MOD V1.0f^ j^A Hero's Death by Thad Boyd 1.0 Contest Entry, January 29, 2006 Fleeing the slaughter at the fields of Braeden, abandoning your mercenary troupe and comrades-in-arms from Avalbane to their fate, you make your way to a portal in the Forest of Dream. 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" # $  % & ') (8 )I *J+,- .K/0Mod_IDMod_MinGameVerMod_Creator_IDMod_VersionExpansion_PackMod_NameMod_TagMod_DescriptionMod_IsSaveGameMod_CustomTlkMod_Entry_AreaMod_Entry_XMod_Entry_YMod_Entry_ZMod_Entry_Dir_XMod_Entry_Dir_YMod_Expan_ListMod_DawnHourMod_DuskHourMod_MinPerHourMod_StartMonthMod_StartDayMod_StartHourMod_StartYearMod_XPScaleMod_OnHeartbeatMod_OnModLoadMod_OnModStartMod_OnClientEntrMod_OnClientLeavMod_OnActvtItemMod_OnAcquirItemMod_OnUsrDefinedMod_OnUnAqreItemMod_OnPlrDeathMod_OnPlrDyingMod_OnPlrEqItmMod_OnPlrLvlUpMod_OnSpawnBtnDnMod_OnPlrRestMod_OnPlrUnEqItmMod_OnCutsnAbortMod_StartMovieMod_CutSceneListMod_GVar_ListMod_Area_listArea_NameMod_HakListMod_CacheNSSList$"Z%0D1.66ForestMODULEn^A Hero's Death by Thad Boyd 1.0 Contest Entry, January 29, 2006 Fleeing the slaughter at the fields of Braeden, abandoning your mercenary troupe and comrades-in-arms from Avalbane to their fate, you make your way to a portal in the Forest of Dream. But there are two other survivors of the battle, and before you leave you'll have to confront them.forestx2_mod_def_loadx2_mod_def_actx2_mod_def_unaqu nw_o0_death nw_o0_dyingx2_mod_def_equ nw_o0_respawnat_dream_beginx2_mod_def_unequforest  !"#$%&'()*+,-/0FAC V3.28pM 54l< $0DP\ht     (     )222dd2d2dd2ddFactionListFactionParentIDFactionNameFactionGlobalRepListFactionID1FactionID2FactionRepPCHostileCommonerMerchantDefender  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKL ITP V3.28Px  * |~| (08@HPX`hpx$,4<DLT\dlt| $,4<DLT\dltO S  :T@ U V WP7X ?;88l<YZ[F@9]^_\+ab6   !"#$L5defgj hik$l!m"n#o$+%p&@q'r(s)t*=w.x/yXz0{1|23hv+,->4MAINSTRREFLISTIDNAMERESREFDraught of Homecomingdraughtofhomecom  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ $&,-    !"#%'()*+ .26=CDEIJO/01345789:;<>?@ABFGHKLMNITP V3.28?,D  <  $ (08@HPX`hpx (08@HPX`hpx%0&L'()* 89:dG"H#I$J%1x234562,- . 18 ;<=>+/?/ # BDCk E!K&'(*)!+#,    A   (@ 0-  !"#$L.MAINSTRREFLISTIDNAMERESREFCRFACTIONMagnarmagnarDefenderTimothytimothyDefender  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~-8>  $%  !"#&'()*+,./012347569:;<=ITP V3.28 Xt4 (08@HP  !"#$MAINSTRREFIDLIST   ITP V3.28 Xt8 (08@HP !"#$NO(PQRMAINSTRREFLISTID  ITP V3.28 @@`8 (08@HPX&9    !"#$MAINSTRREFIDLIST   ITP V3.28"&"P$,4<DLT\dlt|:  #  !"#$8   MAINSTRREFIDLISTNAMERESREFMagnar Spawn Trigger newgeneric001  !   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Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.rOn the Advanced tab, replace with whatever information you wish to appear on the Map of an area.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.gThis is the default waypoint you may place to set a patrol path for a creature or NPC. 1. Create the creature and either use its current Tag or fill in a new one. 2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature. 3. Place a series of waypoints along the route you wish the creature to walk. 4. Select all of the newly created waypoints and right click. Choose the Create Set option. 5. The waypoint set will have a set name of "WP_" + NPC Tag. Thus if an NPC with the Tag "Guard" will have a waypoint set called "WP_Guard". Note that Tags are case sensitive.  UTC V3.282 d[STUVWXYZ[\]^_`abcdefghijklmopqrstuvwxyz{lt   #` = ~     !"#$%&'()*+,-./ 0123 45 6 7 89: ; </=>?@dA2B@CD E F G H I J K L M N* O8 PG QVRSSSSSSSSSSSSSSSSSSSSSSSSSSSTpUUUUU UUUUU UjU-U.VWXYZ[ \g]^ \v]^ \]^ \]^ \]^_ \]^_` a ab, cTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeArmorPart_RFootBodyPart_LFootBodyPart_RShinBodyPart_LShinBodyPart_LThighBodyPart_RThighBodyPart_PelvisBodyPart_TorsoBodyPart_BeltBodyPart_NeckBodyPart_RFArmBodyPart_LFArmBodyPart_RBicepBodyPart_LBicepBodyPart_RShoulBodyPart_LShoulBodyPart_RHandBodyPart_LHandAppearance_HeadColor_SkinColor_HairColor_Tattoo1Color_Tattoo2StrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelItemListInventoryResRepos_PosXRepos_PosyDropableEquip_ItemListEquippedResPaletteIDCommenttimothyTimothyMaddox=-A soldier who served in your mercenary troop. ct_Timothytimothyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat x2_def_onconv x2_def_spawn x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockednw_it_torch001nw_it_mpotion001nw_it_mpotion001nw_it_mpotion001draughtofhomecomdraughtofhomecom nw_aarcl002 nw_wswss001  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRn|}~   !"#$%&'()*+,-./01DLG V3.28.`axc+mE $ LXdp|   DP\   $0 Xdt     , 8 `l x    ( P\     , T`l   (4 \ht   (8H p|    LX d ! 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'  ' ' ' ' 'L/ '  ' -( .( 2( 3(T0 7(  8( ( ( ( (\1 (  ( ( ( ( (d2 (  ( ) ) ) )l3  )  !) V) W) [) \)t4 `)  a) ) ) ) )|  ) $* 1* 5* 6*  :* * * * *5 *  * * * * *  * %+ 2+ 6+ 7+  ;+ + + + + + +  + + + + +7 + + + + + +DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildQuestEntryLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp$What? YOU! COWARD!J:Sorry? Sorry won't bring back the troops you left to die. jt_Magnar@0You're damn right I'm alive -- no thanks to you! jt_Magnar&Well...that's a start.at_timothyspawn,What are you babbling about?{What you had to? You abandoned your troops and exposed my flank! And now I see you made a beeline for the nearest portal! jt_MagnarWHAT? What do you mean what? You abandoned your troops and exposed my flank! And now I see you made a beeline for the nearest portal! jt_MagnarWGThat's your duty as a soldier! That's what we pay you mercenaries for!VFSo that's it? You fled like a coward because we don't pay you enough?!You make me sick.at_timothyspawnYou glib...grr!H8I would have stayed and fought, and died a hero's death.N>My people need me alive. To lead them, and to give them hope.+You're damn right they are.at_timothyspawn(You're damn right it is.at_timothyspawnN>In terms of symbolic value, absolutely. That's the sad truth.at_timothyspawn]MGo lie down, ! Or leave! I don't care! Just get out of my sight.!Go get some rest....Who's there?O?Hnnh. You. Seems I can't get away from you even in my dreams.sc_magnarapprovThat's right. Though I would've thought twice if I'd known this damn forest would torment my dreams with more of your foolishness.That's right. Though I would've thought twice if I'd known this damn forest would torment my dreams with more of your foolishness.-I know, I know. Just a joke.tdYeah, we're all right. But if I ever catch you abandoning your post again, you can bet we won't be....You might not be cut out for it, . It takes a special sort. I've lost count of the times I've wanted to give it up and go home.P@See that you don't. They need their infallible, legendary hero.hXGlad to hear it. We'll need all the soldiers we can get if we're going to win this war.J:Thank you. As long as there is hope, victory is possible. jt_Magnar)As long as there is hope.VFThat too. But as long as I'm there as a symbol, they'll fight harder. jt_MagnarJ:Yes. And it's a burden at times. But somebody has to be. jt_Magnar...Heroes. Let me let you in on a little secret, . I'm not the legendary figure they make me out to be. I'm flesh and blood. jt_Magnar7'And that's why I have to act like I am.#You're a sharp one.vfHope, ! I give them hope! And from that hope comes the power to defeat most any adversary.The truth? I've led soldiers to fight wizards, undead, giants, and even dragons. But the truth? The truth is TRULY terrifying.E5Perhaps...in time. But right now they need a leader.6&I said "most". But this latest war...G7They are. But we have many soldiers still in Avalbane.eUI think that we can. But only if we can help my countrymen to keep their hope alive.H8I didn't fight well enough to save my troops at Braeden.fVBut there is always hope. And if I can keep that hope alive, we may yet win this war.N>Perhaps not. But I still have to believe we can win this war.E5There is heartbreak in war. But there is still hope.Mind your own.k[Ahhh, again with the arrogance. You know, it's going to be so sweet sending you to prison.aQHardly. The second we're back in Avalbane I'm going to have you court-martialed.dTOf course. The second we're back in Avalbane I'm going to have you court-martialed.eUI'm their hero. And it's my job to give them focus in this war -- an enemy to blame.The most important thing I have to worry about is rallying the troops. And the easiest way to rally the troops is to give them an enemy to blame.You're a pawn. But you could be a very useful one. Especially if I tell my people that you conspired with the Galateans and lured us into a trap. jt_MagnarI'll make them think it is. I'll tell them you're not just a coward but a traitor, who conspired with the Galateans and lured us into a trap. jt_Magnar4$Not if he knows what's good for him.n^Heroism means giving the people hope. And if they have you to blame, they can keep that hope.XHHeh. You know, you're not so bad when you're not fleeing like a coward. Just a joke.%...I'm sorry, Magnar.at_magnarregup&Oh good, you're alive.;+Look, Magnar...I'm not proud of what I did.at_magnarregupA1The visions of that battle will haunt me forever./I'll do my best to make amends.0 And I'm alive, no thanks to you.-If I hadn't run, I'd be dead.,I did what I had to, Magnar.What?)If I hadn't, I'd be dead.8(The sum you pay me is not worth my life.at_magnarregdownExactly.at_magnarregdown&The feeling is mutual.3#I really don't care what you think.at_magnarregdown Oh right. That.)What would you have done?rbA hero's death? A merc like me? I wouldn't have been mourned. I wouldn't even have been buried.at_timothyspawn<,And yet here you are, alive and well...hero.at_magnarregdown3#Whereas mercenaries are expendable.sc_magnarapprov5%So your life is worth more than mine?sc_magnarapprov$At a loss for words?at_magnarregdownqa...You woke Timothy, right? And he relieved you? That's why he disappeared and you're here now?sc_magnarapprov*Quit your gibbering, fool.4$The feeling is mutual, I assure you.+Look, I already apologized.'So are we square, then?3#...Maybe I shouldn't fight anymore.A1I'll be sure not to tell anyone back in Avalbane._OYou? Give up and go home? I didn't expect to hear that from a legendary hero. It's a deal.#I'll fight for you.8(Do you really think we can still win it?P@Hope, plus an army of skilled soldiers with good, strong blades.7'You ARE their hope, aren't you, Magnar?0 I didn't know heroes told jokes..Your people think you're more.9)I see. They find strength in your image.&I'll keep your secret. at_dream_end#I don't understand.7'Why can't you just tell them the truth?But don't you think they could see hope in the message that you're no different than they are? That any one of them could be like you?'Lead them well, Magnar. at_dream_end*I will follow you, Magnar. at_dream_end I understand. at_dream_end<,But not enough to defeat Galatea at Braeden.(Their forces are mighty.!Can we still win?*But you fight like a lion.$...I see your point.-Nobody could have saved them.%...I'm sorry, Magnar.4$I will do my best to save that hope. at_dream_end/I wish I could share your hope. at_dream_end!Mind your tongue.sc_magnarapprov%...This is pointless.$Good to see you too.sc_magnarapprov#More empty threats?Prison?*You're a small, petty man.D4Don't you have more important things to worry about?C3Your enemies are the Galateans. I'm not important.5%What, the slaughter was MY fault now?1!Timothy will tell them the truth.-Lies and threats. Some hero. at_dream_endxhWe'll fight you. He won't let you take me prisoner. And, legendary hero or no, you can't take us both. at_dream_endN>You'd tell a baldfaced lie like that? Not very heroic of you.E5Ha. So the shining knight has a dark soul after all. at_dream_end+You're no better than I am. at_dream_endF6I already explained myself. I thought we were square. ...Thanks?sc_act2 sc_timenteredsc_dream_approvsc_dream_noapprv  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~8 "%(+-/12349<?BEHKNQTWZ]`cfiloruy|   !#$&')*,.05678:;=>@ACDFGIJLMOPRSUVXY[\^_abdeghjkmnpqstvwxz{}~G   !#$%'   "&()*+,-UTT V3.28DpmtQ  $ L P     T U V W X g h iTagTemplateResRefLocalizedNameAutoRemoveKeyFactionCursorHighlightHeightKeyNameLinkedToLinkedToFlagsLoadScreenIDPortraitIdTypeTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeOnDisarmOnTrapTriggeredOnClickScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefinePaletteIDCommentMagnarSpawnTrigger newgeneric001$9Magnar Spawn Triggertr_magnarspawn /* tr_magnarspawn * by Thad Boyd * * Spawns Magnar when you step into the trigger area. * He then walks to wp_magnar_01 and starts a conversation. * The trigger then destroys itself, as we don't want multiple Magnars! */ void main() { object oPC = GetEnteringObject(); if(GetIsPC(oPC)) { object oSpawnPoint = GetObjectByTag("wp_magnarspawn"); object oDestination = GetObjectByTag("wp_magnar_01"); location lSpawnPoint = GetLocation(oSpawnPoint); // Set up the first act. Set PCLV nAct to 1 and add first journal entry. SetLocalInt(oPC, "nAct", 1); AddJournalQuestEntry("jt_Forest", 1, oPC); CreateObject(OBJECT_TYPE_CREATURE, "magnar", lSpawnPoint, TRUE); object oMagnar = GetObjectByTag("ct_Magnar"); AssignCommand(oMagnar, ActionForceMoveToObject(oDestination)); AssignCommand(oMagnar, ActionStartConversation(oPC, "")); DestroyObject(OBJECT_SELF); } } NCS V1.0B wp_magnarspawn wp_magnar_01nAct7 jt_Forestomagnar ct_Magnar,'A? ,%  UTC V3.28.`qH, z C<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcdef m n   ! ; }        !"#G$G%t&'()d*d+ A,- . / 0 1 2 3 4 5 6 7  8/ 9> :M;<<<<< <<<<<<<<<<<<<<<<<<<<<<=p>>>>>>>> >>$>(>&>_>->.?@ABCD E\ EiF, GvTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelEquip_ItemListEquippedResPaletteIDCommentmagnarI1MagnarGideon>.The scarred, battle-hardened hero of Avalbane. ct_Magnarmagnarnw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3nw_c2_default4nw_c2_default9nw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulte nw_wswmls012 nw_ashmto002  !"#$%&'()*+,-./0123456789:;Wghilopjk  !"#$%&'()*+,-/* at_dream_begin * by Thad Boyd * * Begin the dream: fade to black, change the fog to dark blue, * destroy Magnar and Timothy, and fade back in. */ #include "at_portal" void timothyspawn() { object oSpawnPoint = GetObjectByTag("wp_timothyspawn"); object oDestination = GetObjectByTag("wp_timothy_01"); location lSpawnPoint = GetLocation(oSpawnPoint); CreateObject(OBJECT_TYPE_CREATURE, "timothy", lSpawnPoint, TRUE); object oTimothy = GetObjectByTag("ct_Timothy"); AssignCommand(oTimothy, ActionForceMoveToObject(oDestination)); } void fofi() { // fofi: "fade out, fade in" // Wrapper so that oPC can be OBJECT_SELF // Uses ActionDoCommand to allow for an action queue and ActionWait object oPC = OBJECT_SELF; object oArea = GetArea(oPC); object oMagnar = GetObjectByTag("ct_Magnar"); object oTimothy = GetObjectByTag("ct_Timothy"); object oSpawnPoint = GetObjectByTag("wp_timothy_dream"); location lSpawnPoint = GetLocation(oSpawnPoint); // The characters in the dream glow white. effect eGlow = EffectVisualEffect(VFX_DUR_GLOW_WHITE); // number of seconds to delay before fade-in float fDelay = 6.0; // fog color for the dream int nFogColor = FOG_COLOR_BLUE_DARK; // background music for the dream int nBGM = 59; // Winter day ActionDoCommand(SetCutsceneMode(oPC)); ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_FAST)); ActionDoCommand(SetWeather(oArea, WEATHER_CLEAR)); ActionDoCommand(MusicBackgroundStop(oArea)); ActionDoCommand(DestroyObject(oMagnar)); ActionDoCommand(DestroyObject(oTimothy)); // Wait fDelay seconds before changing fog color and fading back in. // This gives time for the previous transitions to finish. ActionWait(fDelay); ActionDoCommand(SetFogColor(FOG_TYPE_ALL, nFogColor, oArea)); ActionDoCommand(MusicBackgroundChangeDay(oArea, nBGM)); ActionDoCommand(FadeFromBlack(oPC, FADE_SPEED_SLOWEST)); ActionDoCommand(SetCutsceneMode(oPC, FALSE)); CreateObject(OBJECT_TYPE_CREATURE, "timothy", lSpawnPoint, TRUE); oTimothy = GetObjectByTag("ct_Timothy"); ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGlow, oTimothy)); } void main() { object oPC = GetLastPCRested(); if(GetLocalInt(oPC, "bReadyForDream") == TRUE) { SetLocalInt(oPC, "bReadyForDream", FALSE); // Set a waypoint where the PC is resting. He will bounce back to this // waypoint when the dream is over. location lPC = GetLocation(oPC); string sWaypoint = "wp_pc_rest"; CreateObject(OBJECT_TYPE_WAYPOINT, "waypoint002", lPC, FALSE, sWaypoint); // Stop PC resting AssignCommand(oPC, ClearAllActions()); // Close the portal if it's open close_portal(); AssignCommand(oPC, fofi()); // Set the Act to 2 SetLocalInt(oPC, "nAct", 2); // Set the journal entry for the dream ActionDoCommand(AddJournalQuestEntry("jt_Forest", 4, oPC)); } } NCS V1.0B bReadyForDream3 abReadyForDream7 wp_pc_rest waypoint002 ,   ,  nAct7, : jt_Foresto & Portal PortalTriggerREADY7  ct_Magnar ct_Timothywp_timothy_dream@f;,( &,(, Td?t @ A $4BD l|C D E <HFT |G H ,I8 `pJ K L (8MH p|N O P 8DQP xR S  T HTU` V W X( P\h    ( LX |     @ L p       4D ht     DP t    @L p    4@ d  ! " # ($4 X%d & ' ( )  0*< +` , - .  / 8 0H l x 1 2 3 !4! 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F. . . . . . .  . ,/ ;/ ?/ @/ D/  E/ t/ u/ y/ z/ ~/ / /  / / / / /  / /  / / / / / /  / / / / 0  0  0 0 0 0 0( #0  $0 80 90 =0 >00 B0  C0 W0 X0 \0 ]08 a0  b0 v0 w0 {0 |0@ 0 0  0 0 0 0 0L 0  0 0 0 0 0T 0 0  0 1 1 1 1\  1  1 21 31 71 81d <1  =1 l1 m1 q1 r1l v1  w1 1 1 1 1t 1  1 2 /2 32 42|  82 k2 l2 p2 q2  u2 2 2 2 2  2 3 3 3 3  "3 I3 J3 N3 O3 S3 T3  X3 3 3 3 3 3  3 <4 =4 A4 B4! F4  G4 4 4 4 4" 4  4 4 4 4 4  4 &5 35 75 85# <5  =5 |5 5 5 5  5 5 5 5 5$ 5  5 6 6 6 6  6 E6 V6 Z6 [6  _6 z6 {6 6 6% 6  6 6 6 6 6& 6  6 7 7 7 7'  7  7 C7 D7 H7 I77 M7 N7  R7 z7 {7 7 7, 7( 7  7 7 7 8 8) 8  8 R8 S8 W8 X8 * \8  ]8 8 8 8 8 / 8 8  8 8 8 8 8 + 8  8 9 9 9 9 - 9  9 Z9 [9 _9 `9 . d9  e9 9 9 9 9( - 9 9  : B: C: G: H:0 / L:  M: : : : :8 0 :  : : : : :@ 2 :1 :  : : ; ; ;L   ; H; I; M; N;P 3 R;  S; ; ; ; ;X 4 ;  ; < < < <` 5  <  < 2< C< G< H<h   L< < < < <l   < = = = =p 6 =  = G= W= [= \=x   `= = = = =|   = > > > > 7  >  > 5> 6> :> ;> 8 ?>  @> > > > > ! > >  > > > > > 9 > >  ? M? ]? a? b? 9 f?  g? ? ? ? ?   ? ? ? ? ?   ? @ @ @ @ ;  @  @ 1@ 2@ 6@ 7@ < ;@  <@ @ @ @ @ = @  @ A A A A ? A> $A  %A oA pA tA uA @ yA  zA A A A A A A  A A A A A B A  A 7B 8B .And you as well, I assure you. What happened?What happened? ct_MagnarrLike a coward. doesn't give a damn about you, Soldier; didn't give a damn about any of troops. ct_MagnarG7Fled like a coward and abandoned your troops, you mean!Please, Lord Magnar! I was ONE of troops, and I can assure you none of us would have blamed for decision! ct_MagnarWh-what? ct_Magnar0 Huh. So you admit your mistake. ct_Magnar.We do. Maybe I misjudged you. ct_Magnar*...I still don't like you. ct_MagnarB2Well, at least you're enough for that.*When does the portal open? ct_Magnar7'Around dawn. We should get some sleep.B2In the Forest of Dream? Are you sure that's wise? ct_MagnarYou can try to stay awake if you'd like, but I'm exhausted from battle. I don't think any of us can keep our eyes open until dawn. ...But I can still take the first watch.E5All right, I'll take the second, and the commander... ct_MagnarSCThe commander can rot. I'm not leaving my life in hands. ct_MagnarRight.J:All right, then. Go get some sleep, Commander. Unless... at_set_dream...It seems that the war has weighed heavily on you, Commander...and I remember your stories about the quiet village you grew up in...I have a Draught of Homecoming...the portal to Avalbane will not open for hours, but if you drink the Draught you can return to your home right now. jt_TimothyWell, you can, Commander. I have a Draught of Homecoming...the portal to Avalbane will not open for hours, but if you drink the Draught you can return to your home right now. jt_Timothy{No, Avalbane is warded against it. If we want to go back there we'll just have to wait for the portal to open on schedule.eUDrink that draught, Commander. ...Or if you'd rather stay with us, go get some rest.(...How much did you see?at_portal_active(Th-thank you, Commander.K;All right, Commander, that's fair. You can have 2000 gold.D4What? But -- that's all I can spare! My mother...!(Th-thank you, Commander.(It's the least I can do.I stabbed him in his sleep. I'd have never been able to beat him in combat...and I doubt he'd have slept so soundly outside this forest.J:So it would seem that we understand each other. I'm glad.Perish the thought. But just for curiosity's sake, where will you go, Commander? I'm sure Galatea will take you on as a mercenary...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming...K;Right, I suppose the two of you didn't get along that well.vI think he did. But he was loyal to his country. I care not one whit for Avalbane nor Galatea, merely for my mother.Then perhaps Galatea will be happy to take you on...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming...Well, he'll trouble you no more. Where will you go now? I'm sure Galatea will take you on as a mercenary...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming.../What? I thought you liked him.I understand, Commander. Avalbane, Galatea...what difference does it make? In fact, I wager Galatea will be happy to take you on...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming...,You're a sly one, Commander.Yes. And you? I'm sure Galatea will take you on as a mercenary...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming...What do you mean? It's just like I told you in the dream, Commander: my mother is very sick. The Galateans offered me enough gold to see that she's cared for.I suppose you could call me that. And I suppose I could call you the same. Magnar certainly did. But this isn't our war, Commander. Avalbane, Galatea -- what's the difference? I sided with the one that offered to save my mother.I suppose you could call me that. And I suppose I could call you the same. But this isn't our war, Commander. Avalbane, Galatea -- what's the difference? I sided with the one that offered to save my mother.1!And you fled the field of battle.6&What are you talking about, Commander?3#What? No -- please -- my mother...3#What? No -- please -- my mother...Where will you go, Commander? I'm sure Galatea will take you on as a mercenary...especially if you tell them you were my accomplice. Or there's the Draught of Homecoming...=-Fair enough. It is time for us to part ways.2"I understand. May you find peace.+Oh, hello there, Commander.\LI just wanted to say again...I don't blame you for what happened at Braeden.Commander, I've known you since I joined up. You're a good . You didn't fail us in that battle -- all you would have accomplished in staying would have been to die with the rest of them.H8Trust me, Commander, they would have wanted you to live.fVI do. Tall tales about all the monsters we'd slain and all the women we'd deflowered.pI do. Tall tales about all the monsters we'd slain and all the women we'd deflowered. ...Or men, in your case.yWell, all those stories about my patriotism, my heroism, and my conquests...well, they're just talk, as you might expect.E5That they were. But...the real reason I joined up...tdThank you, Commander; the feeling is mutual. I can't let myself die -- my mission is too important.zjI don't know if I've even accepted their deaths yet. Each and every one of them was like a brother to me.,And each his own tall tales.,No, that's what a FOOL does.WGBetter to live. I can't let myself die -- my mission is too important.;+Commander...why did you become a mercenary?Noble of you. But there are so many different things that can mean...to me, the most important thing in the world is my family.@0I, ah...I didn't know that about you, Commander.@0I, ah...I didn't know that about you, Commander.rOh. Yes, well, of course you are. That's actually why I ask: we're all so glib when we say why we really joined....You're still being glib. Look, it doesn't matter to me whether you're joking or not. But I'm being serious. All those stories around the fire about my patriotism, my heroism, and my conquests...well, they're just talk, as you might expect.2"So it really is as simple as that?No, it's not. As for me...all those stories around the fire about my patriotism, my heroism, and my conquests...well, they're just talk, as you might expect.I9Huh. Well, I fear it's a little more complicated for me.6&Please, Commander! This is important!Well, all those stories around the fire about my patriotism, my heroism, and my conquests...well, they're just talk, as you might expect.o_The real reason I joined up is...well, sentimental as it is...it's my mother. She's very sick.{kNo, nothing like that. But as a mercenary I think I will be able to make enough money to take care of her. jt_Timothy_Oas a mercenary I think I will be able to make enough money to take care of her. jt_TimothyvAh, just like you said, then. You told us about your village and how boring it was, but I assumed that was just talk.wI see what you mean. As for me, my story isn't nearly as exciting as the ones I used to tell you and the other troops.Well, let's see...I'm glowing, the rain's gone, and the sky's a shade of blue I've never seen before...yeah, I think this is a dream.VFFar as I know. But I suppose if I were just a dream I'd say the same.5%No, Timothy, just checking up on you.C3Yes, Timothy. I'd like that Draught of Homecoming.What happened?&So...they're all dead?I'll miss them. That's awful./Good to see you alive, soldier.Timothy!"I...abandoned you.F6I fled the slaughter and came here as fast as I could.VFIt's all right, Timothy...Magnar is right. I shouldn't have left you.at_magnarregupRBI...don't know what happened. I was seized by terror and madness.}mIt was my first mission taking over after...after our previous commander died, and...I thought I was ready...at_magnarregup+Don't we all make mistakes?sc_magnarapprovI do.sc_magnarapprovsc_magnarapprov$What is it, Timothy?Unless?!Get to the point.+I would so love to go back.ZJWait. Can't Magnar use the Draught of Homecoming to get back to Avalbane?;+I'll take the draught, Timothy. Thank you.at_give_draught/All right. I'll wait with you.P@No thank you, Timothy. I intend to see this through to the end.2"Thank you, Timothy. I'll take it.at_give_draught#Thank you, Timothy.Why, not a thing. Shame about Magnar, by the way...dying by a Galatean soldier's blade on the fields of Braeden like he did...B2A little taste will ensure that I keep my silence.F6No, Timothy, I'm afraid that's not going to be enough.>.I'm taking it all, Timothy. From your corpse.at_kill_tim_evil*Fine. I'll take the 2000. at_takebribe;+Get out of here while I'm feeling generous.at_timothyportal1!Pleasure doing business with you. at_takebribe Goobye, Timothy.at_timothyportal!Go home, Timothy.at_timothyportalEnough.3#...I guess you did what you had to.5%Don't go getting all mushy on me now.4$It's been good to know you, Timothy.$Hah. Good riddance.sc_magnarapproveUYou do what you have to do to look out for you and yours. He didn't understand that.E5I know what you mean. I have no loyalty to Avalbane.%So you're going home?)That's putting it mildly.C3He had his moments, but I'm not going to mourn him.7'I just told him what he wanted to hear.xIt's no different than what he did. He talked all about manipulating the people's emotions when I saw him in the dream.>.What now, Timothy? Going home to your mother?2"Why, Timothy? Why'd you kill him?!You're a traitor.sc_magnarapprov Get out of here.at_timothyportal8(You stabbed a man in his sleep, Timothy.[KAnd I will pay the price for my actions. You must pay the price for yours.@0You will never leave this forest alive, Timothy."En garde, Timothy.at_kill_tim_goodaQI will make sure she gets your money, Timothy...but you will never see her again.at_kill_tim_good:*We're going back to Avalbane. Both of us./You're coming with me, Timothy.at_tim_prisonercSI will make sure she gets your money, Timothy...but do not expect to see her again.at_tim_prisoner I understand.%None of your concern.F6Accomplice? Shouldn't an accomplice share the spoils?UENo thank you, Timothy; I intend to see this thing through to the end.H8Thank you, Timothy; I think I've had enough of this war.at_give_draughtGoodbye.at_timothyportal#Thank you, Timothy.at_timothyportalHello, Timothy.!Maybe you should.^NI suppose I don't honor our friends' memories by wishing I had died with them._O...Remember the stories we used to tell around the campfire? The whole troupe? sc_pcisfemaleF6...This sounds like you're about to confess something.6&Yours were some of the tallest of all.,At least you're still alive.9)...It's hard to believe they're all gone.jZComrades in arms they were, each with his own tales of the world and his adventures in it.Me too.1!But that's what a commander DOES.#Maybe you're right.#And a coward flees.YII thought you were just in this for love of country and to impress women. Your mission?#Thank you, Timothy.;+A desire to make a difference in the world.3#You've never spoken of them before. Noble of you.Men. sc_pcismaleWomen. sc_pcisfemaleWhat about you? I'm joking."...I'm not joking.+So why did you REALLY join?Money and fame.'Well, no. It never is.Simple as that.#I'm not interested.P@...You're going to tell me whether I like it or not, aren't you?%All right, all right.Do tell.Really? Of course.4$Did she ask you to become a soldier?!Sorry to hear it.iYHm. You're right, that wouldn't have made a very good story to tell around the campfire.at_dream_change I understand.at_dream_change)Adventure and excitement.pIf I were making up stories, I'd have made up something more interesting than moving away from a boring village.Why?,So, uh, I'm dreaming, right?%Confound this forest./So...are you really here, then?(Well, here we are, then.+You're making my head hurt.sc_act2sc_act3 sc_hasdraught sc_timentered   !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~                           ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~  Y "%(*,.02468:<?BFJMNQTWZ\^beknqv{~    !#$&')+-/13579;=>@ACDEGHIKLOPRSUVXY[]_`acdfghijlmoprstuwxyz|}   y !#%')+-03579;=@BDFHJLMNOPRTVXY[\^_`bdfhkmoqsuwy{} "$&(*,./12468:<>?ACEGIKQSUWZ]acegijlnprtvxz|~/* at_dream_end * by Thad Boyd * * End the dream: fade to black, change the fog to black, * kill Magnar and move Timothy, and fade back in. */ #include "at_portal" void kill_magnar() { // Magnar spawns and dies. // This requires unsetting his plot and immortal flags. object oSpawnPoint = GetObjectByTag("wp_mn_portal"); location lSpawnPoint = GetLocation(oSpawnPoint); CreateObject(OBJECT_TYPE_CREATURE, "magnar", lSpawnPoint, TRUE); object oMagnar = GetObjectByTag("ct_Magnar"); SetPlotFlag(oMagnar, FALSE); SetImmortal(oMagnar, FALSE); SetLootable(oMagnar, FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oMagnar); } void place_timothy() { object oSpawnPoint = GetObjectByTag("wp_timothy_at_portal"); location lSpawnPoint = GetLocation(oSpawnPoint); CreateObject(OBJECT_TYPE_CREATURE, "timothy", lSpawnPoint, TRUE); } void portal_magnar_gold() { // Magnar disappears and a loot bag appears. // Timothy picks up the bag. object oPC = OBJECT_SELF; object oMagnar = GetObjectByTag("ct_Magnar"); object oTimothy = GetObjectByTag("ct_Timothy"); object oSpawnPoint = GetObjectByTag("wp_mn_portal"); object oWatch = GetObjectByTag("wp_pc_watch_portal"); object oRested = GetObjectByTag("wp_pc_rest"); object oTimothyMove = GetObjectByTag("wp_timothy_02"); object oMagnarDream = GetObjectByTag("wp_magnar_dream"); location lSpawnPoint = GetLocation(oSpawnPoint); location lWatch = GetLocation(oWatch); location lRested = GetLocation(oRested); location lMagnarDream = GetLocation(oMagnarDream); effect eInvis = EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY); effect eGlow = EffectVisualEffect(VFX_DUR_GLOW_WHITE); string sBag = "bag"; float fDelay = 2.0; // Turn the PC invisible and move him around to view the cutscene. ActionDoCommand(SetCutsceneMode(oPC)); ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oPC)); ActionWait(fDelay); ActionDoCommand(FadeFromBlack(oPC, FADE_SPEED_SLOWEST)); // Create a bag and turn it invisible. // Turn it visible later to make it "appear" from the portal. // This is one of the most profoundly wonky hacks I have ever written, but // for some reason GetObjectByTag wouldn't work if I implemented the action // queue in any way for creating the bag. CreateObject(OBJECT_TYPE_PLACEABLE, sBag, lSpawnPoint, TRUE); object oBag = GetObjectByTag("bag"); ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oBag)); ActionJumpToLocation(lSpawnPoint); // -1.0 worked pretty well for 2nd param, -2.0 for 3rd ActionDoCommand(SetCameraFacing(-10.0, -1.0, -2.0)); ActionWait(fDelay * 3); // Make Magnar invisible and move him. // Ugly hack because I can't figure out to prevent him from randomly leaving // a corpse. ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oMagnar)); ActionDoCommand(AssignCommand(oMagnar, ActionJumpToLocation(lMagnarDream))); ActionWait(fDelay * 4); ActionDoCommand(RemoveEffect(oBag, eInvis)); ActionWait(fDelay); ActionDoCommand(AssignCommand(oTimothy, ActionForceMoveToObject(oBag))); ActionWait(fDelay); ActionDoCommand(AssignCommand(oTimothy, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW))); ActionDoCommand(DestroyObject(oBag)); ActionDoCommand(GiveGoldToCreature(oTimothy, 5000)); ActionWait(fDelay * 2); // Set everything back to normal -- PC visible and at place he rested. ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_FAST)); ActionWait(fDelay); ActionDoCommand(AddJournalQuestEntry("jt_Magnar", 5, oPC)); ActionDoCommand(AddJournalQuestEntry("jt_Timothy", 3, oPC)); ActionDoCommand(AddJournalQuestEntry("jt_Forest", 5, oPC)); ActionJumpToLocation(lRested); ActionDoCommand(RemoveEffect(oPC, eInvis)); ActionDoCommand(RemoveEffect(oPC, eGlow)); ActionDoCommand(SetCutsceneMode(oPC, FALSE)); ActionDoCommand(FadeFromBlack(oPC, FADE_SPEED_SLOWEST)); } void fofi() { // fofi: "fade out, fade in" // Wrapper so that oPC can be OBJECT_SELF // Uses ActionDoCommand to allow for an action queue and ActionWait object oPC = OBJECT_SELF; object oArea = GetArea(oPC); object oMagnar = GetObjectByTag("ct_Magnar"); object oTimothy = GetObjectByTag("ct_Timothy"); // number of seconds to delay before fade-in float fDelay = 4.0; // fog color for the dream int nFogColor = FOG_COLOR_BLACK; // background music for the dream int nBGM = 6; // Forest day ActionDoCommand(AssignCommand(oMagnar, SpeakString("Wh-what the --?"))); ActionDoCommand(DestroyObject(oMagnar)); ActionDoCommand(SetCutsceneMode(oPC)); ActionWait(2.0); ActionDoCommand(SetCutsceneMode(oPC)); ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_FAST)); ActionDoCommand(SetWeather(oArea, WEATHER_RAIN)); ActionDoCommand(MusicBackgroundStop(oArea)); ActionDoCommand(DestroyObject(oTimothy)); place_timothy(); oTimothy = GetObjectByTag("ct_Timothy"); AssignCommand(oTimothy, kill_magnar()); // Wait fDelay seconds before changing fog color and fading back in. // This gives time for the previous transitions to finish. ActionWait(fDelay); ActionDoCommand(SetTime(8, 0, 0, 0)); ActionDoCommand(SetFogColor(FOG_TYPE_ALL, nFogColor, oArea)); ActionDoCommand(MusicBackgroundChangeDay(oArea, nBGM)); ActionDoCommand(place_portal()); object oPortal = GetObjectByTag("Portal"); ActionDoCommand(AssignCommand(oMagnar, ActionJumpToObject(oPortal))); ActionDoCommand(portal_magnar_gold()); } void main() { object oPC = GetFirstPC(); AssignCommand(oPC, fofi()); // Set the Act to 3 SetLocalInt(oPC, "nAct", 3); } NCS V1.0B  $,8 nAct7  ct_Magnar ct_Timothy@,E,&Wh-what the --?  &, &, &@, &,,D? (  &,D &,DB &&,D 0) { AddJournalQuestEntry("jt_Magnar", 2, oPC); } } NCS V1.0B bReadyForDream7nTimothyStatus7 nMagnarRegard3 > jt_Magnaro JRL V3.28dU` u P(4@LXdp| ,8DP   #    ! b  "     : g8 t  b   A   `   .    A        CategoriesNameXPPriorityPictureCommentTagEntryListIDEndTextForest of DreamCovers your duration in the forest and goal to leave. Entries 6 and 7 are redundant to 2 and 3 because the program stupidly will not let you set a lower journal entry. jt_ForestAbandoning the unit under your command at the slaughter on the fields of Braeden, you have fled to the Forest of Dream, where you know there is a portal back to Avalbane.sTimothy has given you a Draught of Homecoming, which you may use to activate the portal and return to your village.=-The portal is open and awaits your departure.>.You have fallen asleep in the Forest of Dream.zjYou have awoken in the forest and the portal is open, but you will not leave until you speak with Timothy.sTimothy has given you a Draught of Homecoming, which you may use to activate the portal and return to your village.=-The portal is open and awaits your departure.2"You have left the Forest of Dream.Magnar)Chronicles your relationship with Magnar. jt_MagnarMagnar, the hero of Avalbane, is very unhappy to see you. Fleeing from the field of battle and leaving a man's flank open will do that.N>Magnar seems more sympathetic since you've explained yourself.M=In a dream, Magnar has confided his feelings on being a hero.zIn a dream, Magnar has revealed that he intends to court-martial you back in Avalbane. He said some very unheroic things.E5You saw Magnar's corpse disappear through the portal.Timothy*Chronicles your relationship with Timothy. jt_TimothyTimothy, a member of your mercenary squad, is relieved to find you alive. He doesn't blame you for running and has offered you a Draught of Homecoming to leave the war behind.uIn a dream, Timothy has confided that the real reason he became a mercenary was to get money to help his sick mother.On awakening, you saw Magnar's corpse disappear through a portal, a bag appear, and Timothy take it. This seems uncharacteristic for Timothy, but the obvious conclusion seems inescapable.?/You've allowed Timothy to leave with the money.ZJYou've allowed Timothy to leave with the money, after he gave you a taste.?/You've killed Timothy to avenge Magnar's death.8(You've killed Timothy to take his money.SCYou've sent Timothy through the portal to Avalbane to face justice.  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRST    /* at_kill_timothy * by Thad Boyd * * Kill Timothy. * Implemented via at_kill_tim_evil or at_kill_tim_good. */ void fofi() { // fofi: "fade out, fade in" // Wrapper so that oPC can be OBJECT_SELF // Uses ActionDoCommand to allow for an action queue and ActionWait object oPC = OBJECT_SELF; object oTimothy = GetObjectByTag("ct_Timothy"); ActionDoCommand(SetCutsceneMode(oPC)); ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_FAST)); ActionWait(3.0); SetPlotFlag(oTimothy, FALSE); SetImmortal(oTimothy, FALSE); ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oTimothy)); ActionDoCommand(FadeFromBlack(oPC, FADE_SPEED_FAST)); ActionDoCommand(SetCutsceneMode(oPC, FALSE)); AddJournalQuestEntry("jt_Forest", 7, oPC); } void kill_timothy() { object oPC = GetPCSpeaker(); AssignCommand(oPC, fofi()); } NCS V1.0BB $,   ct_Timothy,+,-./ 0? 1@2 3A456 7OTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedItemListInventoryResRepos_PosXRepos_PosyPaletteIDCommentbagBagbag nw_it_gold001  !"#$%&'()*+,-./01267345/* tr_portal * by Thad Boyd * * Activates the portal and triggers the prompt for the player's destination. */ void main() { object oPC = GetEnteringObject(); int nReady = GetLocalInt(OBJECT_SELF, "READY"); if((nReady == TRUE) && (GetIsPC(oPC) == TRUE)) { object oPortal = GetObjectByTag("Portal"); AssignCommand(oPortal, ActionStartConversation(oPC, "portal")); } } NCS V1.0B READY3   yPortal, +portal  DLG V3.28 Eh?H $ LXdp|           @ A E F J [ k x  y   0    4     8   % 5 9 :<@ >DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildReplyListEntriesListStartingList nw_walk_wp nw_walk_wp"Where will you go?sc_cangoavalbanesc_cangogalatea sc_cangohome"Nowhere right now.Home at_end_homeGalateaat_end_galateaAvalbaneat_end_avalbaneB  !"#$%&'()*+,-./0123456789:;<=>?@ACD  /* at_finalcutscene * by Thad Boyd * * Methods for the final cutscene. */ void speak(string sLine, float fDelay) { // Have the portal say sLine, then delay fDelay object oPortal = GetObjectByTag("Portal"); ActionDoCommand(AssignCommand(oPortal, SpeakString(sLine))); ActionWait(fDelay); } void fofi() { // Engage the final cutscene: fade to black, change the fog to dark blue, // destroy Timothy, make the PC invisible, trigger a cutscene, and fade back in. // fofi: "fade out, fade in" // Wrapper so that oPC can be OBJECT_SELF // Uses ActionDoCommand to allow for an action queue and ActionWait object oPC = OBJECT_SELF; object oArea = GetArea(oPC); object oTimothy = GetObjectByTag("ct_Timothy"); effect eInvis = EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY); // number of seconds to delay before fade-in float fDelay = 6.0; // fog color for the dream int nFogColor = FOG_COLOR_BLUE_DARK; // background music for the ending int nBGM = 6; // Forest night ActionDoCommand(SetCutsceneMode(oPC)); ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_FAST)); ActionDoCommand(SetWeather(oArea, WEATHER_CLEAR)); ActionDoCommand(MusicBackgroundStop(oArea)); ActionDoCommand(DestroyObject(oTimothy)); // Wait fDelay seconds before changing fog color and fading back in. // This gives time for the previous transitions to finish. ActionWait(fDelay); ActionDoCommand(ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvis, oPC)); ActionDoCommand(SetFogColor(FOG_TYPE_ALL, nFogColor, oArea)); ActionDoCommand(MusicBackgroundChangeDay(oArea, nBGM)); ActionDoCommand(FadeFromBlack(oPC, FADE_SPEED_SLOWEST)); } void end() { object oPC = OBJECT_SELF; ActionWait(5.0); ActionDoCommand(FadeToBlack(oPC, FADE_SPEED_SLOWEST)); ActionDoCommand(AddJournalQuestEntry("jt_Forest", 6, oPC)); ActionWait(2.0); ActionDoCommand(EndGame("")); } NCS V1.0B ,   ct_Timothy@f, jt_Foresto k  wp_mn_portal plc_portal@  PortalTriggerREADY7 /* sc_magnarapprov * by Thad Boyd * * Returns a boolean value for whether Magnar approves of the PC. * If local variable nMagnarRegard > 0, return TRUE, else return FALSE. */ int StartingConditional() { return (GetLocalInt(GetPCSpeaker(), "nMagnarRegard") > 0); } NCS V1.0BV  nMagnarRegard3   /* constants * by Thad Boyd * * A list of various useful constants for my other scripts. * In practice all of them correspond to values for PCLV nTimothyStatus. */ int TIMOTHY_ENTERED = 1; int KILLED_TIMOTHY_REVENGE = 2; int KILLED_TIMOTHY_MONEY = 3; int TIMOTHY_PRISONER = 4; int TOOK_BRIBE = 5; /* at_end_avalbane * by Thad Boyd * * Handles the ending cutscene when the player decides to go to Avalbane. */ #include "constants" #include "at_finalcutscene" void main() { object oPC = GetPCSpeaker(); string sLine = ""; float fDelay = 0.0; int nTimothyStatus = GetLocalInt(oPC, "nTimothyStatus"); int bEvil = (nTimothyStatus == KILLED_TIMOTHY_REVENGE || nTimothyStatus == KILLED_TIMOTHY_MONEY || GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL); // Used to determine "good" or "evil" parts of this ending. // True if the PC has evil alignment or has killed Timothy in cold blood. ActionDoCommand(AssignCommand(oPC, fofi())); ActionWait(9.0); sLine = "And so you return to Avalbane with your "; if(nTimothyStatus == TIMOTHY_PRISONER) { sLine += "prisoner and "; fDelay += 1.5; } sLine += "dire news."; fDelay += 6.0; speak(sLine, fDelay); if(nTimothyStatus == TIMOTHY_PRISONER) { sLine = "With Timothy brought to justice, word spreads that "; } else { sLine = "You tell them "; } sLine += "you have avenged Magnar's death."; speak(sLine, 6.0); sLine = "In their time of sorrow and need, the people turn to you as a new hope and hero."; speak(sLine, 6.0); if(bEvil) { sLine = "You have the trusting fools right where you want them."; } else if(nTimothyStatus != TIMOTHY_PRISONER) { sLine = "You begin to understand what Magnar said about being a hero:"; } speak(sLine, 6.0); if(bEvil) { sLine = "The outcome of the war is in your hands: push Avalbane to rally behind you and snatch victory from the jaws of defeat, or sell them out behind their backs to tip the war for Galatea."; speak(sLine, 14.0); } else if(nTimothyStatus != TIMOTHY_PRISONER) { sLine = "sometimes you must let the people think you're nobler than you really are to give them the hope they need."; speak(sLine, 8.0); } if(bEvil) { sLine = "Either way, you will be a very powerful person in whichever nation you lead to victory..."; } else { sLine = "With a new hero and a new hope, Avalbane may yet win this war..."; } speak(sLine, 6.0); ActionDoCommand(end()); } NCS V1.0B M *+ nTimothyStatus3' '    ,-,  &A(And so you return to Avalbane with your ' S prisoner and #?! dire news.#@!;' Q3With Timothy brought to justice, word spreads that (-You tell them  you have avenged Magnar's death.#@fPIn their time of sorrow and need, the people turn to you as a new hope and hero.@T6You have the trusting fools right where you want them.t-' Z jt_Foresto:- jt_Foresto /* at_dream_change * by Thad Boyd * * Scene change in the dream: destroy Timothy, spawn Magnar. */ void main() { object oPC = GetPCSpeaker(); object oTimothy = GetObjectByTag("ct_Timothy"); object oSpawnPoint = GetObjectByTag("wp_magnar_dream"); location lSpawnPoint = GetLocation(oSpawnPoint); effect eGlow = EffectVisualEffect(VFX_DUR_GLOW_WHITE); AssignCommand(oTimothy, SpeakString("...Huh? Magnar?")); DestroyObject(oTimothy); CreateObject(OBJECT_TYPE_CREATURE, "magnar", lSpawnPoint, TRUE); object oMagnar = GetObjectByTag("ct_Magnar"); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGlow, oMagnar); } NCS V1.0B  ct_Timothywp_magnar_dream,'...Huh? Magnar? magnar ct_Magnar /* sc_pcismale * by Thad Boyd * * Returns a boolean value for whether the player is male. */ int StartingConditional() { object oPC = GetPCSpeaker(); return (GetGender(oPC) == GENDER_MALE); } NCS V1.0Bc f  /* sc_pcismale * by Thad Boyd * * Returns a boolean value for whether the player is female. */ int StartingConditional() { object oPC = GetPCSpeaker(); return (GetGender(oPC) == GENDER_FEMALE); } NCS V1.0Bc f  /* sc_hasdraught * by Thad Boyd * * Returns a boolean value for whether Timothy has already given the player * the Draught of Homecoming. */ int StartingConditional() { object oPC = GetPCSpeaker(); return (GetLocalInt(GetPCSpeaker(), "bDraught")); } NCS V1.0Bd bDraught3 /* sc_dream_approv * by Thad Boyd * * Returns TRUE if bReadyForDream is TRUE and Magnar approves of the PC. */ int StartingConditional() { object oPC = GetPCSpeaker(); int bApprov = (GetLocalInt(GetPCSpeaker(), "nMagnarRegard") > 0); int bDream = GetLocalInt(GetPCSpeaker(), "bReadyForDream"); return (bApprov && bDream); } NCS V1.0B  nMagnarRegard3 bReadyForDream3  /* sc_dream_noapprv * by Thad Boyd * * Returns TRUE if bReadyForDream is TRUE and Magnar disapproves of the PC. */ int StartingConditional() { object oPC = GetPCSpeaker(); int bNoApprov = (GetLocalInt(GetPCSpeaker(), "nMagnarRegard") <= 0); int bDream = GetLocalInt(GetPCSpeaker(), "bReadyForDream"); return (bNoApprov && bDream); } NCS V1.0B  nMagnarRegard3 bReadyForDream3  /* sc_timentered * by Thad Boyd * * Returns a boolean value for whether Timothy has entered in Act 1. */ #include "constants" int StartingConditional() { return (GetLocalInt(GetPCSpeaker(), "nTimothyStatus") == TIMOTHY_ENTERED); } NCS V1.0B *+ nTimothyStatus3'