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:
Flugente
2017-09-21 18:47:53 +00:00
parent 129edcc670
commit 085514b206
4 changed files with 115 additions and 9 deletions
+1 -1
View File
@@ -515,7 +515,7 @@ function InitNewGame()
AddEmail (MERC_INTRO, MERC_INTRO_LENGTH, Sender.SPECK_FROM_MERC, -1, -1)
end
end
-- Get starting cash from DifficultySettings.xml
SetStartingCashDifLevel(newDIFFICULTY_LEVEL)
+57 -1
View File
@@ -164,6 +164,54 @@ SectorY =
MAP_ROW_P = 16,
}
-- text colours
FontColour =
{
FONT_MCOLOR_DKWHITE = 134,
FONT_MCOLOR_LTYELLOW = 144,
FONT_MCOLOR_RED = 163,
FONT_MCOLOR_DKRED = 164,
FONT_MCOLOR_LTGREEN = 184,
}
-- these numbers aren't used in the code - we only use them in LUA
Languages =
{
LANGUAGE_ENGLISH = 0,
LANGUAGE_GERMAN = 1,
LANGUAGE_RUSSIAN = 2,
LANGUAGE_DUTCH = 3,
LANGUAGE_POLISH = 4,
LANGUAGE_FRENCH = 5,
LANGUAGE_ITALIAN = 6,
LANGUAGE_CHINESE = 7,
}
-- numbers for addressing which stat should get more experience
StatTypes =
{
HEALTHAMT = 1,
AGILAMT = 2,
DEXTAMT = 3,
WISDOMAMT = 4,
MEDICALAMT = 5,
EXPLODEAMT = 6,
MECHANAMT = 7,
MARKAMT = 8,
EXPERAMT = 9,
STRAMT = 10,
LDRAMT = 11,
}
-- different teams
Teams =
{
ENEMY_TEAM = 1,
CREATURE_TEAM = 2,
MILITIA_TEAM = 3,
CIV_TEAM = 4,
}
local iLoop
local aimLoop
@@ -337,4 +385,12 @@ function HandleAtNewGridNo( ProfileId )
end -- End what EPC
end -- End team
end
end
-- handle the result of an interactive action that has a special id set for lua
-- for more info, see InteractiveActions.xml
function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubID, usActionType, sLuaactionid, difficulty, skill )
end
+12 -7
View File
@@ -47,6 +47,9 @@ Profiles =
{
DYNAMO = 66,
CARMEN = 78,
KINGPIN = 86,
MARIA = 88,
ANGEL = 89,
MADAME = 107,
}
@@ -55,7 +58,7 @@ nHistory = {
HISTORY_QUEST_FINISHED = 16,
}
nFacts = {
Facts = {
FACT_ESTONI_REFUELLING_POSSIBLE = 277,
@@ -65,13 +68,15 @@ local NO_PROFILE = 200
function InternalStartQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
SetQuest( ubQuest, qStatus.QUESTINPROGRESS )
if ( fUpdateHistory == true) then
if ( is_networked == 0 ) then
SetHistoryFact( nHistory.HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY )
end
end
if ( fUpdateHistory == true) then
if ( is_networked == 0 ) then
SetHistoryFact( nHistory.HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY )
end
end
else
SetQuest( ubQuest, qStatus.QUESTINPROGRESS )
end
+45
View File
@@ -266,6 +266,13 @@ function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
SetCharacterSectorY(Profil.ANGEL, 0)
end
if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTDONE ) then
-- move Kyle to his shop
SetCharacterSectorX(Profil.KYLE, 6)
SetCharacterSectorY(Profil.KYLE, SectorY.MAP_ROW_C)
SetProfileStrategicInsertionData(Profil.KYLE, 12380)
end
if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
ResetBoxers()
end
@@ -316,3 +323,41 @@ function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
end
-- text colours
FontColour =
{
FONT_MCOLOR_DKWHITE = 134,
FONT_MCOLOR_LTYELLOW = 144,
FONT_MCOLOR_RED = 163,
FONT_MCOLOR_DKRED = 164,
FONT_MCOLOR_LTGREEN = 184,
}
-- these numbers aren't used in the code - we only use them in LUA
Languages =
{
LANGUAGE_ENGLISH = 0,
LANGUAGE_GERMAN = 1,
LANGUAGE_RUSSIAN = 2,
LANGUAGE_DUTCH = 3,
LANGUAGE_POLISH = 4,
LANGUAGE_FRENCH = 5,
LANGUAGE_ITALIAN = 6,
LANGUAGE_CHINESE = 7,
}
-- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector
function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime )
end
-- this function is called whenever we recruit a RPC
function RecruitRPCAdditionalHandling( usProfile )
end
-- this function is called whenever we enter a sector in tactical
function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )
end