diff --git a/Builds/no_outlines_s4.zip b/Builds/no_outlines_s4.zip new file mode 100644 index 0000000..34f8ced Binary files /dev/null and b/Builds/no_outlines_s4.zip differ diff --git a/Screenshots/1.png b/Screenshots/1.png new file mode 100644 index 0000000..be8da0c Binary files /dev/null and b/Screenshots/1.png differ diff --git a/Screenshots/2.png b/Screenshots/2.png new file mode 100644 index 0000000..5fd6d4d Binary files /dev/null and b/Screenshots/2.png differ diff --git a/Screenshots/3.png b/Screenshots/3.png new file mode 100644 index 0000000..4a02080 Binary files /dev/null and b/Screenshots/3.png differ diff --git a/Screenshots/4.png b/Screenshots/4.png new file mode 100644 index 0000000..3a4eeba Binary files /dev/null and b/Screenshots/4.png differ diff --git a/Screenshots/5.png b/Screenshots/5.png new file mode 100644 index 0000000..72a060b Binary files /dev/null and b/Screenshots/5.png differ diff --git a/Screenshots/off.png b/Screenshots/off.png new file mode 100644 index 0000000..fdfc4ac Binary files /dev/null and b/Screenshots/off.png differ diff --git a/Screenshots/on.png b/Screenshots/on.png new file mode 100644 index 0000000..ee6c425 Binary files /dev/null and b/Screenshots/on.png differ diff --git a/TTDS-NoOutlines/Builds/build-1628129778.zip b/TTDS-NoOutlines/Builds/build-1628129778.zip new file mode 100644 index 0000000..34f8ced Binary files /dev/null and b/TTDS-NoOutlines/Builds/build-1628129778.zip differ diff --git a/TTDS-NoOutlines/NoOutlines.tseproj b/TTDS-NoOutlines/NoOutlines.tseproj new file mode 100644 index 0000000..c91b449 --- /dev/null +++ b/TTDS-NoOutlines/NoOutlines.tseproj @@ -0,0 +1,12 @@ +{ + "formatVersion": "1", + "tool": { + "game": "TTDS" + }, + "mod": { + "name": "NoOutlines", + "version": "1.0", + "author": "changemymindpls1", + "priority": 950 + } +} \ No newline at end of file diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolBasement.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolBasement.lua new file mode 100644 index 0000000..854565c --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolBasement.lua @@ -0,0 +1,75 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolBasement_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolBasement" +local kScene = "adv_boardingSchoolBasement" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("use_flashlight") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolBasement = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDorm.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDorm.lua new file mode 100644 index 0000000..dd97587 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDorm.lua @@ -0,0 +1,64 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolDorm_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("OpeningCredits.lua") + +local kScript = "BoardingSchoolDorm" +local kScene = "adv_boardingSchoolDorm" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolDorm = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalkRoom", false) + end +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDormNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDormNight.lua new file mode 100644 index 0000000..e436fac --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolDormNight.lua @@ -0,0 +1,80 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolDormNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolDormNight" +local kScene = "adv_boardingSchoolDormNight" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet(kAct) == 3 then + Game_SetSceneDialog("env_boardingSchoolDormNight_act3") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolDormNight = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() and LogicGet(kAct) == 3 then + Game_RunSceneDialog("logic_freeWalkRoom", false) + end + if not Game_GetLoaded() then + PropertyRemove(AgentGetProperties("Clementine"), kIdleAnim) + PropertyRemove(AgentGetProperties("AJ"), kIdleAnim) + end + if IsToolBuild() then + Collectible_ResetEpisode(401, false, true) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExterior.lua new file mode 100644 index 0000000..8f5b530 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExterior.lua @@ -0,0 +1,59 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolExterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExterior" +local kScene = "adv_boardingSchoolExterior" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExterior = function() + -- function num : 0_0 + + ModifyScene(kScene) + +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorGate.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorGate.lua new file mode 100644 index 0000000..2f6cadf --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorGate.lua @@ -0,0 +1,74 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolExteriorGate_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExteriorGate" +local kScene = "adv_boardingSchoolExteriorGate" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID == 1 then + Game_SetSceneDialogNode("cs_outside") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorGate = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorNight.lua new file mode 100644 index 0000000..d41ff59 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolExteriorNight.lua @@ -0,0 +1,108 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolExteriorNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExteriorNight" +local kScene = "adv_boardingSchoolExteriorNight" +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local act = LogicGet(kAct) + if act == 2 then + Game_SetSceneDialog("env_boardingSchoolExteriorNight_act2") + else + if act == 3 then + Game_SetSceneDialog("env_boardingSchoolExteriorNight_act3") + end + end +end + +BoardingSchoolExteriorNight = function() + -- function num : 0_1 , upvalues : _ENV + if Game_GetSkipEnterCutscenes() and LogicGet(kAct) ~= 2 then + Game_RunSceneDialog("logic_freeWalk", false) + end + if not Game_GetLoaded() and LogicGet(kAct) > 1 then + AgentHide("obj_flowersMeadowCranesbill", true) + PropertyRemove(AgentGetProperties("group_freewalkADVManager"), "Group - Idle") + local characters = {"Clementine", "AJ", "Aasim", "Brody", "Louis", "Marlon", "Mitch", "Omar", "Rosie", "Ruby", "Tennyson", "Violet", "Willy"} + for _,character in ipairs(characters) do + PropertyRemove(AgentGetProperties(character), kIdleAnim) + AgentDetach(character) + end + end +end + +BoardingSchoolExteriorNight_EnableCollision = function(bEnable) + -- function num : 0_2 , upvalues : _ENV + local kCollisionsEnabled = "Collisions Enabled" + local characters = {"AJ", "Aasim", "Brody", "Louis", "Marlon", "Omar", "Ruby", "Tennyson", "Violet"} + for _,character in ipairs(characters) do + local props = AgentGetProperties(character) + if bEnable then + PropertySet(props, kCollisionsEnabled, true) + else + PropertyRemove(props, kCollisionsEnabled) + end + end +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorNight_EndEpisode = function() + -- function num : 0_3 , upvalues : _ENV + + ModifyScene(kScene) + + WDAchievements_Unlock("achievement_20") + Menu_EndEpisode("401", false) + Menu_EndEpisode_CheckUpsell("401") +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolInterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolInterior.lua new file mode 100644 index 0000000..a7a65dc --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/BoardingSchoolInterior.lua @@ -0,0 +1,76 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\BoardingSchoolInterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolInterior" +local kScene = "adv_boardingSchoolInterior" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet(kAct) == 2 then + Game_SetSceneDialog("env_boardingSchoolInterior_act2") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolInterior = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if not Game_GetLoaded() then + AgentRestore("obj_backpackClem400", 1) + end + if Game_GetSkipEnterCutscenes() and LogicGet(kAct) == 1 then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestShack.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestShack.lua new file mode 100644 index 0000000..db835c3 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestShack.lua @@ -0,0 +1,73 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\ForestShack_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestShack" +local kScene = "adv_forestShack" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("2 - Entered ForestTile") then + Game_SetSceneDialogNode("cs_shackAttack") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestShack = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestTile.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestTile.lua new file mode 100644 index 0000000..c0a97b9 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/ForestTile.lua @@ -0,0 +1,94 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\ForestTile_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestTile" +local kScene = "adv_forestTile" +local mStationExitFunc = nil + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("2 - Entered ForestShack") then + Game_SetSceneDialogNode("cs_fromShack") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestTile = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +ForestTile_OnButtonExit = function() + -- function num : 0_2 , upvalues : _ENV + ForestTile_OverrideStationExit(false) + Station_Activate(false) + Station_Exit() + Game_RunSceneDialog("cs_funTimeOver") +end + +ForestTile_OverrideStationExit = function(bOverride) + -- function num : 0_3 , upvalues : mStationExitFunc, _ENV + if bOverride and not mStationExitFunc then + mStationExitFunc = Station_OnButtonExit + Station_OnButtonExit = ForestTile_OnButtonExit + end + if mStationExitFunc then + Station_OnButtonExit = mStationExitFunc + mStationExitFunc = nil + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/RoadTile.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/RoadTile.lua new file mode 100644 index 0000000..d1a0c68 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/RoadTile.lua @@ -0,0 +1,60 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\RoadTile_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "RoadTile" +local kScene = "adv_roadTile" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +RoadTile = function() + -- function num : 0_0 + + ModifyScene(kScene) +end + +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_fryingPan") +SceneAdd("ui_notification") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStation.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStation.lua new file mode 100644 index 0000000..91a9c33 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStation.lua @@ -0,0 +1,93 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead401_data\TrainStation_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "TrainStation" +local kScene = "adv_trainStation" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID < 1 then + return + end + LogicSet("1 - Killed First Zombie", true) + if debugID == 1 then + Game_SetSceneDialogNode("cs_enterStation") + AgentSetProperty("obj_doorBackTrainStation", kGameSelectable, true) + else + if debugID == 2 then + Game_SetSceneDialogNode("cs_zombieTime") + else + Game_SetSceneDialogNode("cs_holyShit") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +TrainStation = function() + -- function num : 0_1 , upvalues : _ENV + + --call our function that modifies this scene + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalkExterior", false) + end + + +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStationNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStationNight.lua new file mode 100644 index 0000000..10d1549 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/TrainStationNight.lua @@ -0,0 +1,331 @@ +local kScript = "TrainStationNight" +local kScene = "adv_trainStationNight" +local kLouisChore = "env_trainStationNight_act2_bg_louisDistract_1.chore" +local mbAbelPresent = false +local mbDebugText = false +local mClemDeathMonitorThread, mLouisController, mLouisFadeThread +local mFoodSlots = { + false, + false, + false +} +local mPlaceController, mTakeController, mAJThread +local mFoodCollected = 0 +local mFoodLimit +local mZombieStates = {} + +local OnLogicReady = function() + local debugID = LogicGet("Debug ID") + if debugID == 1 then + Game_SetSceneDialogNode("cs_onTop") + elseif debugID == 2 then + AgentSetProperty("Clementine", "Player - Over The Shoulder Control Mode", true) + AgentHide("Zombie01", true) + AgentHide("Zombie02", true) + AgentHide("Zombie03", true) + Game_SetSceneDialogNode("cs_clemWaitingBehindCover") + elseif debugID == 3 then + Game_SetSceneDialogNode("cs_madeIt") + end +end + +local DebugPrint = function(mesg, verbosity, bIsError) + if not mbDebugText then + return + end + Print(mesg, verbosity, bIsError) +end + +local OnDeath = function() + ThreadStart(TrainStationNight_EnableLouisDistraction, false, 1) + TrainStationNight_MonitorForClemDeath(false) + Dialog_StopBackground() +end + +local FadeInVolume = function(controller, fadeTime) + local elapsedTime = GetFrameTime() + while fadeTime > elapsedTime and ControllerIsPlaying(controller) do + ControllerSetSoundVolume(controller, elapsedTime / fadeTime) + WaitForNextFrame() + elapsedTime = elapsedTime + GetFrameTime() + end + ControllerSetSoundVolume(controller, 1) +end + +local FadeOutVolume = function(controller, fadeTime) + local elapsedTime = GetFrameTime() + while fadeTime > elapsedTime and ControllerIsPlaying(controller) do + ControllerSetSoundVolume(controller, 1 - elapsedTime / fadeTime) + WaitForNextFrame() + elapsedTime = elapsedTime + GetFrameTime() + end + ControllerSetSoundVolume(controller, 0) +end + +local GetFoodPosition = function(desiredPosition) + if desiredPosition and not mFoodSlots[desiredPosition] then + return desiredPosition + else + for i = 1, #mFoodSlots do + if mFoodSlots[i] == false then + return i + end + end + end + return nil +end + +local HideLogicals = function(bHide) + for i = 1, #mFoodSlots do + if mFoodSlots[i] then + AgentHide("obj_logicalFood" .. i, bHide) + end + end +end + +local RevealAbel = function(node, bWaitForPlace) + if not mbAbelPresent then + DebugPrint("Abel comin'") + mbAbelPresent = true + while ControllerIsPlaying(mTakeController) or bWaitForPlace and ControllerIsPlaying(mPlaceController) do + WaitForNextFrame() + end + TrainStationNight_AJGatheringEnable(false) + Game_RunSceneDialog(node, false) + end +end + +local AJManager = function(timeLimit) + local gatheringTime = 0 + local lastPosition = 0 + while timeLimit > gatheringTime do + if not mbAbelPresent and not Game_IsPaused() then + if not ControllerIsPlaying(mPlaceController) then + if lastPosition == 3 then + lastPosition = 0 + end + local position = GetFoodPosition(lastPosition + 1) + if position then + lastPosition = position + TrainStationNight_PlaceFood(position) + end + end + gatheringTime = gatheringTime + GetFrameTime() * SceneGetTimeScale(kScene) + end + WaitForNextFrame() + end + ThreadStart(RevealAbel, "cs_abelRevealTimeout", true) +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +function TrainStationNight() + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +function TrainStationNight_MonitorForClemDeath(bEnable) + if bEnable == ThreadIsRunning(mClemDeathMonitorThread) then + return + end + local bZombiesPayingAttention + local OnKeyChange = function(key, value) + if key == "2 - Zombies Paying Attention" then + bZombiesPayingAttention = value + end + end + if bEnable then + bZombiesPayingAttention = LogicGet("2 - Zombies Paying Attention") + LogicAddKeyCallback("2 - Zombies Paying Attention", OnKeyChange) + local update = function() + while Game_ModeIsOnStack(eModePeek) do + if bZombiesPayingAttention then + Game_RunSceneDialog("cs_clemBlowsCover") + break + end + WaitForNextFrame() + end + LogicRemoveKeyCallback("2 - Zombies Paying Attention", OnKeyChange) + mClemDeathMonitorThread = nil + end + mClemDeathMonitorThread = ThreadStart(update) + else + mClemDeathMonitorThread = ThreadKill(mClemDeathMonitorThread) + LogicRemoveKeyCallback("2 - Zombies Paying Attention", OnKeyChange) + end +end +function TrainStationNight_EnableLouisDistraction(bEnable, fadeTime) + if bEnable then + if ControllerIsPlaying(mLouisController) then + return + end + mLouisController = ChorePlay(kLouisChore, 9900) + else + if mLouisFadeThread then + mLouisFadeThread = ThreadKill(mLouisFadeThread) + end + if not ControllerIsPlaying(mLouisController) then + mLouisController = nil + return + end + if fadeTime and fadeTime > 0 then + FadeOutVolume(mLouisController, fadeTime) + end + mLouisController = ControllerKill(mLouisController) + end +end +function TrainStationNight_ResumeLouisDistraction(fadeTime) + if not Game_GetLoaded() or ControllerIsPlaying(mLouisController) then + return + end + local pct = LogicGet("2 - Louis Distraction Percentage") + if pct < 1 then + mLouisController = ChorePlayAndAdvance(kLouisChore, ChoreGetLength(kLouisChore) * pct) + if fadeTime then + mLouisFadeThread = ThreadStart(FadeInVolume, mLouisController, fadeTime) + end + end +end +function TrainStationNight_PlaceFood(desiredPosition) + if ControllerIsPlaying(mPlaceController) then + DebugPrint("tried to place food while a place chore is already playing") + return false + end + local availablePosition = GetFoodPosition(desiredPosition) + if not availablePosition then + DebugPrint("food already in place at position " .. desiredPosition) + return false + end + mFoodSlots[availablePosition] = true + DebugPrint("placing food at position " .. availablePosition) + AgentHide("obj_logicalFood" .. availablePosition, false) + mPlaceController = ChorePlay("env_trainStationNight_act2_ajRetrievesJar_" .. availablePosition, 9800) + return availablePosition +end +function TrainStationNight_TakeFood(desiredPosition) + if ControllerIsPlaying(mTakeController) then + DebugPrint("tried to take food while a take chore is already playing") + return false + end + if not mFoodSlots[desiredPosition] then + DebugPrint("no food present in position " .. desiredPosition) + return false + end + HideLogicals(true) + mTakeController = ChorePlayAndWait("env_trainStationNight_act2_clemTakesJar_" .. desiredPosition, 9900) + mFoodSlots[desiredPosition] = false + mFoodCollected = mFoodCollected + 1 + if desiredPosition == 3 then + ThreadStart(RevealAbel, "cs_creepyEncounter", false) + else + HideLogicals(false) + end + return true +end +function TrainStationNight_AJGatheringEnable(bEnable, timeLimit, foodLimit) + if bEnable then + if not mAJThread then + timeLimit = timeLimit or 30 + mFoodLimit = foodLimit or mFoodLimit + mFoodCollected = 0 + mAJThread = ThreadStart(AJManager, timeLimit) + mbAbelPresent = false + end + else + mAJThread = ThreadKill(mAJThread) + mPlaceController = nil + mTakeController = ControllerKill(mTakeController) + for i = 1, #mFoodSlots do + AgentHide("obj_logicalFood" .. i, true) + mFoodSlots[i] = false + end + end +end +function TrainStationNight_ZombiesDetectionEnable(bEnable) + if bEnable == false then + mZombieStates = {} + for i = 1, 8 do + local zombie = "Zombie0" .. i + local props = AgentGetProperties(zombie) + if props["AI Agent - AI Agent Enable"] then + local oldState = props["AI Agent - Current State"] + mZombieStates[zombie] = oldState + if string.find(oldState, "Path To") then + props["AI Agent - Current State"] = "Patrol" + else + local newState = string.gsub(oldState, " With Detection And Interaction", "") + newState = string.gsub(newState, " With Interaction", "") + newState = string.gsub(newState, " With Detection", "") + props["AI Agent - Current State"] = newState + end + end + end + else + for zombie, state in pairs(mZombieStates) do + AgentSetProperty(zombie, "AI Agent - Current State", "Patrol With Detection") + AgentSetProperty(zombie, "AI Agent - Detection State To Switch To", "Path To With Interaction") + end + mZombieStates = {} + end +end +function TrainStationNight_DisableZombat() + local disableAI = function(agent) + if AgentExists(agent) then + AgentSetProperty(agent, "AI Agent - AI Agent Enable", false) + end + end + for i = 1, 10 do + disableAI(string.format("Zombie%02d", i)) + disableAI(string.format("ZombieHerd%02d", i)) + end +end +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) +Callback_OnDeath:Add(OnDeath) diff --git 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b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/tile_woodWallsForestBarnA_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/tile_woodWallsForestBarnA_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/tile_woodWallsForestBarnB_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/tile_woodWallsForestBarnB_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead401_data/tile_woodWallsForestBarnB_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BellTower.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BellTower.lua new file mode 100644 index 0000000..f5f691c --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BellTower.lua @@ -0,0 +1,83 @@ +require("Constellation.lua") + +local kScript = "BellTower" +local kScene = "adv_bellTower" +local mVioletClimbingThread + +local OnLogicReady = function() + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_astrology") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +function BellTower() + ModifyScene(kScene) +end + +function BellTower_VioletClimbEnable(bEnable, chore) + if bEnable then + mVioletClimbingThread = ChorePlay(chore, -1000) + else + mVioletClimbingThread = ControllerKill(mVioletClimbingThread) + end +end + +function BellTower_WaitAndStopBackground() + local initialID = Subtitle_GetCurrentID() + while true do + local id = Subtitle_GetCurrentID() + if id ~= initialID and id ~= -1 and SubtitleGetAgentName(id) ~= "Violet" then + break + end + WaitForNextFrame() + end + Dialog_StopBackground() +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDorm.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDorm.lua new file mode 100644 index 0000000..2ab1178 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDorm.lua @@ -0,0 +1,68 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolDorm_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolDorm" +local kScene = "adv_boardingSchoolDorm" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + Episode_SetUpCollectibles() + AgentSetState("Clementine", "headHatless") +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolDorm = function() + -- function num : 0_1 + + ModifyScene(kScene) +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDormNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDormNight.lua new file mode 100644 index 0000000..4d97b78 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolDormNight.lua @@ -0,0 +1,109 @@ +local kScript = "BoardingSchoolDormNight" +local kScene = "adv_boardingSchoolDormNight" +local mWalkboxUpdateThread +local OnLogicReady = function() + AgentSetWorldPos("obj_skullBoar", Vector(13.679837, 1.451824, -7.128535)) + AgentSetWorldRotFromQuat("obj_skullBoar", Quaternion(-0.008629, -0.710944, 0.01977, 0.702918)) + if Game_GetLoaded() then + return + end + Episode_SetUpCollectibles() + Episode_SetLouisDamage() + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_nightmare") + end + AgentSetState("AJ", "bodyBuckshotB") + AgentSetState("Horse", "horseBlack") +end +local UpdateWalkboxTris = function() + while true do + WalkBoxesDisableAreaAroundAgent("adv_boardingSchoolDormNight_nightmare.wbox", "dummy_triDisabler", 0.01) + WaitForNextFrame() + end +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +function BoardingSchoolDormNight() + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end + Load("env_boardingSchoolDormNight_act3_use_candle_1.chore") + Load("sk62_clementine400StandA_toCrouch.anm") + Load("sk62_clementine400StandA_turnLeft90ToWalk.anm") + Load("sk62_clementine400SupineLookUpBed_toSit.anm") + Load("sk63_idle_ajSupineLayBackBed.anm") + Load("sk63_tennysonWalk_turnRight90.anm") + Load("obj_mapBattlePlansBlankBoardingSchool.d3dtx") + Load("lightSettings_boardingSchoolDormNight_act3_timeLapse.chore") + Load("sk62_action_clementine400TakeOffHat.chore") + Load("sk62_action_clementine400TakeOffHat.anm") + Load("sk62_action_clementine400GoToBed.anm") + Load("sk62_clementine400SleepBed_toSupineLookUpBed.anm") + Load("sk62_idle_clementine400SleepBed.chore") + Load("sk62_idle_clementine400SleepBed.anm") + Load("sk63_ajStandA_turnRight90ToWalk.anm") +end +function BoardingSchoolDormNight_ShowCollectibleSlots() + AgentHide("obj_logicalSlotFlytrap", not Collectible_GetFound("Flytrap")) + AgentHide("obj_logicalSlotMushroom", not Collectible_GetFound("Mushroom")) + AgentHide("obj_logicalSlotSkullBoar", not Collectible_GetFound("Skull Boar")) +end +function BoardingSchoolDormNight_WalkboxUpdate(bEnable) + bEnable = bEnable ~= false + if bEnable == ThreadIsRunning(mWalkboxUpdateThread) then + return + end + if bEnable then + mWalkboxUpdateThread = ThreadStart(UpdateWalkboxTris) + else + mWalkboxUpdateThread = ThreadKill(mWalkboxUpdateThread) + end +end +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExterior.lua new file mode 100644 index 0000000..5e892aa --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExterior.lua @@ -0,0 +1,102 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolExterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("OpeningCredits.lua") +local kScript = "BoardingSchoolExterior" +local kScene = "adv_boardingSchoolExterior" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + AgentSetState("Clementine", "headHatless") +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExterior = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end + Load("env_boardingSchoolExterior_act1_amb_ajWalk_1.chore") + Load("sk61_fingers_batmanGM200SplayA.anm") + Load("env_boardingSchoolExterior_act1_cs_funerals_1.chore") + Load("sk62_clementine400Walk_turnLeft90ToStandA.anm") + Load("sk62_wd400GMStandA_lookBehindLeft_add.anm") + Load("ruby_headEyeGesture_lookAwayLeftLong_add.anm") + Load("sk35_idle_rosieSit.anm") + Load("sk61_louisStandA_weightShiftB_add.anm") + Load("sk62_violetArmsX_quickBreath_add.anm") + Load("sk62_clementine400StandA_weightShiftD_add.anm") + Load("tennyson_headEyeGesture_lookAwayLeftLong_add.anm") + Load("violet_phoneme_SH_sadA.anm") + Load("env_boardingSchoolExterior_act1_bg_funeral_1.chore") + Load("sk62_clementine400StandA_coupleStepsForward.anm") + Load("violet_headEyeGesture_lookAwayRightLong_add.anm") + Load("violet_headEyeGesture_eyeDartGlanceRight_add.anm") + Load("violet_headGesture_nodYesQuick_add.anm") + Load("ruby_headEyeGesture_eyeDartGlanceRight_add.anm") + Load("sk61_louisStandA_lookBehindLeft_add.anm") + Load("sk61_louisStandA_weightShiftDShort_add.anm") + Load("violet_headEyeGesture_lookAwayLeftLong_add.anm") + Load("sk62_clementine400StandA_normalBreath_add.anm") +end + +BoardingSchoolExterior_WaitForLine = function() + -- function num : 0_2 , upvalues : _ENV + local initialID = Subtitle_GetCurrentID() + if initialID == -1 then + return + end + while initialID == Subtitle_GetCurrentID() do + WaitForNextFrame() + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDamaged.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDamaged.lua new file mode 100644 index 0000000..c0ba0b1 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDamaged.lua @@ -0,0 +1,224 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolExteriorDamaged_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("AI_PlayerProjectile.lua") + +local kScript = "BoardingSchoolExteriorDamaged" +local kScene = "adv_boardingSchoolExteriorDamaged" +local mbAnimatingTextColors = false +local mbClementineWillBurn = false + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if IsPlatformNX() then + for _,agentName in ipairs(SceneGetAgentNames(Game_GetScene())) do + if StringStartsWith(agentName, "Zombie") then + AgentSetProperty(agentName, "Render EnvLight Shadow Cast Enable", false) + else + if StringStartsWith(agentName, "light_ENV_P_fire") or StringStartsWith(agentName, "light_ENV_P_torch") or StringStartsWith(agentName, "light_ENV_P_campfire") then + AgentSetProperty(agentName, "EnvLight - Shadow Type", "eLightEnvShadowType_None") + end + end + end + end + do + if Game_GetLoaded() then + return + end + Episode_SetAbelArm() + Episode_SetAJShirt() + Episode_SetLouisDamage() + Episode_SetZombieGrave() + AgentSetState("Abel", "noseBloody") + AgentSetState("Abel", "footStab") + if LogicGet("3 - Slashed Abel\'s Hand") then + AgentSetState("Abel", "handSlash") + end + AgentSetState("Horse", "ReinsOff") + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_leftGateOpen") + end + end +end + +BoardingSchoolExteriorDamaged_ClemLeaveTrigger = function(agent, trigger) + -- function num : 0_1 , upvalues : _ENV, mbClementineWillBurn + if AgentGetName(agent) ~= "Clementine" then + return + else + mbClementineWillBurn = false + end +end + +BoardingSchoolExteriorDamaged_BurnThisZombie = function(agent, trigger) + -- function num : 0_2 , upvalues : _ENV, mbClementineWillBurn + if not agent then + return + end + if AgentGetName(agent) == "Clementine" then + AgentSetProperty("ui_panicMeter_vignette", "Render Constant Alpha", 0) + AgentHide("ui_panicMeter_vignette", false) + mbClementineWillBurn = true + local past = GetTotalTime() + local present = past + local future = present + 3 + while present < future and mbClementineWillBurn do + present = present + GetFrameTime() + AgentSetProperty("ui_panicMeter_vignette", "Render Constant Alpha", Clamp(present - past / future - past + 0.3, 0, 1)) + WaitForNextFrame() + end + while Game_GetMode() == eModeCutscene and mbClementineWillBurn do + WaitForNextFrame() + WaitForNextFrame() + end + if mbClementineWillBurn and AgentGetProperty("Clementine", "AI Player - AI Agents Active") then + local incr = 1 + local kStr = "trigger_zombiesCatchFire0" + mbClementineWillBurn = false + while AgentExistsInScene(kStr .. incr, AgentGetScene(agent)) do + AgentSetProperty(kStr .. incr, "Trigger Enabled", false) + incr = incr + 1 + WaitForNextFrame() + end + local check = Game_RunSceneDialog("cs_clemDiesByFire") + if not check then + print("\"cs_clemDiesByFire\" does not exist! Fix it, fix it, fix it.") + return + end + else + do + do + local bsGarbage = AgentGetProperty("ui_panicMeter_vignette", "Render Constant Alpha") + while bsGarbage > 0 do + bsGarbage = bsGarbage - 0.04 + if bsGarbage < 0 then + AgentHide("ui_panicMeter_vignette", true) + end + AgentSetProperty("ui_panicMeter_vignette", "Render Constant Alpha", bsGarbage) + WaitForNextFrame() + end + AgentSetProperty("ui_panicMeter_vignette", "Render Constant Alpha", 0) + WaitForNextFrame() + if StringStartsWith(AgentGetName(agent), "Zombie") then + if not AgentGetProperty(agent, "AI Agent - Player Used Interaction Prompt 1 Enable") then + return + end + local zombieController = ChorePlayOnAgent("adv_boardingSchoolExteriorDamaged_zombieCatchesFire.chore", agent) + while AgentHasProperty(agent, "AI Agent - Dead") and not AgentGetProperty(agent, "AI Agent - Dead") do + WaitForNextFrame() + end + ControllerKill(zombieController) + WaitForNextFrame() + local value = AgentGetProperty(agent, "Emitters - Global Intensity") + while value and value > 0 do + value = value - 0.02 + WaitForNextFrame() + AgentSetProperty(agent, "Emitters - Global Intensity", value) + end + AgentSetProperty(agent, "Emitters - Global Intensity", 0) + AgentSetProperty(agent, "Emitters - Enabled", false) + else + do + do return end + end + end + end + end + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorDamaged = function() + -- function num : 0_3 , upvalues : _ENV + + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) + SceneAdd("ui_panicMeter.scene") +end + +BoardingSchoolExteriorDamaged_EndEpisode = function() + -- function num : 0_4 , upvalues : _ENV + WDAchievements_Unlock("achievement_21") + Menu_EndEpisode("402", false) + Menu_EndEpisode_CheckUpsell("403") +end + +BoardingSchoolExteriorDamaged_AnimateTextColor = function(tokenAgent, textAgent) + -- function num : 0_5 , upvalues : _ENV, mbAnimatingTextColors + local thread = function() + -- function num : 0_5_0 , upvalues : _ENV, textAgent, mbAnimatingTextColors, tokenAgent + local kTokenAlpha = "material_ui_useable_token_actionActive_m - Alpha" + local chore = ChorePlayOnAgent("ui_activeCrosshairText_fade.chore", textAgent) + ControllerPause(chore) + do + while mbAnimatingTextColors do + local pct = 0 + if AgentGetProperty(tokenAgent, "material_ui_useable_token_actionActive_m - Visible") then + pct = AgentGetProperty(tokenAgent, kTokenAlpha) + end + ControllerSetTime(chore, pct) + WaitForNextFrame() + end + ControllerKill(chore) + end + end + + ThreadStart(thread) +end + +BoardingSchoolExteriorDamaged_SetAnimatingTextColors = function(bEnable) + -- function num : 0_6 , upvalues : mbAnimatingTextColors + if bEnable == mbAnimatingTextColors then + return + end + mbAnimatingTextColors = bEnable +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDusk.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDusk.lua new file mode 100644 index 0000000..addb065 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorDusk.lua @@ -0,0 +1,110 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolExteriorDusk_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("AI_PlayerProjectile.lua") +local kScript = "BoardingSchoolExteriorDusk" +local kScene = "adv_boardingSchoolExteriorDusk" +local kWalkbox = "adv_boardingSchoolExteriorDusk.wbox" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if IsPlatformNX() then + Episode_SetFireShadows() + end + BoardingSchoolExteriorDusk_UpdateWalkbox() + if Game_GetLoaded() then + return + end + Episode_SetAJShirt() + Episode_SetLouisDamage() + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_truthOrDare") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorDusk = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +BoardingSchoolExteriorDusk_UpdateWalkbox = function() + -- function num : 0_2 , upvalues : _ENV, kWalkbox + WalkBoxesEnableAll(kWalkbox) + local idle = AgentGetProperty("Louis", "Walk Animation - Idle") + if idle then + idle = ResourceGetName(idle) + end + if not AgentIsHidden("Louis") then + if idle == "adv_boardingSchoolExteriorDusk_louisShooting.chore" then + WalkBoxesDisableAreaAroundAgent(kWalkbox, "dummy_louisWalkboxBlockerShooting", 0.01) + else + if idle == "adv_boardingSchoolExteriorDusk_louisPickingUp.chore" then + WalkBoxesDisableAreaAroundAgent(kWalkbox, "dummy_louisWalkboxBlockerStandingAround", 0.01) + end + end + end + Episode_SetZombieGrave() +end + +BoardingSchoolExteriorDusk_CleanUpAuxiliaryChore = function() + -- function num : 0_3 , upvalues : _ENV + local controller = ControllerFind("zombat_clemStrafeBowNockedToDrawn.chore") + while ControllerIsPlaying(controller) do + WaitForNextFrame() + end + AgentSetProperty("Clementine", "Walk Animator - Auxiliary Chore", "") +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGate.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGate.lua new file mode 100644 index 0000000..4268c59 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGate.lua @@ -0,0 +1,66 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolExteriorGate_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExteriorGate" +local kScene = "adv_boardingSchoolExteriorGate" +local mTimerThread = nil + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + AgentSetState("AJ", "bodyBuckshotB") + Episode_SetLouisDamage() +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorGate = function() + -- function num : 0_1 + + ModifyScene(kScene) +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGateNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGateNight.lua new file mode 100644 index 0000000..fa2eb66 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorGateNight.lua @@ -0,0 +1,175 @@ +local kScript = "BoardingSchoolExteriorGateNight" +local kScene = "adv_boardingSchoolExteriorGateNight" +local kRaiderLimits = { + xMin = 0.25, + xMax = 0.75, + yMin = 0.35, + yMax = 0.65 +} +local mbHardMode = false +local mbClemWonLastRound = false +local mbTimedOut = false +local mbAJRuthless, mLastAJPick, mLastClemPick +local mRPSWins = 0 +local mRPSLosses = 0 +local mConsecutiveDraws = 0 +local mRaiderMonitorThread +local OnLogicReady = function() + if Game_GetLoaded() then + return + end + Episode_SetAbelArm() + Episode_SetAJShirt() + mbAJRuthless = not LogicGet("1 - AJ Compassionate") + if LogicGet("Episode 401 - Let AJ Cuss") then + LogicSet("3 - AJ Cussing Level", 9001) + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_rockPaperScissors") + end +end +local LookingAt = function(agent) + local pos = AgentGetLogicalScreenPos(agent) + if not pos or AgentIsHidden(agent) or not AgentIsOnScreen(agent) then + return false + end + return pos.x >= kRaiderLimits.xMin and pos.x <= kRaiderLimits.xMax and pos.y >= kRaiderLimits.yMin and pos.y <= kRaiderLimits.yMax +end +local RaiderSearch = function(agent) + local elapsedTime = 0 + local timeBuffer = 1.5 + while true do + if Game_IsPlayMode() then + if LookingAt(agent) then + elapsedTime = elapsedTime + GetFrameTime() * SceneGetTimeScale(kScene) + if timeBuffer <= elapsedTime then + break + end + else + elapsedTime = 0 + end + end + WaitForNextFrame() + end + Game_RunSceneDialog("cs_exit") +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +function BoardingSchoolExteriorGateNight() + ModifyScene(kScene) +end + + +function BoardingSchoolExteriorGateNight_BestOf3() + if mRPSWins == mRPSLosses or mRPSWins + mRPSLosses < 2 then + Game_RunSceneDialog("cs_nextRound") + return + elseif mRPSWins > mRPSLosses then + Game_RunSceneDialog("cs_clemWins") + else + Game_RunSceneDialog("cs_ajWins") + end + mRPSWins = 0 + mRPSLosses = 0 +end +function BoardingSchoolExteriorGateNight_ClemThrow(clemPick) + local GetWinner = function(move) + return (move + 1) % 3 + end + local GetLoser = function(move) + return (move - 1) % 3 + end + local ajPick + if mbHardMode or not mLastClemPick then + ajPick = RandomInt(0, 2) + elseif mbTimedOut or mConsecutiveDraws >= 1 then + if mbAJRuthless then + ajPick = GetWinner(clemPick) + else + ajPick = GetLoser(clemPick) + end + elseif mbClemWonLastRound then + if mbAJRuthless then + ajPick = GetWinner(GetWinner(mLastClemPick)) + else + ajPick = GetWinner(mLastClemPick) + end + elseif mbAJRuthless then + ajPick = GetWinner(GetWinner(mLastAJPick)) + else + ajPick = LogicGet("3 - AJ RPS Pick") + end + mLastClemPick = clemPick + mLastAJPick = ajPick + LogicSet("3 - AJ RPS Pick", ajPick) + LogicIncrement("3 - RPS Rounds") + Game_RunDialog("logic_ajThrow") +end +function BoardingSchoolExteriorGateNight_EndRound(bWin) + mbTimedOut = false + if bWin == true then + mRPSWins = mRPSWins + 1 + mConsecutiveDraws = 0 + elseif bWin == false then + mRPSLosses = mRPSLosses + 1 + mConsecutiveDraws = 0 + else + mConsecutiveDraws = mConsecutiveDraws + 1 + end +end +function BoardingSchoolExteriorGateNight_Timeout() + mbTimedOut = true +end +function BoardingSchoolExteriorGateNight_EnableRaiderSearch(bEnable) + if bEnable == ThreadIsRunning(mRaiderMonitorThread) then + return + elseif bEnable == false then + mRaiderMonitorThread = ThreadKill(mRaiderMonitorThread) + else + mRaiderMonitorThread = ThreadStart(RaiderSearch, "dummy_raider") + end +end +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorNight.lua new file mode 100644 index 0000000..2083f1b --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolExteriorNight.lua @@ -0,0 +1,76 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolExteriorNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("AI_PlayerProjectile.lua") +local kScript = "BoardingSchoolExteriorNight" +local kScene = "adv_boardingSchoolExteriorNight" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if IsPlatformNX() then + Episode_SetFireShadows() + end + if Game_GetLoaded() then + return + end + Episode_SetAbelArm() + Episode_SetAJShirt() + Episode_SetZombieGrave() + Episode_SetLouisDamage() + AgentSetState("Horse01", "ReinsOff") + AgentSetState("Horse02", "ReinsOff") +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorNight = function() + -- function num : 0_1 + + ModifyScene(kScene) +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInterior.lua new file mode 100644 index 0000000..6f8d425 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInterior.lua @@ -0,0 +1,69 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolInterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolInterior" +local kScene = "adv_boardingSchoolInterior" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + AgentSetState("AJ", "bodyBuckshotB") + Episode_SetLouisDamage() +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolInterior = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInteriorNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInteriorNight.lua new file mode 100644 index 0000000..0cb547a --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/BoardingSchoolInteriorNight.lua @@ -0,0 +1,75 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\BoardingSchoolInteriorNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolInteriorNight" +local kScene = "adv_boardingSchoolInteriorNight" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if IsPlatformNX() then + Episode_SetFireShadows() + end + if Game_GetLoaded() then + return + end + Episode_SetAbelArm() + Episode_SetAJShirt() + Episode_SetLouisDamage() + if LogicGet("3 - Entered BoardingSchoolExteriorGateNight") then + Game_SetSceneDialog("env_boardingSchoolInteriorNight_act3Fight.dlog") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolInteriorNight = function() + -- function num : 0_1 + + ModifyScene(kScene) +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/DormRoom.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/DormRoom.lua new file mode 100644 index 0000000..a1d5668 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/DormRoom.lua @@ -0,0 +1,83 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\DormRoom_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "DormRoom" +local kScene = "adv_dormRoom" +local mFlashbackLightingController = nil + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + Episode_SetUpCollectibles() + AgentSetState("Clementine", "headHatless") +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +DormRoom = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +DormRoom_FlashbackLightingEnable = function(bEnable) + -- function num : 0_2 , upvalues : _ENV, mFlashbackLightingController + if bEnable == ControllerIsPlaying(mFlashbackLightingController) then + return + end + if not bEnable then + mFlashbackLightingController = ControllerKill(mFlashbackLightingController) + else + mFlashbackLightingController = ChorePlay("lightSettings_dormRoom_exterior.chore") + ControllerSetLooping(mFlashbackLightingController, true) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestCamp.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestCamp.lua new file mode 100644 index 0000000..48f7ff0 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestCamp.lua @@ -0,0 +1,58 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\ForestCamp_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestCamp" +local kScene = "adv_forestCamp" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestCamp = function() + -- function num : 0_0 + + ModifyScene(kScene) +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestTile.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestTile.lua new file mode 100644 index 0000000..e988e5a --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/ForestTile.lua @@ -0,0 +1,135 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\ForestTile_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestTile" +local kScene = "adv_forestTile" +local mbDebugText = false + +local DebugPrint = function(mesg, verbosity, bError) + -- function num : 0_0 , upvalues : mbDebugText, _ENV + if not mbDebugText then + return + end + Print(mesg, verbosity, bError) +end + +local OnKeyChange = function(key, value) + -- function num : 0_1 , upvalues : _ENV, DebugPrint + if key == "AI Player - Interaction Enable" and AgentGetProperty("James", "AI Agent - AI Agent Enable") then + DebugPrint("setting James pathing to " .. tostring(value)) + AgentSetProperty("James", "AI Agent - Pathing Enable", value) + end +end + +local OnLogicReady = function() + -- function num : 0_2 , upvalues : _ENV, OnKeyChange + PropertyAddKeyCallback(AgentGetProperties("Clementine"), "AI Player - Interaction Enable", OnKeyChange) + if Game_GetLoaded() then + return + end + Episode_SetAbelArm() + AgentSetProperty("James", "Current State", "headMask") + local debugID = LogicGet("Debug ID") + if debugID == 1 then + Game_SetSceneDialogNode("cs_postKick") + else + if debugID == 2 then + Game_SetSceneDialogNode("cs_lost") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestTile = function() + -- function num : 0_3 , upvalues : _ENV + + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) +end + +ForestTile_SpawnJames = function() + -- function num : 0_4 , upvalues : _ENV, DebugPrint + local PositionIsValid = function() + -- function num : 0_4_0 , upvalues : _ENV, DebugPrint + if AgentIsOnScreen("James") then + DebugPrint("invalid: James is on-screen") + return false + else + if AgentDistanceToAgent("Clementine", "James") < 6 or AgentDistanceToAgent("Clementine", "James") > 10 then + DebugPrint("invalid: James is too close to Clem") + return false + end + end + DebugPrint("position OK") + return true + end + + local i = 0 + while not PositionIsValid() do + local multipliers = {1, -1} + local requestedPos = Vector(0, 0, 0) + requestedPos.x = RandomInt(6, 15) * multipliers[RandomInt(1, 2)] + requestedPos.z = RandomInt(6, 15) * multipliers[RandomInt(1, 2)] + local pos = WalkBoxesPosOnWalkBoxes(AgentLocalToWorld("Clementine", requestedPos), 0, "adv_forestTile.wbox") + DebugPrint("trying to spawn James at " .. tostring(pos)) + AgentSetWorldPos("James", pos) + i = i + 1 + if i >= 30 then + DebugPrint("couldn\'t find a good position after " .. i .. " tries; giving up :(") + break + end + end + do + AgentFacePos("James", AgentGetWorldPos("Clementine")) + AgentSetProperty("James", "AI Agent - AI Agent Enable", true) + AgentHide("James", false) + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/GreenHouse.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/GreenHouse.lua new file mode 100644 index 0000000..a8680df --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/GreenHouse.lua @@ -0,0 +1,91 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead402_data\GreenHouse_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "GreenHouse" +local kScene = "adv_greenHouse" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_openDoor") + else + if LogicGet("Debug ID") == 2 then + Game_SetSceneDialogNode("cs_inside") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +GreenHouse = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + DlgPreloadAll(Game_GetPlayerDialog(), false) + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +GreenHouse_KillZombatControllers = function(agent) + -- function num : 0_2 , upvalues : _ENV + local controllers = AgentGetControllers(agent) + if controllers then + for _,controller in ipairs(controllers) do + local chore = ControllerGetChore(controller) + if chore and StringStartsWith(ResourceGetName(chore), "zombat_") then + ControllerKill(controller) + end + end + end +end + +Callback_OnLogicReady:Add(OnLogicReady) +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barnObjectsAtlas_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barnObjectsAtlas_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barnObjectsAtlas_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barrelsClothesGlassTrainStationAtlas_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barrelsClothesGlassTrainStationAtlas_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_barrelsClothesGlassTrainStationAtlas_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/env_benchWoodTrainStationA_detail.d3dtx 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b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/tile_woodWallsForestBarnA_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/tile_woodWallsForestBarnA_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/tile_woodWallsForestBarnB_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/tile_woodWallsForestBarnB_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead402_data/tile_woodWallsForestBarnB_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolDorm.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolDorm.lua new file mode 100644 index 0000000..36db43c --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolDorm.lua @@ -0,0 +1,82 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\BoardingSchoolDorm_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("Sketchpad.lua") +local kScript = "BoardingSchoolDorm" +local kScene = "adv_boardingSchoolDorm" +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if LogicGet("Debug ID") == 1 then + AgentHide("obj_toySketchpad", false) + if Game_GetSkipEnterCutscenes() then + Sleep(0.25) + Station_Enter("cam_station_sketchpad") + Sketchpad_Enable(true) + end + end +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +BoardingSchoolDorm = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if not Game_GetLoaded() then + Collectible_SetVisibility() + end + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolExteriorBasement.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolExteriorBasement.lua new file mode 100644 index 0000000..2843e68 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolExteriorBasement.lua @@ -0,0 +1,77 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\BoardingSchoolExteriorBasement_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("OpeningCredits.lua") +local kScript = "BoardingSchoolExteriorBasement" +local kScene = "adv_boardingSchoolExteriorBasement" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorBasement = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_enterBasement") + Game_RunSceneDialog("logic_freeWalk", false) + end + if not Game_GetLoaded() and LogicGet("Episode 401 - Attacked Abel") then + AgentSetState("Abel", "bodyUpperArmMissing") + end + AgentSetState("Abel", "footStabCompoundFracture") + AgentSetState("Abel", "noseBloody") +end + +BoardingSchoolExteriorBasement_AbelZombieEnable = function() + -- function num : 0_1 , upvalues : _ENV + AgentSetState("Abel", "zombie") + if LogicGet("1 - Burned Abel") then + AgentSetState("Abel", "headZombieCigarette") + end +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolInterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolInterior.lua new file mode 100644 index 0000000..572f483 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/BoardingSchoolInterior.lua @@ -0,0 +1,72 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\BoardingSchoolInterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolInterior" +local kScene = "adv_boardingSchoolInterior" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolInterior = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemButton() + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_prepStation") + end +end + +BoardingSchoolInterior_StopPrepDialog = function() + -- function num : 0_1 , upvalues : _ENV + local initialID = Subtitle_GetCurrentID() + while initialID and Subtitle_GetCurrentID() == initialID do + WaitForNextFrame() + end + Dialog_StopStringID("bg_prepStation") +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestBarn.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestBarn.lua new file mode 100644 index 0000000..5169105 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestBarn.lua @@ -0,0 +1,63 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\ForestBarn_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestBarn" +local kScene = "adv_forestBarn" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestBarn = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_fxOverlay") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestCamp.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestCamp.lua new file mode 100644 index 0000000..cbeb764 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/ForestCamp.lua @@ -0,0 +1,75 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\ForestCamp_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestCamp" +local kScene = "adv_forestCamp" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + AgentSetProperty("group_forestTile", "Group - Visible", false) + AgentSetProperty("group_forestCamp", "Group - Visible", true) + Game_SetSceneDialogNode("cs_zombieDistraction") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestCamp = function() + + ModifyScene(kScene) + + -- function num : 0_1 , upvalues : _ENV + DlgPreloadAll(Game_GetPlayerDialog(), false) +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverBoat.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverBoat.lua new file mode 100644 index 0000000..43fecc2 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverBoat.lua @@ -0,0 +1,93 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\RiverBoat_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "RiverBoat" +local kScene = "adv_riverBoat" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID == 1 then + Game_SetSceneDialog("env_riverBoat_act3Cells") + Game_SetSceneDialogNode("cs_wakeUp") + else + if debugID == 2 then + Game_SetSceneDialog("env_riverBoat_act3Deck") + Game_SetSceneDialogNode("cs_onDeck") + end + end +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +RiverBoat = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemButton() + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +RiverBoat_EndEpisode = function() + -- function num : 0_2 , upvalues : _ENV + WDAchievements_Unlock("achievement_22") + Menu_EndEpisode("403", false) + Menu_EndEpisode_CheckUpsell("403") +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_notification") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShoreline.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShoreline.lua new file mode 100644 index 0000000..a6b95c6 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShoreline.lua @@ -0,0 +1,69 @@ +local kScript = "RiverShoreline" +local kScene = "adv_riverShoreline" + +local OnSetGameMode = function(oldMode, newMode) + AgentHide("ui_fxOverlay_binoculars", newMode == eModeCutscene) +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +function RiverShoreline() + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +function RiverShoreline_BinocularsEnable(bEnable) + if bEnable then + Callback_OnSetGameMode:Add(OnSetGameMode) + else + Callback_OnSetGameMode:Remove(OnSetGameMode) + end + AgentHide("ui_fxOverlay_binoculars", not bEnable) +end +Game_SceneOpen(kScene, kScript) diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShorelineNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShorelineNight.lua new file mode 100644 index 0000000..5ec5487 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/RiverShorelineNight.lua @@ -0,0 +1,116 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\RiverShorelineNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("AI_PlayerProjectile.lua") +local kScript = "RiverShorelineNight" +local kScene = "adv_riverShorelineNight" +local mFlashlightThread, mFlashlightController = nil, nil + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID > 0 then + Game_SetSceneDialog("env_riverShorelineNight_act2Action") + if debugID == 1 then + Game_SetSceneDialogNode("cs_followMe") + else + Game_SetSceneDialogNode("cs_climbPier") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +RiverShorelineNight = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemButton() +end + +RiverShorelineNight_EnableFlashlightTracking = function(bEnable) + -- function num : 0_2 , upvalues : _ENV, mFlashlightController + if bEnable == ControllerIsPlaying(mFlashlightController) then + return + end + local scene = Game_GetScene() + if bEnable then + mFlashlightController = ChorePlay("adv_riverShorelineNight_flashlightPointAtClem.chore", 9910) + ControllerSetLooping(mFlashlightController, true) + ControllerSetContribution(mFlashlightController, 0) + local t = 0 + while t <= 1 do + ControllerSetContribution(mFlashlightController, (math.min)(1, t)) + t = t + GetFrameTime() * SceneGetTimeScale(scene) + WaitForNextFrame() + end + else + do + local t = 1 + while t > 0 do + ControllerSetContribution(mFlashlightController, (math.max)(0, t)) + t = t - GetFrameTime() * SceneGetTimeScale(scene) + WaitForNextFrame() + end + mFlashlightController = ControllerKill(mFlashlightController) + end + end +end + +RiverShorelineNight_FlashlightChoreIsPlaying = function() + -- function num : 0_3 , upvalues : _ENV, mFlashlightController + return ControllerIsPlaying(mFlashlightController) +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_notification") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/TrainTile.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/TrainTile.lua new file mode 100644 index 0000000..4248a88 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/TrainTile.lua @@ -0,0 +1,60 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead403_data\TrainTile_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "TrainTile" +local kScene = "adv_trainTile" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +TrainTile = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemButton() +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/env_barnObjectsAtlas_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/env_barnObjectsAtlas_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/env_barnObjectsAtlas_detail.d3dtx differ diff --git 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b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/tile_woodWallsForestBarnA_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/tile_woodWallsForestBarnA_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/tile_woodWallsForestBarnB_detail.d3dtx b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/tile_woodWallsForestBarnB_detail.d3dtx new file mode 100644 index 0000000..2c10a6c Binary files /dev/null and b/TTDS-NoOutlines/WDC_pc_WalkingDead403_data/tile_woodWallsForestBarnB_detail.d3dtx differ diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolDorm.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolDorm.lua new file mode 100644 index 0000000..148dc15 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolDorm.lua @@ -0,0 +1,71 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\BoardingSchoolDorm_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolDorm" +local kScene = "adv_boardingSchoolDorm" + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +BoardingSchoolDorm = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalkHall", false) + end +end + +BoardingSchoolDorm_EndEpisode = function() + -- function num : 0_1 , upvalues : _ENV + WDAchievements_Unlock("achievement_23") + Menu_EndEpisode("404", false) + Menu_EndEpisode_CheckUpsell("404") +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExterior.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExterior.lua new file mode 100644 index 0000000..fe69dba --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExterior.lua @@ -0,0 +1,65 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\BoardingSchoolExterior_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExterior" +local kScene = "adv_boardingSchoolExterior" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExterior = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetLoaded() then + return + end + AgentSetState("Clementine", "bodyLowerLegMissing") + AgentSetState("Omar", "bodyLowerShotDried") + Episode_SetClemState() +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExteriorGate.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExteriorGate.lua new file mode 100644 index 0000000..c9ed133 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/BoardingSchoolExteriorGate.lua @@ -0,0 +1,79 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\BoardingSchoolExteriorGate_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "BoardingSchoolExteriorGate" +local kScene = "adv_boardingSchoolExteriorGate" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +BoardingSchoolExteriorGate = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetLoaded() then + return + end + AgentSetState("Abel", "footStabCompoundFracture") + AgentSetState("Abel", "noseBloody") + if LogicGet("Episode 401 - Attacked Abel") then + AgentSetState("Abel", "bodyUpperArmMissing") + end + if LogicGet("Episode 403 - Killed Abel") then + AgentSetState("Abel", "headStabbed") + if LogicGet("Episode 403 - Burned Abel") then + AgentSetState("Abel", "headCigarette") + end + else + AgentSetState("Abel", "zombie") + if LogicGet("Episode 403 - Burned Abel") then + AgentSetState("Abel", "headZombieCigarette") + end + end + AgentSetState("Omar", "bodyLowerShotDried") +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/Cave.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/Cave.lua new file mode 100644 index 0000000..c54a110 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/Cave.lua @@ -0,0 +1,82 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\Cave_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "Cave" +local kScene = "adv_cave" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_theOtherSide") + if not LogicGet("Episode 403 - Killed Lilly") then + AgentSetProperty("James", "Current State", "zombie") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +Cave = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemState() + if LogicGet("Episode 403 - Killed Lilly") then + WalkBoxesDisableAreaAroundAgent("adv_cave", "dummy_walkBoxJames") + end + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/CliffBridge.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/CliffBridge.lua new file mode 100644 index 0000000..7316ae5 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/CliffBridge.lua @@ -0,0 +1,98 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\CliffBridge_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("AI_PlayerProjectile.lua") +local kScript = "CliffBridge" +local kScene = "adv_cliffBridge" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID == 0 then + return + end + if debugID < 3 then + if not LogicGet("Episode 402 - Saved Violet") then + AgentHide("Louis", false) + else + AgentHide("Violet", false) + end + end + if debugID == 1 then + Game_SetSceneDialogNode("cs_theBridge") + else + if debugID == 2 then + Game_SetSceneDialogNode("cs_scatter") + AgentHide("Minerva", false) + else + Game_SetSceneDialogNode("cs_separated") + end + end +end + + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + + +CliffBridge = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemState() + if not Game_GetLoaded() and LogicGet("Episode 402 - Saved Violet") then + AgentSetState("Minerva", "shoulderRWound") + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_notification") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestBarn.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestBarn.lua new file mode 100644 index 0000000..5e67058 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestBarn.lua @@ -0,0 +1,149 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\ForestBarn_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestBarn" +local kScene = "adv_forestBarn" +local kWalkbox = "adv_forestBarn.wbox" +local mDisableTriZombies = {} + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + local debugID = LogicGet("Debug ID") + if debugID == 0 then + return + end + if debugID > 1 then + Dialog_Run("env_forestBarn_act2", "logic_setPlayer", false) + end + if debugID == 1 then + Game_SetSceneDialogNode("cs_shutIn") + else + if debugID == 2 then + Game_SetSceneDialogNode("cs_slowEmDown") + else + Game_SetSceneDialogNode("cs_endOfTheLine") + end + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestBarn = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemState() +end + +ForestBarn_DisableZombieTri = function(zombie) + -- function num : 0_2 , upvalues : _ENV, mDisableTriZombies, kWalkbox + if (table.contains)(mDisableTriZombies, zombie) then + TableRemove(mDisableTriZombies, zombie) + WaitForNextFrame() + Print("Zombie was already in table\n\n") + end + WalkBoxesDisableAreaAroundAgent(kWalkbox, zombie) + ; + (table.insert)(mDisableTriZombies, zombie) +end + +ForestBarn_EnableZombieTri = function(zombie) + -- function num : 0_3 , upvalues : mDisableTriZombies, _ENV, kWalkbox + if #mDisableTriZombies == 0 then + Print("The table is empty!\n\n") + return + end + if zombie then + if (table.contains)(mDisableTriZombies, zombie) then + Print("Stunning an already stunned zombie.\n\n") + WalkBoxesEnableAreaAroundAgent(kWalkbox, zombie) + else + Print(zombie .. " isn\'t in the table yet!\n\n") + return + end + else + WalkBoxesEnableAreaAroundAgent(kWalkbox, mDisableTriZombies[1]) + ; + (table.remove)(mDisableTriZombies, 1) + Print("Index 1 has been removed from the table!\n\n") + end +end + +ForestBarn_EnableDeadZombieTri = function(zombie) + -- function num : 0_4 , upvalues : _ENV, kWalkbox, mDisableTriZombies + if zombie then + WalkBoxesEnableAreaAroundAgent(kWalkbox, zombie) + TableRemove(mDisableTriZombies, zombie) + Print(zombie .. " has been removed from the table!\n\n") + end +end + +ForestBarn_KillZombieBG = function(agent) + -- function num : 0_5 , upvalues : _ENV + if not agent then + return + end + WaitForNextFrame() + for _,controller in ipairs(AgentGetControllers(agent)) do + local chore = ControllerGetChore(controller) + if chore and StringStartsWith(ResourceGetName(chore), "zombat_bgSweepedAJZombie") then + ControllerFadeOut(controller, 0.5, true) + while ControllerGetContribution(controller) > 0 do + WaitForNextFrame() + end + ControllerKill(controller) + end + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestShack.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestShack.lua new file mode 100644 index 0000000..1b5ee85 --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/ForestShack.lua @@ -0,0 +1,71 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\ForestShack_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "ForestShack" +local kScene = "adv_forestShack" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +ForestShack = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +ForestShack_StopHatDialog = function() + -- function num : 0_1 , upvalues : _ENV + local initialID = Subtitle_GetCurrentID() + while initialID and Subtitle_GetCurrentID() == initialID do + WaitForNextFrame() + end + Dialog_StopStringID("bg_hatStation") +end + +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/FortMcCarrollRanch.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/FortMcCarrollRanch.lua new file mode 100644 index 0000000..455453a --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/FortMcCarrollRanch.lua @@ -0,0 +1,89 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\FortMcCarrollRanch_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "FortMcCarrolRanch" +local kScene = "adv_fortMcCarrolRanch" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_carTrouble") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +FortMcCarrolRanch = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + if Game_GetLoaded() then + return + end + AgentSetState("Clementine", "mccarroll") + if Game_GetSkipEnterCutscenes() then + Game_RunSceneDialog("logic_freeWalk", false) + end +end + +FortMcCarrolRanch_ShutTheFuckUpLloyd = function(stringIDs) + -- function num : 0_2 , upvalues : _ENV + while LogicGet("2 - Lloyd Speaking") do + WaitForNextFrame() + end + for _,stringID in ipairs(stringIDs) do + Dialog_StopStringID(stringID) + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverBoat.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverBoat.lua new file mode 100644 index 0000000..e77570e --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverBoat.lua @@ -0,0 +1,62 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\RiverBoat_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +require("OpeningCredits.lua") +local kScript = "RiverBoat" +local kScene = "adv_riverBoat" + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +RiverBoat = function() + -- function num : 0_0 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemState() +end + +Game_SceneOpen(kScene, kScript) +SceneAdd("ui_notification") + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverShorelineNight.lua b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverShorelineNight.lua new file mode 100644 index 0000000..637e8db --- /dev/null +++ b/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/RiverShorelineNight.lua @@ -0,0 +1,76 @@ +-- Decompiled using luadec 2.2 rev: for Lua 5.2 from https://github.com/viruscamp/luadec +-- Command line: A:\Work\MODDING\Github\TTDS-NoOutlines\WDC_pc_WalkingDead404_data\RiverShorelineNight_temp.lua + +-- params : ... +-- function num : 0 , upvalues : _ENV +local kScript = "RiverShorelineNight" +local kScene = "adv_riverShorelineNight" + +local OnLogicReady = function() + -- function num : 0_0 , upvalues : _ENV + if Game_GetLoaded() then + return + end + if LogicGet("Debug ID") == 1 then + Game_SetSceneDialogNode("cs_separateWays") + end +end + +--a custom function that makes it easier to change properties on a scene agent +Custom_AgentSetProperty = function(agentName, propertyString, propertyValue, sceneObject) + + --find the agent within the scene + local agent = AgentFindInScene(agentName, sceneObject) + + --get the runtime properties of that agent + local agent_props = AgentGetRuntimeProperties(agent) + + --set the given (propertyString) on the agent to (propertyValue) + PropertySet(agent_props, propertyString, propertyValue) +end + +--removes an agent from a scene +Custom_RemoveAgent = function(agentName, sceneObj) + --check if the agent exists + if AgentExists(AgentGetName(agentName)) then + --find the agent + local agent = AgentFindInScene(agentName, sceneObj) + + --destroy the agent + AgentDestroy(agent) + end +end + +--our main function which we will do our scene modifications in +ModifyScene = function(sceneObj) + + --set some properties on the scene + local sceneName = sceneObj .. ".scene" + Custom_AgentSetProperty(sceneName, "Generate NPR Lines", false, sceneObj) + Custom_AgentSetProperty(sceneName, "Screen Space Lines - Enabled", false, sceneObj) + + --removes the green-brown graduated filter on the scene + Custom_RemoveAgent("module_post_effect", sceneObj) + + --force graphic black off in this scene + local prefs = GetPreferences() + PropertySet(prefs, "Enable Graphic Black", false) + PropertySet(prefs, "Render - Graphic Black Enabled", false) +end + +RiverShorelineNight = function() + -- function num : 0_1 , upvalues : _ENV + + ModifyScene(kScene) + + Episode_SetClemState() + if not Game_GetLoaded() and LogicGet("Episode 402 - Saved Violet") then + AgentSetState("Minerva", "shoulderRWound") + end +end + +if IsDebugBuild() then + Callback_OnLogicReady:Add(OnLogicReady) +end +Game_SceneOpen(kScene, kScript) + diff --git a/TTDS-NoOutlines/WDC_pc_WalkingDead404_data/env_barnObjectsAtlas_detail.d3dtx 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