DBPF;|R{ln >{m* >{mD1333?333?JG ?\P ?@\W ?ks BZz0*CreatureArchetypeForestRockFruitMigrationPointInteractiveOrnamentTribeSpawnPointCitySpawnPointZ0SandyGrassyRockyib4D 0 Q{AR>be:?j`̑ړQj`0po0,Normal AvatarJourney PatrolPathAvatarSpeciesJourney CreaturePathx'0 .PurposeVehiclePurposeEnum0 LocomotionVehicleLocomotionEnum0Countint1e:0Q{0HNest Type - not used NestTypeEnum1"Override Herd Size (0 = archetype)int0 PersonalityPersonalityEnum0 Without Nest?boolfalseScale Multiplierfloat0.0Hitpoint Overridefloat0.0Damage Multiplierfloat0.0Territory Radiusfloat0.0Activate at Brain Levelint0Deactivate above Brain Levelint580( EpicCombat EpicCarcassMiniBoss NPCSocial NPCCombatSuperMediumSocialSuperMediumCombatNPCSmallSocialNPCSmallCombatNPCMediumSocialNPCMediumCombatNPCLargeSocialNPCLargeCombat SeaPredator AvatarSpeciesAvatarStartingNodeBoulderCarcassSkeletonUnlock1SkeletonUnlock2SkeletonUnlock3SkeletonUnlock4$0(Military VehicleMissionary Vehicle Envoy Vehicleړ00 0Numberint0Radius/Size Multiplierfloat1TypeMigrationPointTypeEnum00( Land VehicleAmphibious Vehicle Air Vehiclea0 None Epic PredatorMigrator DecoratorMonkeyStalkerGuardPetWater PredatorCarcassJ30 0Foodint0 Num Creaturesint0Relationship to Playerfloat0Is Player Ownedboolfalse10 Medium_Rocks1 Medium_Rocks2Monolith Small_Rocks1 Small_Rocks2Flowers1Sticks1Skulls1-0-BWealthfloat0Foodint0 Num Creaturesint0Housesint0Marketsint0 Entertainmentint0Farmsint0Industryint0Cultureint0Militaryint0 Diplomacyint0Defenseint0City Hall Lvl (0-2)int0Relationship to Player (-10,10)float0Is Player Ownedboolfalse< %/g0A$0AA}8 E40@@H{0K10 @ [10 @ s10 @d @ (. ! 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D"ݦ: 2g&O ?YĊ @` A@S-- B' 0BHCCCDD;DaDz =O- Bg ?\ x >¿ Apg B S  (A @ %0}Jw ###################################################################### # General Moments state CRG_MomentButton wait -forButton setExitState CRG_MomentCameraRevert nextState CRG_MomentCameraRevert end state CRG_MomentCameraRevert disableEscExit unpauseGame setExitState null letterbox -off text -hide startCamera -backToStart -duration .35 end state CRG_SnapMomentButton wait -forButton setExitState CRG_SnapMomentCameraRevert nextState CRG_SnapMomentCameraRevert end state CRG_SnapMomentCameraRevert disableEscExit unpauseGame letterbox -off setExitState null text -hide startCamera -backToStart -snap end #-------------------------------- # FirstDNA state CRG_FirstDNA description "Earning DNA Points" letterbox -on mixevent crg_cin_start 1 alphaObstacles on -camera -actors "TheAvatar" -radius 10.0 -types all addActor "TheAvatar" avatar startCamera -offset 10 -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 0, 1.75) -pitch 0 -snap -noWait -fov .8 wait -secs 2.68 nextState CRG_FirstDNA2 end state CRG_FirstDNA2 pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_FirstDNA3 end state CRG_FirstDNA3 wait -secs 1 textFromCode "FirstDNAString" nextState CRG_MomentButton end #-------------------------------- # FirstPartUnlock state CRG_FirstPartUnlock letterbox -on addActor "TheAvatar" avatar alphaObstacles on -camera -actors "TheAvatar" -radius 10.0 -types all startCamera -offset 10 -target "TheAvatar" -targetOffset (0, 0, 1.75) -pitch 0 -snap -noWait -fov .8 wait -secs 1.5 nextState CRG_FirstPartUnlock2 end state CRG_FirstPartUnlock2 pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_FirstPartUnlock2b end state CRG_FirstPartUnlock2b text "When a new part is discovered through combat or socialization, it opens a potential evolutionary path for future generations to follow. You can use newly opened parts the next time you visit the Creature Editor" cinematics_crg!0x04599f0f wait -secs 1 nextState CRG_MomentButton end #-------------------------------- # FirstPosse state CRG_FirstPosse description "Posse" letterbox -on mixevent crg_cin_start 1 addActor "avatar" avatar addActor "posse" posse alphaObstacles on -camera -actors "avatar" -radius 10.0 -types all playAnimation "avatar" (0x065fc866) -noWait startCamera -offset 11 -useRadius -useFootprint -target "avatar" -targetOffset (0, 0, 1) -pitch -.02 -heading .47 -orient -snap -noWait nextState CRG_FirstPosse1 end state CRG_FirstPosse1 playAnimation "posse" (0x065fc891) -noWait startCamera -offset 11 -useRadius -useFootprint -target "avatar" -targetOffset (0, 0, 1) -pitch -.02 -heading .53 -orient -duration 2.5 -noWait wait -secs 2.5 nextState CRG_FirstPosse2 end state CRG_FirstPosse2 startCamera -offset 11 -useRadius -useFootprint -target "posse" -targetOffset (0, 0, 1) -pitch -.02 -heading .53 -orient -snap -noWait nextState CRG_FirstPosse3 end state CRG_FirstPosse3 startCamera -offset 11 -useRadius -useFootprint -target "posse" -targetOffset (0, 0, 1) -pitch -.02 -heading .59 -orient -duration 2.5 -noWait wait -secs 3 nextState CRG_FirstPosseA end state CRG_FirstPosseA pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_FirstPosseB end state CRG_FirstPosseB text "Evolution is a task best suited to pairs, but additional company never hurts. Creatures who join your posse will follow you and help out. Why? That's just how your posse rolls." cinematics_crg!0x04599f10 wait -secs 1 nextState CRG_SnapMomentButton end # SocialFailure state CRG_SocialFailure description "Social Failure" letterbox -on mixevent crg_cin_start 1 pauseGame text "Social Failure" cinematics_crg!0x93e071dc wait -forButton nextState CRG_MomentCameraRevert end #----------------------------------- # TargetedCreature state CRG_TargetedCreature letterbox -on addActor "targetNPC" targetNPC mixevent crg_cin_start 1 alphaObstacles on -camera -actors "targetNPC" -radius 8.0 -types all startCamera -offset 5 -targetOffset (0, 0, .5) -useRadius -useFootprint -target "targetNPC" -noWait -duration .6 playAnimation "targetNPC" (0x05c05d22) wait -secs 2 nextState CRG_TargetedCreature2 end state CRG_TargetedCreature2 pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_TargetedCreature3 end state CRG_TargetedCreature3 text "You can forge relationships with the other creatures and tribes of your world. Reach out peacefully to make temporary allies, or reach out and give somebody a smack upside the head. Both interactions earn DNA points." cinematics_crg!0x04599f12 wait -secs 1 nextState CRG_SnapMomentButton end ###################################################################### #### Start Migration ### state CRG_SpeciesMigrate description "CRG_SpeciesMigrate" letterbox -on mixevent crg_migrate_mix 1 startsound music_crg_migrate -escstop startEffect "fadeIn" fade_from_black_quick -noWait # add actors addActor "TheAvatar" avatar addActor "Actor1" playerSpecies -initialRelativePosition object "teacher" (2.5, 0, 0) addActor "Actor2" playerSpecies -initialRelativePosition object "AvatarNest" (2.5, 2.5, 0) addActor "Actor3" playerSpecies -initialRelativePosition object "AvatarNest" (2.5, -2.5, 0) addActor "Actor4" playerSpecies -initialRelativePosition object "AvatarNest" (0, 5, 0) addActor "Actor5" playerSpecies -initialRelativePosition object "AvatarNest" (0, -5, 0) # put them in place moveActor "Actor1" (0, 0, 0) -relative actor "Actor1" -face object "AvatarNest" -snap moveActor "Actor2" (0, 0, 0) -relative actor "Actor2" -face object "AvatarNest" -snap moveActor "Actor3" (0, 0, 0) -relative actor "Actor3" -face object "AvatarNest" -snap moveActor "Actor4" (0, 0, 0) -relative actor "Actor4" -face object "AvatarNest" -snap moveActor "Actor5" (0, 0, 0) -relative actor "Actor5" -face object "AvatarNest" -snap # set camera alphaObstacles on -camera -radius 6.0 -types all startCamera -offset 4 -target "teacher" -targetOffset (0, 0, .5) -orient -pitch -.07 -heading .5 -snap -noWait -fov .75 setExitState CRG_SpeciesMigrate_Done nextState CRG_SpeciesMigrate_setup end state CRG_SpeciesMigrate_setup startCamera -anchored -target "egg" -snap -targetOffset (0, 0, 1) -useRadius -noWait -fov .8 nextState CRG_SpeciesMigrate_setup1 end state CRG_SpeciesMigrate_setup1 startCamera -anchored -offset -12 -target "egg" -targetOffset (0, 0, 1) -useRadius -duration 3.5 -noWait -fov .75 wait -secs 3 nextState CRG_SpeciesMigrate_WalkActors end state CRG_SpeciesMigrate_WalkActors description "CRG_SpeciesMigrate_WalkActors" playAnimation "Actor1" (0x065652d4 0x065652d1) -noWait # bay and walk playAnimation "Actor2" (0x065652d1) -noWait # walk playAnimation "Actor3" (0x065652d1) -noWait # walk playAnimation "Actor4" (0x065652d1) -noWait # walk playAnimation "Actor5" (0x065652d1) -noWait # bay a few times and walk moveActor "Actor1" (0, 0, 0) -relative object "DestinationNest" -noWait moveActor "Actor2" (0, 0, 0) -relative object "DestinationNest" -noWait moveActor "Actor3" (0, 0, 0) -relative object "DestinationNest" -noWait moveActor "Actor4" (0, 0, 0) -relative object "DestinationNest" -noWait moveActor "Actor5" (0, 0, 0) -relative object "DestinationNest" -noWait wait -secs .5 nextState CRG_SpeciesMigrate_WalkActors0 end state CRG_SpeciesMigrate_WalkActors0 startCamera -useRadius -useFootprint -target "Actor1" -targetOffset (0, 0, 0.65) -snap -noWait -orient -pitch -.06 -heading 0 -offset 5 -follow -fov .75 nextState CRG_SpeciesMigrate_WalkActors1 end state CRG_SpeciesMigrate_WalkActors1 startCamera -useRadius -useFootprint -target "Actor1" -targetOffset (0, 0, 0.65) -offset 1 -anchored -duration 2 -follow -sphere -fov .75 wait -secs 3 stateDuration 6 nextState CRG_SpeciesMigrate_Wave1 end state CRG_SpeciesMigrate_Wave1 description "CRG_SpeciesMigrate_Wave1" moveActor "Actor1" (0, 0, 0) -relative actor "Actor1" -face actor "teacher" moveActor "teacher" (0, 0, 0) -relative actor "teacher" -face actor "Actor1" nextState CRG_SpeciesMigrate_Wave2 end state CRG_SpeciesMigrate_Wave2 description "CRG_SpeciesMigrate_Wave2" playAnimation "Actor1" (0x065652d0) -noWait # wave at mom startCamera -offset 5 -useRadius -useFootprint -target "Actor1" -targetHead -orient -heading 0.45 -pitch -0.03 -snap -noWait -sphere -fov .75 nextState CRG_SpeciesMigrate_Wave2b end state CRG_SpeciesMigrate_Wave2b startCamera -offset 5.5 -useRadius -useFootprint -target "Actor1" -targetHead -orient -heading 0.45 -pitch -0.03 -duration 4 -noWait -sphere -fov .75 wait -secs 3.5 nextState CRG_SpeciesMigrate_Wave3 end state CRG_SpeciesMigrate_Wave3 startCamera -offset 6 -useRadius -useFootprint -target "teacher" -targetHead -orient -heading 0.55 -pitch 0 -snap -noWait -fov .75 nextState CRG_SpeciesMigrate_Wave3b end state CRG_SpeciesMigrate_Wave3b startCamera -offset 6.5 -useRadius -useFootprint -target "teacher" -targetHead -orient -heading 0.55 -pitch 0 -duration 5 -noWait -sphere -fov .75 playAnimation "teacher" (0x065659aa) # wave at other nextState CRG_SpeciesMigrate_MomTurn end state CRG_SpeciesMigrate_MomTurn description "CRG_SpeciesMigrate_MomTurn" moveActor "teacher" (0, 0, 0) -relative actor "teacher" -face object "AvatarNest" moveActor "Actor1" (0, 0, 0) -relative object "DestinationNest" -noWait nextState CRG_SpeciesMigrate_MomTurn1 end state CRG_SpeciesMigrate_MomTurn1 startCamera -offset 6 -useRadius -useFootprint -target "teacher" -targetHead -orient -heading 0.65 -pitch -.05 -snap -noWait -fov .75 nextState CRG_SpeciesMigrate_Mom end state CRG_SpeciesMigrate_Mom description "CRG_SpeciesMigrate_Mom" playAnimation "teacher" (0x065659af) # look at baby startCamera -target "Egg" -targetOffset (0, 0, 1) -useRadius -anchored -duration 7.0 -noWait -fov .75 nextState CRG_SpeciesMigrate_Hatch end state CRG_SpeciesMigrate_Hatch description "CRG_SpeciesMigrate_Hatch" sendMessage -id 0x06566531 # kHatchAvatarEggs letAIRun startCamera -target "TheAvatar" -targetOffset (0, 0, 1) -useRadius -offset -18 -anchored -duration 10 -noWait -fov .75 wait -secs 10 nextState CRG_SpeciesMigrate_Pause end state CRG_SpeciesMigrate_Pause description "CRG_SpeciesMigrate_Pause" pauseGame -screenEffect -pauseGraphics wait -secs .135 setExitState CRG_SpeciesMigrate_Done nextState CRG_SpeciesMigrate_Text end state CRG_SpeciesMigrate_Text description "CRG_SpeciesMigrate_Text" wait -secs 1 text "Claiming a new nest." cinematics_crg!0x04599f1a nextState CRG_SpeciesMigrate_WaitForButton end state CRG_SpeciesMigrate_WaitForButton description "CRG_SpeciesMigrate_WaitForButton" wait -forButton nextState CRG_SpeciesMigrate_Done end state CRG_SpeciesMigrate_Done # just in case the user pressed escape mixevent crg_migrate_mix 0 sendMessage -id 0x06566531 # kHatchAvatarEggs startCamera -target "TheAvatar" -targetOffset (0, 0, 1) -useRadius -offset -18 -orient -heading 0.65 -pitch -.05 -anchored -snap -noWait -fov .75 preserveCinematicCamView end ###################################################################### ##### Claim Nest #### state CRG_ClaimNest letterbox -on setExitState CRG_ClaimNest_Done mixevent crg_migrate_mix 1 startsound music_crg_claimnest -escstop unpauseGame # add actors addActor "TheAvatar" avatar -initialRelativePosition actorNest "TheAvatar" (-20, 0, 0) addActor "Actor1" playerSpecies -initialRelativePosition actorNest "TheAvatar" (3, .5, 0) addActor "Actor2" playerSpecies -initialRelativePosition actorNest "TheAvatar" (2.5, 2, 0) addActor "Actor3" playerSpecies -initialRelativePosition actorNest "TheAvatar" (2.5, -3.5, 0) addActor "Actor4" playerSpecies -initialRelativePosition actorNest "TheAvatar" (0, 3.3, 0) addActor "Actor5" playerSpecies -initialRelativePosition actorNest "TheAvatar" (1, -3, 0) # put them in place moveActor "TheAvatar" (0, 0, 0) -relative actor "TheAvatar" -face actorNest "TheAvatar" -snap moveActor "Actor1" (0, 0, 0) -relative actor "Actor1" -face actor "TheAvatar" -snap moveActor "Actor2" (0, 0, 0) -relative actor "Actor2" -face actor "TheAvatar" -snap moveActor "Actor3" (0, 0, 0) -relative actor "Actor3" -face actor "TheAvatar" -snap moveActor "Actor4" (0, 0, 0) -relative actor "Actor4" -face actor "TheAvatar" -snap moveActor "Actor5" (0, 0, 0) -relative actor "Actor5" -face actor "TheAvatar" -snap alphaObstacles on -camera -actors "TheAvatar" -radius 10.0 -types all # add nest object addObject "AvatarNest" -initialRelativePosition actorNest "TheAvatar" (0, 0, 0) -face actorNest "TheAvatar" (0, 0, 0) startCamera -offset 8 -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 4, .5) -orient -heading 0 -pitch -.1 -snap -noWait -follow -fov .75 nextState CRG_ClaimNest_Arrival end state CRG_ClaimNest_Arrival startsound sfx_crg_cin_nest_claim_foley # move avatar and have everyone beckon it and then turn and face the nest moveActor "TheAvatar" (0, 0, 0) -relative actorNest "TheAvatar" -face actorNest "TheAvatar" playAnimation "Actor1" (0x06550c51) -noWait playAnimation "Actor2" (0x06550c51) -noWait playAnimation "Actor3" (0x06550c51) -noWait playAnimation "Actor4" (0x06550c51) -noWait playAnimation "Actor5" (0x06550c51) -noWait moveActor "Actor1" (0, 0, 0) -relative actor "Actor1" -face actorNest "TheAvatar" moveActor "Actor2" (0, 0, 0) -relative actor "Actor2" -face actorNest "TheAvatar" moveActor "Actor3" (0, 0, 0) -relative actor "Actor3" -face actorNest "TheAvatar" moveActor "Actor4" (0, 0, 0) -relative actor "Actor4" -face actorNest "TheAvatar" moveActor "Actor5" (0, 0, 0) -relative actor "Actor5" -face actorNest "TheAvatar" startCamera -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 1, .5) -anchored -duration 3 -noWait -follow -sphere -fov .75 nextState CRG_ClaimNest_Cheer1 end state CRG_ClaimNest_Cheer1 startCamera -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 1, .5) -offset 8 -orient -snap -pitch -.05 -heading -.15 nextState CRG_ClaimNest_Cheer2 end state CRG_ClaimNest_Cheer2 playAnimation "TheAvatar" (0x06550c81) playAnimation "Actor1" (0x06550c81) -noWait playAnimation "Actor2" (0x06550c82) -noWait playAnimation "Actor3" (0x06550c82) -noWait playAnimation "Actor4" (0x06550c83) -noWait playAnimation "Actor5" (0x06550c83) -noWait startCamera -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 2, .5) -offset 10 -orient -duration 10 -pitch -.05 -heading .6 -noWait nextState CRG_ClaimNest_Build1 end state CRG_ClaimNest_Build1 startCamera -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 2, .5) -offset 12 -orient -snap -pitch -.05 -heading .5 -noWait nextState CRG_ClaimNest_Build2 end state CRG_ClaimNest_Build2 # startEffect "crg_nest_claim" crg_nest_claim -target "AvatarNest" -noWait # commenting this out. the correct effect is playing in the next state playAnimation "TheAvatar" (0x06550c71) playAnimation "Actor1" (0x06550c71) -noWait playAnimation "Actor2" (0x06550c72) -noWait playAnimation "Actor3" (0x06550c73) -noWait playAnimation "Actor4" (0x06550c72) -noWait playAnimation "Actor5" (0x06550c73) -noWait startCamera -useRadius -useFootprint -target "TheAvatar" -targetOffset (0, 2, .5) -offset 20 -orient -duration 10 -pitch -.1 -heading .5 -noWait nextState CRG_ClaimNest_Dance end state CRG_ClaimNest_Dance sendMessage -id 0x06555abc # kUpgradeNest -- this actually swaps out the model # play an effect to cover this model swap? startEffect "crg_nest_upgrade" crg_nest_upgrade -target "AvatarNest" -noWait #play the associated sound for next vfx startsound sfx_crg_cin_nest_claim # everyone dance! playAnimation "TheAvatar" (0x06550c91) playAnimation "Actor1" (0x06550c91) playAnimation "Actor2" (0x06550c92) playAnimation "Actor3" (0x06550c93) playAnimation "Actor4" (0x06550c93) playAnimation "Actor5" (0x06550c92) nextState CRG_ClaimNest_Pause end state CRG_ClaimNest_Pause pauseGame -screenEffect -pauseGraphics wait -secs .135 setExitState CRG_ClaimNest_Done nextState CRG_ClaimNest_Text end state CRG_ClaimNest_Text wait -secs 1 text "Claiming a new nest." cinematics_crg!0x0540222f setExitState CRG_ClaimNest_Done nextState CRG_ClaimNest_WaitForButton end state CRG_ClaimNest_WaitForButton wait -forButton nextState CRG_ClaimNest_Done end state CRG_ClaimNest_Done # send message upon ESC. it is okay if we send this multiple times. mixevent crg_migrate_mix 0 sendMessage -id 0x06555abc # kUpgradeNest end #### # End General Moments ###################################################################### ###################################################################### # Laid Egg, Enter Editor # Do not add the avatar as an actor here, it messes up the behavior (calls animation) state CRG_LaidEgg mixevent play_mate_music 1 letAIRun letterbox -on alphaObstacles on -camera -actors "MateLead" -radius 8.0 -types all startcamera -targetOffset (0, 0, .75) -target "MateLead" -useHeight -follow -orient -pitch -.05 -heading .1 -noWait -offset 6 -snap -fov .75 setExitState CRG_LaidEggDone2 nextState CRG_LaidEggA end state CRG_LaidEggA startcamera -targetOffset (0, 0, .75) -target "MateLead" -useHeight -follow -pitch -.05 -heading .85 -noWait -duration 12 -offset 5 -fov .75 wait -forContinue nextState CRG_LaidEggZoom end state CRG_LaidEggZoom startcamera -targetOffset (0, 0, .65) -target "MateLead" -useHeight -follow -pitch -.05 -heading .1 -orient -noWait -snap -offset 5 -fov .75 nextState CRG_LaidEggZoomA end state CRG_LaidEggZoomA startcamera -target "Egg" -useHeight -targetOffset (0, 0, .75) -noWait -duration 5 -anchored -fov .75 nextState CRG_LaidEggZoomB wait -secs 5 end state CRG_LaidEggZoomB startcamera -target "Egg" -useHeight -targetOffset (0, 0, .75) -noWait -duration 2 -offset 8 -anchored -fov .75 nextState CRG_LaidEggDone wait -secs 1 end state CRG_LaidEggDone startEffect "fadeOut" fade_to_black_quick -noWait wait -secs 1 setExitState CRG_LaidEggDone2 nextState CRG_LaidEggDone2 end state CRG_LaidEggDone2 setExitState null mixevent play_mate_music 0 sendMessage -id 0x04d9686f # kEnterCreatureEditor end ###################################################################### # Avatar Died # This state is triggered if the avatar dies by combat state CRG_AvatarDied description "Avatar Died" letterbox -on mixevent crg_cin_death 1 letAIRun addActor "TheAvatar" avatar nextState CRG_AvatarDiedA setExitState CRG_Death_Restart end state CRG_AvatarDiedA alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all startCamera -offset 5 -useRadius -targetHead -target "TheAvatar" -follow -noWait -pitch -.1 -heading .5 -orient -fov .7 -snap -sphere nextState CRG_AvatarDiedC end state CRG_AvatarDiedC startCamera -useRadius -targetHead -target "TheAvatar" -follow -offset 20 -heading .5 -pitch -.15 -noWait -fov .7 -duration 6 -sphere wait -secs 6 nextState CRG_AvatarDied1 end state CRG_AvatarDied1 pauseGame -screenEffect -effect DeathFreezeFrame -pauseGraphics wait -secs .135 nextState CRG_AvatarDied2 end state CRG_AvatarDied2 text "You died." cinematics_crg!0x04599f18 wait -secs 1 nextState CRG_AvatarDied3 end state CRG_AvatarDied3 wait -forButton nextState CRG_Death_Restart end #---------------- # This state is triggered if the avatar dies by starvation state CRG_AvatarDied_Starvation description "Avatar Died" letterbox -on mixevent crg_cin_death 1 letAIRun addActor "TheAvatar" avatar nextState CRG_AvatarDiedA_Starvation setExitState CRG_Death_Restart end state CRG_AvatarDiedA_Starvation alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all startCamera -offset 5 -useRadius -targetHead -target "TheAvatar" -follow -noWait -pitch -.1 -heading .5 -orient -fov .7 -snap -sphere nextState CRG_AvatarDiedB_Starvation end state CRG_AvatarDiedB_Starvation startCamera -useRadius -targetHead -target "TheAvatar" -follow -anchored -noWait -fov .7 -snap -sphere wait -secs 5 nextState CRG_AvatarDiedC_Starvation end state CRG_AvatarDiedC_Starvation startCamera -useRadius -targetHead -target "TheAvatar" -pitch -.15 -follow -offset 20 -noWait -fov .7 -duration 6 -sphere wait -secs 6 nextState CRG_AvatarDied1_Starvation end state CRG_AvatarDied1_Starvation pauseGame -screenEffect -effect DeathFreezeFrame -pauseGraphics wait -secs .135 nextState CRG_AvatarDied2_Starvation end state CRG_AvatarDied2_Starvation text "You died." cinematics_crg!0x04599f29 wait -secs 1 nextState CRG_AvatarDied3_Starvation end state CRG_AvatarDied3_Starvation wait -forButton nextState CRG_Death_Restart end #---------------- ### state CRG_Death_Restart description "CRG_Death_Restart" unpauseGame # unpause so the effect shows up properly (gets rid of pauseGraphics) pauseGame # pause again so nothing happens text -hide # this persisting effect needs to be killed by # another screen effect--Lydia to add a command to kill persisting effects startEffect "black" black_screen -persist -noWait sendMessage -id 0x04f60b92 # kRestartAtNest setExitState null end ### state CRG_Fade_From_Black_Egg letterbox -on letAIRun addActor "TheAvatar" avatar startEffect "fadeIn" fade_from_black_1 -noWait startCamera -offset 3 -targetOffset (0, 0, .25) -target "egg" -orient -pitch -.03 -heading -.15 -snap -noWait nextState CRG_Fade_From_Black_EggB end state CRG_Fade_From_Black_EggB startCamera -offset 9 -targetOffset (0, 0, .25) -target "egg" -orient -pitch -.1 -heading .15 -duration 10 -noWait -ease wait -secs 10 preserveCinematicCamView end # End Avatar Died ###################################################################### ###################################################################### # Brain Upgrade Moments state CRG_BrainUpgrade1 description "Brain Upgrade 1" addActor "TheAvatar" avatar alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all letAIRun -avatarOnly startEffect "fadeOut" fade_to_black_quick -noWait nextState CRG_BrainUpgrade1a startsound music_brain_upgrade -escStop wait -secs 1 end state CRG_BrainUpgrade1a letterbox -on clearAreaAroundObject "TheAvatar" 10.0 -animals -snap startEffect "fadeIn" fade_from_black_quick -noWait nextState CRG_BrainUpgrade1b startcamera -target "TheAvatar" -targetHead -orient -offset 7 -useRadius -pitch -.05 -heading 0.5 -fov .8 -snap -noWait end state CRG_BrainUpgrade1b nextState CRG_BrainUpgrade1c wait -forContinue startcamera -target "TheAvatar" -targetHead -orient -offset 6 -duration 10 -useRadius -pitch -.05 -heading 0.5 -fov .8 -noWait end state CRG_BrainUpgrade1c letAIRun -stop playAnimation "TheAvatar" 0x0541ba87 # gen_brainup_admire nextState CRG_BrainUpgrade1d end state CRG_BrainUpgrade1d playAnimation "TheAvatar" 0x05405ea1 # gen_brainup_idle_1 nextState CRG_BrainUpgrade1e end state CRG_BrainUpgrade1e playAnimation "TheAvatar" 0x05d2bc4a # gen_brainup_react_v1 nextState CRG_BrainUpgrade1f end state CRG_BrainUpgrade1f playAnimation "TheAvatar" 0x054075a4 # gen_brainup_celebrate_01 nextState CRG_BrainUpgrade1g end state CRG_BrainUpgrade1g stopsound music_brain_upgrade stopCamera pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_BrainUpgrade1h end state CRG_BrainUpgrade1h text "Congratulations! Your creature's brain has evolved to a new level. You have gained a posse slot." cinematics_crg!0x054076aa wait -secs 1 nextState CRG_BrainUpgrade1i end state CRG_BrainUpgrade1i wait -forButton end #### state CRG_BrainUpgrade2 description "Brain Upgrade 2" addActor "TheAvatar" avatar letAIRun -avatarOnly startEffect "fadeOut" fade_to_black_quick -noWait nextState CRG_BrainUpgrade2a startsound music_brain_upgrade -escStop alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all wait -secs 1 end state CRG_BrainUpgrade2a letterbox -on clearAreaAroundObject "TheAvatar" 10.0 -animals -snap startEffect "fadeIn" fade_from_black_quick -noWait nextState CRG_BrainUpgrade2b startcamera -target "TheAvatar" -targetHead -orient -offset 7 -useRadius -pitch -.05 -heading 0.5 -fov .8 -snap -noWait end state CRG_BrainUpgrade2b nextState CRG_BrainUpgrade2c wait -forContinue startcamera -target "TheAvatar" -targetHead -orient -offset 6 -duration 10 -useRadius -pitch -.05 -heading 0.5 -fov .8 -noWait end state CRG_BrainUpgrade2c letAIRun -stop playAnimation "TheAvatar" 0x0541ba87 # gen_brainup_admire nextState CRG_BrainUpgrade2d end state CRG_BrainUpgrade2d playAnimation "TheAvatar" 0x055ac810 # gen_brainup_idle_2 nextState CRG_BrainUpgrade2e end state CRG_BrainUpgrade2e playAnimation "TheAvatar" 0x05d2bc4b # gen_brainup_react_v2 nextState CRG_BrainUpgrade2f end state CRG_BrainUpgrade2f playAnimation "TheAvatar" 0x05597645 # gen_brainup_celebrate_02 nextState CRG_BrainUpgrade2g end state CRG_BrainUpgrade2g stopsound music_brain_upgrade stopCamera pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_BrainUpgrade2h end state CRG_BrainUpgrade2h text "Another step towards sentience... Your brain is larger, your stature grander! ~br~You can now add a second creature to your pack!" cinematics_crg!0x0541b1d1 wait -secs 1 nextState CRG_BrainUpgrade2i end state CRG_BrainUpgrade2i wait -forButton end #### state CRG_BrainUpgrade3 description "Brain Upgrade 3" addActor "TheAvatar" avatar letAIRun -avatarOnly nextState CRG_BrainUpgrade3a startsound music_brain_upgrade -escStop startEffect "fadeOut" fade_to_black_quick -noWait alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all wait -secs 1 end state CRG_BrainUpgrade3a letterbox -on clearAreaAroundObject "TheAvatar" 10.0 -animals -snap startEffect "fadeIn" fade_from_black_quick -noWait nextState CRG_BrainUpgrade3b startcamera -target "TheAvatar" -targetHead -orient -offset 7 -useRadius -pitch -.05 -heading 0.5 -fov .8 -snap -noWait end state CRG_BrainUpgrade3b nextState CRG_BrainUpgrade3c wait -forContinue startcamera -target "TheAvatar" -targetHead -orient -offset 6 -duration 10 -useRadius -pitch -.05 -heading 0.5 -fov .8 -noWait end state CRG_BrainUpgrade3c letAIRun -stop playAnimation "TheAvatar" 0x0541ba87 # gen_brainup_admire nextState CRG_BrainUpgrade3d end state CRG_BrainUpgrade3d playAnimation "TheAvatar" 0x055ac811 # gen_brainup_idle_3 nextState CRG_BrainUpgrade3e end state CRG_BrainUpgrade3e playAnimation "TheAvatar" 0x05d2bc4c # gen_brainup_react_v3 nextState CRG_BrainUpgrade3f end state CRG_BrainUpgrade3f playAnimation "TheAvatar" 0x0559764a # gen_brainup_celebrate_03 nextState CRG_BrainUpgrade3g end state CRG_BrainUpgrade3g stopsound music_brain_upgrade stopCamera pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_BrainUpgrade3h end state CRG_BrainUpgrade3h text "Another step towards sentience... Your brain is larger, your stature grander! ~br~You can now add a third creature to your pack!" cinematics_crg!0x0541b208 wait -secs 1 nextState CRG_BrainUpgrade3i end state CRG_BrainUpgrade3i wait -forButton end #### state CRG_BrainUpgrade4 description "Brain Upgrade 4" addActor "TheAvatar" avatar alphaObstacles on -camera -actors "TheAvatar" -radius 8.0 -types all letAIRun -avatarOnly nextState CRG_BrainUpgrade4a startsound music_brain_upgrade -escStop startEffect "fadeOut" fade_to_black_quick -noWait wait -secs 1 end state CRG_BrainUpgrade4a letterbox -on clearAreaAroundObject "TheAvatar" 10.0 -animals -snap startEffect "fadeIn" fade_from_black_quick -noWait nextState CRG_BrainUpgrade4b startcamera -target "TheAvatar" -targetHead -orient -offset 7 -useRadius -pitch -.05 -heading 0.5 -fov .8 -snap -noWait end state CRG_BrainUpgrade4b nextState CRG_BrainUpgrade4c wait -forContinue startcamera -target "TheAvatar" -targetHead -orient -offset 6 -duration 10 -useRadius -pitch -.05 -heading 0.5 -fov .8 -noWait end state CRG_BrainUpgrade4c letAIRun -stop playAnimation "TheAvatar" 0x0541ba87 # gen_brainup_admire nextState CRG_BrainUpgrade4d end state CRG_BrainUpgrade4d playAnimation "TheAvatar" 0x055ac812 # gen_brainup_idle_4 nextState CRG_BrainUpgrade4e end state CRG_BrainUpgrade4e playAnimation "TheAvatar" 0x05d2bc4d # gen_brainup_react_v4 nextState CRG_BrainUpgrade4f end state CRG_BrainUpgrade4f playAnimation "TheAvatar" 0x0559764d # gen_brainup_celebrate_04 nextState CRG_BrainUpgrade4g end state CRG_BrainUpgrade4g stopsound music_brain_upgrade stopCamera pauseGame -screenEffect -pauseGraphics wait -secs .135 nextState CRG_BrainUpgrade4h end state CRG_BrainUpgrade4h text "Another step towards sentience... Your brain is larger, your stature grander! ~br~You can now evolve to the tribal phase." cinematics_crg!0x0541b19f wait -secs 1 nextState CRG_BrainUpgrade4i end state CRG_BrainUpgrade4i wait -forButton end # End Brain Upgrade ###################################################################### creaturegame creaturegametuning CRG_Skeleton1 CRG_Giant_Skeleton CRG_Giant_Skeleton_Pillaged CRG_Skeleton_Ribs CRG_Skeleton_Ribs_Pillaged CRG_Part_Unlock_Skeleton2 CRG_Part_Unlock_Skeleton3 CRG_Part_Unlock_Skeleton4 CRG_Skeleton_Destructed_01 CRG_Skeleton_Destructed_02 CRG_Skeleton_Destructed_03 CRG_Skeleton_Destructed_04 cr_cocoon cr_cocoon_collision CRG_fruit verbtrays sporemaster names leveleditor npc_small_social npc_medium_social npc_combat npc_small_combat npc_large_social npc_medium_combat npc_large_combat npc_social default avatar npc_any creaturegame creaturecamera creaturegametuning CRG_Skeleton1 CRG_Giant_Skeleton CRG_Giant_Skeleton_Pillaged CRG_Skeleton_Ribs CRG_Skeleton_Ribs_Pillaged CRG_Part_Unlock_Skeleton2 CRG_Part_Unlock_Skeleton3 CRG_Part_Unlock_Skeleton4 CRG_Skeleton_Destructed_01 CRG_Skeleton_Destructed_02 CRG_Skeleton_Destructed_03 CRG_Skeleton_Destructed_04 cr_cocoon cr_cocoon_collision CRG_fruit verbtrays scripts3~ 0x40890200 creature sporemaster names 0  [ ?7 A=O ӥ( B  ? @ @ A_ak}i A {ln ?{m* ={mD1???% A  A B B A C4*T3x 39 q" ?uA d d :d Cd D;d Dzd! >d" ?(d# >d$ ?(H 0\ )d+)d+)d+H6$|$|$|$|y>d+|̎$| y$|V2 $|X$|󙡸$|V2 $|V2 $| -Q$|#-Q$|"-Q$|_$|$|;o$|9}$|H6$|צ$|\>$|Dn`*Gn`*Fn`*On+RQe!RQ8'RQ@`n8CKMT: TV$|*s>$|i$|6hyŠXJ$|95-ǿLO\`LO\gqkHޅޅޅ- ???!!!KQ;HQ;IQ;JIHԜWtttttgqkgqkgqkgqkgqkgqk56701HKJML?`"&JE M JG @i A  0BC% B% B7): 0K ?\P >\W <# ks B9 d)x C ?F! AO ? <  an @ % A@ " ? A 0?@@@@@F @>h Bp=1 0  `$ =ќ 0%6 @ מ Bp >bN BHk0?@ BH"tr ? % ҽ 0?@@@@@& (N X ?*z0?@+u /cJ @S33/ B0 @2t A 4ҟ A 55I$ C5 6, C70@@A;[~/ ["=4jw B>m C>\ 0A/ ?BR 0  E\ 0Eb C/F AHg B H 0?@@@@@L dQiz ?R f BW [ WS A X" @Z2 ?_o< ?bN_= Bc>x ?@c @@ds AeF ApePi3 @mC ?p Bpp Aq' AsL 0vLR Axkx 0xܭr =:*x: z=B{ ?333|9 C4~F A go ?b  0Z 0 :uD9E9  TW 0 AT Ap[z 0Kt 0  q B 0  ` Ϭ ?| @Kq 0=L>_ 0  s @yi @Af ?ٙ~D8 @*a AwZz C% 8O Dz8O D;8O Ce @yD C8 CV A330?? 0d A?(eU F<a Ae :0?? @_ ?g =; 0?@@@@@( >V 0 :  0<г @ч7 ? C BH ?d@ A G_ Ap+ B  @g&O ?333u Ap_ ApZY ?l0?@/ @"7 ?݊| ?E~{} @R4A A~ & BH¼ A K A & 0) 0   AC ? @BW! Ac, ?oܭ M 0< >33< y ABk^ 0  UXv CHCɧ 0  rQ A + ?" R @ #7 DGS A O >[m 0s leveleditor npc_small_social npc_medium_social npc_combat npc_small_combat npc_large_social npc_medium_combat npc_large_combat npc_social default avatar npc_any creaturegame creaturecamera creaturegametuning CRG_Skeleton1 CRG_Giant_Skeleton CRG_Giant_Skeleton_Pillaged CRG_Skeleton_Ribs CRG_Skeleton_Ribs_Pillaged CRG_Part_Unlock_Skeleton2 CRG_Part_Unlock_Skeleton3 CRG_Part_Unlock_Skeleton4 CRG_Skeleton_Destructed_01 CRG_Skeleton_Destructed_02 CRG_Skeleton_Destructed_03 CRG_Skeleton_Destructed_04 cr_cocoon cr_cocoon_collision CRG_fruit verbtrays scripts3~ 0x40890200 creature sporemaster names tribegame tribetuning hutstyles tribaltools tt_firepit_home_01 tt_firepit_home_02 toolgather1 tt_food_mat toolattack1 toolattack2 toolattack3 toolfish1 toolheal1 toolgather2 placeholder L3`($($g)q$gr(iig? )g *g,yygÞ5-LLg;_-eegM&1/gC+%1uug532eegRA3g$F7))gFPS8LLgS8qqg _i:gKkn;gO{c>((g`@XXgSQ@ggĖDgȚELLg?F F..gTI9GXXgԍЮGDDg`n I  gbJ11gնNeegiuOqqgpTmmg SVg5};Y\\gڗZg ^LLgc^gcgLhg-sjeegmlvkddg9ʥ