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https://github.com/1dot13/gamedir.git
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Updated scripts
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2388 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -515,7 +515,7 @@ function InitNewGame()
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AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1, -1)
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end
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end
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-- Get starting cash from DifficultySettings.xml
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SetStartingCashDifLevel(newDIFFICULTY_LEVEL)
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@@ -164,6 +164,54 @@ SectorY =
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MAP_ROW_P = 16,
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}
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-- text colours
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FontColour =
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{
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FONT_MCOLOR_DKWHITE = 134,
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FONT_MCOLOR_LTYELLOW = 144,
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FONT_MCOLOR_RED = 163,
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FONT_MCOLOR_DKRED = 164,
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FONT_MCOLOR_LTGREEN = 184,
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}
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-- these numbers aren't used in the code - we only use them in LUA
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Languages =
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{
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LANGUAGE_ENGLISH = 0,
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LANGUAGE_GERMAN = 1,
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LANGUAGE_RUSSIAN = 2,
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LANGUAGE_DUTCH = 3,
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LANGUAGE_POLISH = 4,
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LANGUAGE_FRENCH = 5,
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LANGUAGE_ITALIAN = 6,
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LANGUAGE_CHINESE = 7,
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}
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-- numbers for addressing which stat should get more experience
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StatTypes =
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{
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HEALTHAMT = 1,
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AGILAMT = 2,
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DEXTAMT = 3,
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WISDOMAMT = 4,
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MEDICALAMT = 5,
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EXPLODEAMT = 6,
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MECHANAMT = 7,
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MARKAMT = 8,
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EXPERAMT = 9,
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STRAMT = 10,
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LDRAMT = 11,
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}
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-- different teams
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Teams =
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{
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ENEMY_TEAM = 1,
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CREATURE_TEAM = 2,
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MILITIA_TEAM = 3,
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CIV_TEAM = 4,
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}
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local iLoop
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local aimLoop
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@@ -337,4 +385,12 @@ function HandleAtNewGridNo( ProfileId )
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end -- End what EPC
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end -- End team
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end
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end
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-- handle the result of an interactive action that has a special id set for lua
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-- for more info, see InteractiveActions.xml
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function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubID, usActionType, sLuaactionid, difficulty, skill )
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end
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+12
-7
@@ -47,6 +47,9 @@ Profiles =
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{
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DYNAMO = 66,
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CARMEN = 78,
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KINGPIN = 86,
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MARIA = 88,
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ANGEL = 89,
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MADAME = 107,
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}
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@@ -55,7 +58,7 @@ nHistory = {
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HISTORY_QUEST_FINISHED = 16,
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}
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nFacts = {
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Facts = {
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FACT_ESTONI_REFUELLING_POSSIBLE = 277,
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@@ -65,13 +68,15 @@ local NO_PROFILE = 200
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function InternalStartQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
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if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
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if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
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SetQuest( ubQuest, qStatus.QUESTINPROGRESS )
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if ( fUpdateHistory == true) then
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if ( is_networked == 0 ) then
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SetHistoryFact( nHistory.HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY )
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end
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end
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if ( fUpdateHistory == true) then
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if ( is_networked == 0 ) then
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SetHistoryFact( nHistory.HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY )
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end
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end
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else
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SetQuest( ubQuest, qStatus.QUESTINPROGRESS )
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end
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@@ -266,6 +266,13 @@ function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
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SetCharacterSectorY(Profil.ANGEL, 0)
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end
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if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTDONE ) then
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-- move Kyle to his shop
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SetCharacterSectorX(Profil.KYLE, 6)
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SetCharacterSectorY(Profil.KYLE, SectorY.MAP_ROW_C)
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SetProfileStrategicInsertionData(Profil.KYLE, 12380)
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end
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if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
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ResetBoxers()
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end
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@@ -316,3 +323,41 @@ function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
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SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
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end
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-- text colours
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FontColour =
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{
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FONT_MCOLOR_DKWHITE = 134,
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FONT_MCOLOR_LTYELLOW = 144,
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FONT_MCOLOR_RED = 163,
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FONT_MCOLOR_DKRED = 164,
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FONT_MCOLOR_LTGREEN = 184,
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}
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-- these numbers aren't used in the code - we only use them in LUA
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Languages =
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{
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LANGUAGE_ENGLISH = 0,
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LANGUAGE_GERMAN = 1,
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LANGUAGE_RUSSIAN = 2,
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LANGUAGE_DUTCH = 3,
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LANGUAGE_POLISH = 4,
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LANGUAGE_FRENCH = 5,
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LANGUAGE_ITALIAN = 6,
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LANGUAGE_CHINESE = 7,
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}
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-- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector
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function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime )
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end
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-- this function is called whenever we recruit a RPC
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function RecruitRPCAdditionalHandling( usProfile )
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end
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-- this function is called whenever we enter a sector in tactical
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function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )
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end
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