diff --git a/Data-1.13/Scripts/Overhead.lua b/Data-1.13/Scripts/Overhead.lua index 3e803eb76..553f3e105 100644 --- a/Data-1.13/Scripts/Overhead.lua +++ b/Data-1.13/Scripts/Overhead.lua @@ -357,6 +357,22 @@ Teams = CIV_TEAM = 4, } +-- (relevant) bodytypes +Bodytype = +{ + REGMALE = 0, + BIGMALE = 1, + STOCKYMALE = 2, + REGFEMALE = 3, + FATCIV = 11, + MANCIV = 12, + MINICIV = 13, + DRESSCIV = 14, + HATKIDCIV = 15, + KIDCIV = 16, + CRIPPLECIV = 17, +} + local iLoop local aimLoop @@ -2807,16 +2823,45 @@ Skill = SKILLS_RADIO_LISTEN = 3, SKILLS_RADIO_CALLREINFORCEMENTS = 4, SKILLS_RADIO_TURNOFF = 5, + SKILLS_RADIO_ACTIVATE_TURNCOATS_ALL = 6, - SKILLS_INTEL_CONCEAL = 6, - SKILLS_INTEL_GATHERINTEL = 7, + SKILLS_INTEL_CONCEAL = 7, + SKILLS_INTEL_GATHERINTEL = 8, + SKILLS_CREATE_TURNCOAT = 9, + SKILLS_ACTIVATE_TURNCOATS = 10, + SKILLS_ACTIVATE_TURNCOATS_ALL = 11, -- various - SKILLS_SPOTTER = 8, - SKILLS_FOCUS = 9, - SKILLS_DRAG = 10, + SKILLS_SPOTTER = 12, + SKILLS_FOCUS = 13, + SKILLS_DRAG = 14, }; +-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here +Voiceline = +{ + QUOTE_SEE_ENEMY = 0, + QUOTE_HEARD_SOMETHING = 6, + QUOTE_SPOTTED_SOMETHING_ONE = 11, + QUOTE_SPOTTED_SOMETHING_TWO = 12, + QUOTE_OUT_OF_AMMO = 13, + QUOTE_TAKEN_A_BREATING = 21, -- took a lot of hits this turn + QUOTE_CLOSE_CALL = 22, -- almost hit by a projectile + QUOTE_NO_LINE_OF_FIRE = 23, -- really bad chance to hit target + QUOTE_KILLED_AN_ENEMY = 27, + QUOTE_HEADSHOT = 33, + QUOTE_STARTING_TO_WHINE = 40, -- complain: low morale + + -- these three lines are played at random when we talk to one of our mercs. Despite the name they don't have any special meaning + QUOTE_NEGATIVE_COMPANY = 41, + QUOTE_SOCIAL_TRAIT = 44, + QUOTE_PASSING_DISLIKE = 45, + + QUOTE_ENEMY_PRESENCE = 59, + QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT = 60, + QUOTE_SECTOR_SAFE = 65, +} + -- different dialogue action events DialogueActionEvent = { @@ -2846,6 +2891,7 @@ DialogueActionEvent = ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0) ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector + ADE_BOMB_HAS_BEEN_PLANTED = 26, -- we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0) } -- functions used here: @@ -2888,7 +2934,8 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace end end - + + -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first) elseif ( usEventNr == DialogueActionEvent.ADE_SECTOR_COMMENTARY ) then -- surface sectors @@ -2976,3 +3023,20 @@ function HandleReplaceQuote( ubProfile, usQuoteNum ) end + +-- functions used here: +-- +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) +-- volume: optional sound volume (65: medium volume, 127: loud), default 65 +-- PlaySound(path, volume) + +-- handle +-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates +-- ubMerchantID is the ID of the merchant for whom this is called +-- ubBodyType is the character model the merchant uses +-- usQuoteNum is the event of the dialogue that is supposed to be called +function HandleNPCMerchantQuote(sSectorX, sSectorY, bSectorZ, ubMerchantID, ubBodyType, usQuoteNum ) + + + +end \ No newline at end of file diff --git a/Data-UB/Scripts/Overhead.lua b/Data-UB/Scripts/Overhead.lua index 973459216..0a6138908 100644 --- a/Data-UB/Scripts/Overhead.lua +++ b/Data-UB/Scripts/Overhead.lua @@ -209,6 +209,22 @@ Teams = CIV_TEAM = 4, } +-- (relevant) bodytypes +Bodytype = +{ + REGMALE = 0, + BIGMALE = 1, + STOCKYMALE = 2, + REGFEMALE = 3, + FATCIV = 11, + MANCIV = 12, + MINICIV = 13, + DRESSCIV = 14, + HATKIDCIV = 15, + KIDCIV = 16, + CRIPPLECIV = 17, +} + local iLoop local aimLoop @@ -452,14 +468,18 @@ Skill = SKILLS_RADIO_LISTEN = 3, SKILLS_RADIO_CALLREINFORCEMENTS = 4, SKILLS_RADIO_TURNOFF = 5, + SKILLS_RADIO_ACTIVATE_TURNCOATS_ALL = 6, - SKILLS_INTEL_CONCEAL = 6, - SKILLS_INTEL_GATHERINTEL = 7, + SKILLS_INTEL_CONCEAL = 7, + SKILLS_INTEL_GATHERINTEL = 8, + SKILLS_CREATE_TURNCOAT = 9, + SKILLS_ACTIVATE_TURNCOATS = 10, + SKILLS_ACTIVATE_TURNCOATS_ALL = 11, -- various - SKILLS_SPOTTER = 8, - SKILLS_FOCUS = 9, - SKILLS_DRAG = 10, + SKILLS_SPOTTER = 12, + SKILLS_FOCUS = 13, + SKILLS_DRAG = 14, }; -- different dialogue action events @@ -491,6 +511,7 @@ DialogueActionEvent = ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0) ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector + ADE_BOMB_HAS_BEEN_PLANTED = 26, -- we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0) } -- functions used here: @@ -545,4 +566,45 @@ Voiceline = -- usQuoteNum is the quote that the game wants to play function HandleReplaceQuote( ubProfile, usQuoteNum ) +end + + +-- shopkeeper quotes while in the shop interface +Shopkeeperquote = +{ + SK_QUOTES_DEALER_OFFERED_MONEY_AS_A_GIFT = 10, + SK_QUOTES_PLAYER_FIRST_ENTERS_SKI = 11, + SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_1 = 12, + SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_2 = 13, + SK_QUOTES_RANDOM_QUOTE_WHILE_ITEMS_CHOSEN_TO_TRADE = 14, + SK_QUOTES_RANDOM_QUOTE_WHILE_ITEMS_CHOSEN_TO_SELL_OR_REPAIR = 15, + SK_QUOTES_PLAYER_REQUESTED_EVALUATION = 16, + SK_QUOTES_DURING_EVALUATION_STUFF_REJECTED = 17, + SK_QUOTES_EVALUATION_RESULT_VALUE_OF_ZERO = 18, + SK_QUOTES_EVALUATION_RESULT_SOME_REALLY_DAMAGED_ITEMS = 19, + SK_QUOTES_EVALUATION_RESULT_NORMAL = 20, + SK_QUOTES_EVAULATION_PLAYER_DOESNT_HAVE_ENOUGH_VALUE = 21, + SK_QUOTES_PLAYER_HAS_EXACTLY_ENOUGH_MONEY_FOR_TRANSACTION = 22, + SK_QUOTES_PLAYER_HAS_TOO_MUCH_MONEY_FOR_TRANSACTION = 23, + SK_QUOTES_PRESSES_DONE_HAS_AT_LEAST_1_TRANSACTION = 24, + SK_QUOTES_PRESSED_DONE_HASNT_MADE_TRANSACTION = 25, + SK_QUOTES_PRESSED_DONE_STILL_HAS_STUFF_IN_OFFER_AREA = 26, + SK_QUOTES_CANT_AFFORD_TO_BUY_OR_TOO_MUCH_TO_REPAIR = 27, +} + +-- functions used here: +-- +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) +-- volume: optional sound volume (65: medium volume, 127: loud), default 65 +-- PlaySound(path, volume) + +-- handle +-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates +-- ubMerchantID is the ID of the merchant for whom this is called +-- ubBodyType is the character model the merchant uses +-- usQuoteNum is the event of the dialogue that is supposed to be called +function HandleNPCMerchantQuote(sSectorX, sSectorY, bSectorZ, ubMerchantID, ubBodyType, usQuoteNum ) + + + end diff --git a/Data/Scripts/Overhead.lua b/Data/Scripts/Overhead.lua index 74fcde44e..0394023d9 100644 --- a/Data/Scripts/Overhead.lua +++ b/Data/Scripts/Overhead.lua @@ -342,6 +342,22 @@ Teams = CIV_TEAM = 4, } +-- (relevant) bodytypes +Bodytype = +{ + REGMALE = 0, + BIGMALE = 1, + STOCKYMALE = 2, + REGFEMALE = 3, + FATCIV = 11, + MANCIV = 12, + MINICIV = 13, + DRESSCIV = 14, + HATKIDCIV = 15, + KIDCIV = 16, + CRIPPLECIV = 17, +} + local iLoop local aimLoop @@ -782,14 +798,18 @@ Skill = SKILLS_RADIO_LISTEN = 3, SKILLS_RADIO_CALLREINFORCEMENTS = 4, SKILLS_RADIO_TURNOFF = 5, + SKILLS_RADIO_ACTIVATE_TURNCOATS_ALL = 6, - SKILLS_INTEL_CONCEAL = 6, - SKILLS_INTEL_GATHERINTEL = 7, + SKILLS_INTEL_CONCEAL = 7, + SKILLS_INTEL_GATHERINTEL = 8, + SKILLS_CREATE_TURNCOAT = 9, + SKILLS_ACTIVATE_TURNCOATS = 10, + SKILLS_ACTIVATE_TURNCOATS_ALL = 11, -- various - SKILLS_SPOTTER = 8, - SKILLS_FOCUS = 9, - SKILLS_DRAG = 10, + SKILLS_SPOTTER = 12, + SKILLS_FOCUS = 13, + SKILLS_DRAG = 14, }; -- different dialogue action events @@ -821,6 +841,7 @@ DialogueActionEvent = ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0) ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector + ADE_BOMB_HAS_BEEN_PLANTED = 26, -- we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0) } -- functions used here: @@ -877,4 +898,45 @@ function HandleReplaceQuote( ubProfile, usQuoteNum ) +end + + +-- shopkeeper quotes while in the shop interface +Shopkeeperquote = +{ + SK_QUOTES_DEALER_OFFERED_MONEY_AS_A_GIFT = 10, + SK_QUOTES_PLAYER_FIRST_ENTERS_SKI = 11, + SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_1 = 12, + SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_2 = 13, + SK_QUOTES_RANDOM_QUOTE_WHILE_ITEMS_CHOSEN_TO_TRADE = 14, + SK_QUOTES_RANDOM_QUOTE_WHILE_ITEMS_CHOSEN_TO_SELL_OR_REPAIR = 15, + SK_QUOTES_PLAYER_REQUESTED_EVALUATION = 16, + SK_QUOTES_DURING_EVALUATION_STUFF_REJECTED = 17, + SK_QUOTES_EVALUATION_RESULT_VALUE_OF_ZERO = 18, + SK_QUOTES_EVALUATION_RESULT_SOME_REALLY_DAMAGED_ITEMS = 19, + SK_QUOTES_EVALUATION_RESULT_NORMAL = 20, + SK_QUOTES_EVAULATION_PLAYER_DOESNT_HAVE_ENOUGH_VALUE = 21, + SK_QUOTES_PLAYER_HAS_EXACTLY_ENOUGH_MONEY_FOR_TRANSACTION = 22, + SK_QUOTES_PLAYER_HAS_TOO_MUCH_MONEY_FOR_TRANSACTION = 23, + SK_QUOTES_PRESSES_DONE_HAS_AT_LEAST_1_TRANSACTION = 24, + SK_QUOTES_PRESSED_DONE_HASNT_MADE_TRANSACTION = 25, + SK_QUOTES_PRESSED_DONE_STILL_HAS_STUFF_IN_OFFER_AREA = 26, + SK_QUOTES_CANT_AFFORD_TO_BUY_OR_TOO_MUCH_TO_REPAIR = 27, +} + +-- functions used here: +-- +-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format) +-- volume: optional sound volume (65: medium volume, 127: loud), default 65 +-- PlaySound(path, volume) + +-- handle +-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates +-- ubMerchantID is the ID of the merchant for whom this is called +-- ubBodyType is the character model the merchant uses +-- usQuoteNum is the event of the dialogue that is supposed to be called +function HandleNPCMerchantQuote(sSectorX, sSectorY, bSectorZ, ubMerchantID, ubBodyType, usQuoteNum ) + + + end