone in the crew die would count as a sample being taken from "everyone") -->
<CountTargetsAction targettag="nontraitor" MinAmount="1">
<Success>
<!-- the "sampletaken" tag is applied on the targets by the vial item -->
<CountTargetsAction targettag="sampletaken" CompareToTarget="nontraitor" MinPercentageRelativeToTarget="50">
<Success>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" text="EventText.bloodsamples.c3" eventsprite="cultist" />
<EventLogAction targettag="traitor" id="success" text="EventText.bloodsamples.c3" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.bloodsamples.samples" />
</Success>
<Failure>
<Goto name="waitforsamples" />
</Failure>
</CountTargetsAction>
</Success>
<Failure>
<Goto name="waitforsamples" />
</Failure>
</CountTargetsAction>
<OnRoundEndAction>
<EventLogAction targettag="nontraitor" id="initialinfo" text="EventText.bloodsamples.objective1" />
<RemoveItemAction targettag="vial" amount="3" />
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.bloodsamples.objective2" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.bloodsamples.objective3" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
<TraitorEvent identifier="bloodsamples2" RequiredCompletedTags="bloodsamples" faction="huskcult" dangerlevel="3" StealPercentageOfExperience="50">
<!-- Outline: Random victim to be injected with calyx eggs, random chance for symbiosis (never fully taken over by husk but still removed ability to talk) -->
<Icon texture="Content/UI/MissionIcons.png" sourcerect="0,0,256,256" color="200,0,0,255" />
<TagAction criteria="eventtag:nontraitor" tag="victim" chooserandom="true" />
<TagAction criteria="itemtag:hidden" tag="loosevent" chooserandom="true" submarinetype="Player" />
<SpawnAction itemidentifier="huskeggs" targetinventory="loosevent" targettag="targetextract" ignorebyai="true" />
<SpawnAction itemidentifier="huskeggs" targetinventory="loosevent" targettag="targetextract" ignorebyai="true" />
<SpawnAction itemidentifier="radiojammer" targettag="radiojammer" targetinventory="traitor" />
<SpawnAction itemidentifier="batterycell" targetinventory="radiojammer" />
<ConversationAction targettag="traitor" eventsprite="cultist">
<Text tag="EventText.bloodsamples2.c1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</ConversationAction>
<EventLogAction targettag="traitor" id="initialinfo">
<Text tag="EventText.bloodsamples2.objective1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.bloodsamples2.inject" />
<EventObjectiveAction targettag="traitor" type="add" id="traitorobjective.bloodsamples2.observe" />
<TriggerAction Target1Tag="loosevent" Target2Tag="traitor" radius="200" waitforinteraction="true" SelectOnTrigger="true" />
<Label name="waitforinfection" />
<WaitAction time="1.0" />
<CheckAfflictionAction identifier="huskinfection" targettag="victim" minstrength="1">
<Success>
<EventLogAction targettag="traitor" id="status" text="EventText.bloodsamples2.objective2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.bloodsamples2.inject" />
</Success>
<Failure>
<GoTo name="waitforinfection" />
</Failure>
</CheckAfflictionAction>
<!-- Get to the active stage 50 - 74 is transition, 75 - 99 is active. Symbiosis blocks huskinfection going above 90 -->
<Label name="waitfortransition" />
<WaitAction time="1.0" />
<CheckAfflictionAction identifier="huskinfection" targettag="victim" minstrength="85">
<Success>
<SetTraitorEventStateAction state="Completed" />
<ConversationAction targettag="traitor" eventsprite="cultist" text="EventText.bloodsamples2.c2" />
<EventLogAction targettag="traitor" id="status" text="EventText.bloodsamples2.c2" />
<EventObjectiveAction targettag="traitor" type="complete" id="traitorobjective.bloodsamples2.observe" />
</Success>
<Failure>
<GoTo name="waitfortransition" />
</Failure>
</CheckAfflictionAction>
<RNGAction chance="0.20">
<Success>
<!-- Low-ish chance for symbiosis, using husktransformimmunity -->
<AfflictionAction affliction="husktransformimmunity" strength="100" targettag="victim" />
</Success>
</RNGAction>
<OnRoundEndAction>
<RemoveItemAction targettag="radiojammer" />
<EventLogAction targettag="nontraitor" id="initialinfo">
<Text tag="EventText.bloodsamples2.objective1">
<Replace tag="[character]" value="eventtag:victim" color="gui.orange" />
</Text>
</EventLogAction>
<CheckTraitorEventStateAction state="Completed">
<Success>
<EventLogAction id="success" text="EventText.bloodsamples2.objective3" />
</Success>
<Failure>
<EventLogAction id="failure" text="EventText.bloodsamples2.objective4" />
</Failure>
</CheckTraitorEventStateAction>
</OnRoundEndAction>
</TraitorEvent>
</EventPrefabs>
</RandomEvents>