New merc (somewhat): Similar to Larry's two personalities, Buns now has an alternate personality as well.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23806&goto=354149&#msg_354149

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2430 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2018-07-25 20:11:27 +00:00
parent 59a52180ac
commit 053f24e278
131 changed files with 502 additions and 431 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+94 -40
View File
@@ -68,18 +68,57 @@ Quests =
Profil =
{
BARRY = 0,
BLOOD = 1,
LYNX = 2,
GRIZZLY = 3,
VICKI = 4,
TREVOR = 5,
GRUNTY = 6,
IVAN = 7,
STEROID = 8,
IGOR = 9,
SHADOW = 10,
RED = 11,
REAPER = 12,
FIDEL = 13,
FOX = 14,
SIDNEY = 15,
GUS = 16,
BUNS = 17,
ICE = 18,
SPIDER = 19,
CLIFF = 20,
BULL = 21,
HITMAN = 22,
BUZZ = 23,
RAIDER = 24,
RAVEN = 25,
STATIC = 26,
LEN = 27,
DANNY = 28,
MAGIC = 29,
STEPHEN = 30,
SCULLY = 31,
MALICE = 32,
DRQ = 33,
NAILS = 34,
THOR = 35,
SCOPE = 36,
WOLF = 37,
MD = 38,
MELTDOWN = 39,
BIFF = 40,
HAYWIRE = 41,
GASKET = 42,
RAZOR = 43,
FLO = 44,
GUMPY = 45,
LARRY = 46,
LARRY_STONED = 47,
COUGAR = 48,
NUMB = 49,
BUBBA = 50,
MIGUEL = 57,
CARLOS = 58,
IRA = 59,
@@ -181,7 +220,8 @@ Profil =
CARL = 158,
LAURA = 175,
RUDOLF = 177,
NO_PROFILE = 200,
SKITZ = 179,
BUNS_CHAOTIC = 215,
MOUSE = 245,
STELLA = 248,
}
@@ -2785,8 +2825,9 @@ DialogueActionEvent =
ADE_SEX = 11, -- does exactly what you think it does
ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning, aData1 is the itemnumber of the grenade
ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
}
-- functions used here:
@@ -2809,64 +2850,77 @@ DialogueActionEvent =
-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
if ( ubProfile == Profil.BUNS ) then
-- merc is the 1st one to explore this room, aData1 indicates the room in this event
if ( usEventNr == DialogueActionEvent.ADE_DISCOVER_ROOM ) then
-- surface sectors
if ( bSectorZ == 0 ) then
-- Omerta
if ( (sSectorY == SectorY.MAP_ROW_A) and ( (sSectorX == 9) or (sSectorX == 10) ) ) then
-- We use a random comment on the derelict houses in Omerta whenever we enter a room. As there are quite a few of those, don't always do so, otherwise this can be annoying
choicenr = math.random(1, 25)
if ( choicenr == 1 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//emptyhouse.ogg", "Hello? Anyone there? Hmm. It seems that this place is as quiet as a tomb.")
end
end
end
if ( ubProfile == Profil.BUNS_CHAOTIC ) then
-- we can 'react' on what lines other people use
-- this happens when we are in the same sector, awake and concious
-- aData1 indicates the profile number in this event
-- aData2 indicates the specific voice line we react to
elseif ( usEventNr == DialogueActionEvent.ADE_DIALOGUE_REACTION ) then
if ( usEventNr == DialogueActionEvent.ADE_DIALOGUE_REACTION ) then
if ( aData1 == Profil.FRED ) then
if ( aData2 == 12 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//fred0.ogg", "Pleasant fellow, I suppose, but too honest for his own good.")
if ( aData2 == 12 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//nicebutharmless.MP3", "Pleasant fellow, I suppose, but too honest for his own good.")
end
elseif ( aData1 == Profil.JOEY ) then
elseif ( aData1 == Profil.ELLIOT ) then
if ( aData2 == 0 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//joey0.ogg", "Ah, clever little fellow. Do not turn your back on this one.")
end
elseif ( aData1 == Profil.PABLO ) then
if ( aData2 == 2 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//pablo2.ogg", "Lying pig.")
end
elseif ( aData1 == Profil.ARMAND ) then
if ( aData2 == 14 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//armand0.ogg", "A very distinguished gentleman. I only hope he's telling the truth.")
if ( aData2 == 0 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//elliot.mp3", "Death doesn't seem to have kept him from talking.")
end
end
-- we applied an item to us, aData1 is the item index
elseif ( usEventNr == DialogueActionEvent.ADE_CONSUMEITEM ) then
elseif ( usEventNr == DialogueActionEvent.ADE_SECTOR_COMMENTARY ) then
-- surface sectors
if ( bSectorZ == 0 ) then
-- Alma base
if ( (sSectorX == 13) and (sSectorY == SectorY.MAP_ROW_H) ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//almabase.mp3", "This must be where the savant has set up shop. Very impressive.")
-- Hicks farm
elseif ( (sSectorX == 10) and (sSectorY == SectorY.MAP_ROW_F) ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//hicksfarm.ogg", "Nothing but crude brutes. The savant would not ally with them... at least... I hope not.")
end
end
-- aData1 is the itemnumber of the grenade
elseif ( usEventNr == DialogueActionEvent.ADE_GRENADEWARNING ) then
SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//grenadewarning.ogg", "Be careful, it would probably burn your legs right off!")
-- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
elseif ( usEventNr == DialogueActionEvent.ADE_NPC_DEATH ) then
if ( aData2 == Profil.BUNS_CHAOTIC ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//friendlyfire.MP3", "So sorry. I slipped.")
elseif ( (aData1 == Profil.BUZZ) or
(aData1 == Profil.MELTDOWN) or
(aData1 == Profil.ANNIE) or
(aData1 == Profil.MADAME) or
(aData1 == Profil.DOREEN) ) then
SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//likedfemaledeath.MP3", "Her blood will be avenged.")
elseif ( (aData1 == Profil.REAPER) or
(aData1 == Profil.HAYWIRE) or
(aData1 == Profil.RAZOR) or
(aData1 == Profil.SLAY) or
(aData1 == Profil.CARMEN) or
(aData1 == Profil.JOE) or
(aData1 == Profil.CHRIS) or
(aData1 == Profil.KINGPIN) or
(aData1 == Profil.MIKE) or
(aData1 == Profil.SKITZ) ) then
SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns_chaotic//likedmaledeath.MP3", "Very sad. But he was weak.")
if ( aData1 == 1752 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//painkillers.ogg", "Not so bad now.")
elseif ( aData1 == 235 ) then SetAdditionalDialogue(ubProfile, iFaceIndex, "Speech//Additional//Buns//regenbooster.ogg", "I am better now.")
end
end
end
end
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More