- UB Improvements / Cleanup (by Jazz)

o added the lacking items of UB to files "the "Data\TableData\Items\Items.xml". 
o Necessary "Hand Cannon" were moved to the task Raul, to files H11_0_ExtraItems_xxx.xml. 
o The instruction Morrisa will be generated after destruction of Morrisa automatically. 
o All scripts lua were modified for UB

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1743 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-08-29 11:56:11 +00:00
parent e9d3115ee7
commit 2b7d9a05a7
44 changed files with 6994 additions and 315 deletions
@@ -6248,9 +6248,9 @@
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<mBig0Quantity>0</mBig0Quantity>
<mBig0Drop>1</mBig0Drop>
<mBig1>1362</mBig1>
<mBig1Status>100</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mBig1>0</mBig1>
<mBig1Status>0</mBig1Status>
<mBig1Quantity>0</mBig1Quantity>
<mBig1Drop>1</mBig1Drop>
<mBig2>116</mBig2>
<mBig2Status>100</mBig2Status>
@@ -0,0 +1,19 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,268 @@
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File diff suppressed because it is too large Load Diff
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File diff suppressed because it is too large Load Diff
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+12 -12
View File
@@ -271,19 +271,19 @@ BOBBY_SITE_ACCESSED = FALSE
[Unfinished Business Items]
TEX_MOVIE_ATTACK_CLYDESDALES = 1356
TEX_MOVIE_WILD_EAST = 1357
TEX_MOVIE_HAVE_HONDA = 1358
LAPTOP_TRANSMITTER = 1355
CHE_GUEVARA_CANTEEN = 1359
MERC_WRISTWATCH = 1360
SAM_GARVER_COMBAT_KNIFE = 1353
MERC_UMBRELLA_OLD = 336
MORRIS_INSTRUCTION_NOTE = 1362
HAND_CANNON = 1352
TEX_MOVIE_ATTACK_CLYDESDALES = 340
TEX_MOVIE_WILD_EAST = 341
TEX_MOVIE_HAVE_HONDA = 342
LAPTOP_TRANSMITTER = 339
CHE_GUEVARA_CANTEEN = 343
MERC_WRISTWATCH = 344
SAM_GARVER_COMBAT_KNIFE = 337
MERC_UMBRELLA_OLD = 345
MORRIS_INSTRUCTION_NOTE = 346
HAND_CANNON = 336
HARTFORD_6_SHOOTER = 66
MERC_UMBRELLA = 336
CLIP_CANNON_BALL = 1354
MERC_UMBRELLA = 345
CLIP_CANNON_BALL = 338
BARRETT_UB = 335
CALICO_960_UB = 69
PSG1_UB = 334
Binary file not shown.
+10 -10
View File
@@ -323,12 +323,12 @@ end
-- BIGGENS BOMBS
if ActionID == 25 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then
if ( UB_ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
UB_HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 17 )
TriggerNPCRecord( UB_GetBiggensID() , 17 ) -- get id from UB_Options.ini
end
@@ -337,12 +337,12 @@ end
-- BIGGENS WARNING
if ActionID == 26 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then
if ( UB_ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
UB_HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 16 )
TriggerNPCRecord( UB_GetBiggensID() , 16 ) -- get id from UB_Options.ini
end
@@ -351,14 +351,14 @@ end
-- SEE FORTIFIED DOOR
if ActionID == 27 then
HandleSeeingFortifiedDoor( sGridNo )
UB_HandleSeeingFortifiedDoor( sGridNo )
end
-- OPEN FORTIFED DOOR
if ActionID == 28 then
HandleSwitchToOpenFortifiedDoor( sGridNo )
UB_HandleSwitchToOpenFortifiedDoor( sGridNo )
end
@@ -368,12 +368,12 @@ if ActionID == 29 then
-- if the player is in the power plant
if( gWorldSectorX == 13 and gWorldSectorY == 10 and gbWorldSectorZ == 0 ) then
HandleSeeingPowerGenFan( sGridNo )
UB_HandleSeeingPowerGenFan( sGridNo )
elseif( gWorldSectorX == 15 and gWorldSectorY == 12 and gbWorldSectorZ == 3 ) then
-- The player is hitting the switch to launch the missles
HandlePlayerHittingSwitchToLaunchMissles()
UB_HandlePlayerHittingSwitchToLaunchMissles()
end
end
+135 -101
View File
@@ -404,35 +404,36 @@ ShopID = {
}
local function AddTexsVideosToBettysInventory()
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
end
function InitStrategicLayer()
InitialHeliCrash(iniINGAMEHELICRASH)
UB_InitialHeliCrash(UB_iniINGAMEHELICRASH)
if ( iniJERRY == true ) then
InitialProfile ( Profil.JerryMilo, iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, iniJERRYGRIDNO )
if ( UB_iniJERRY == true ) then
AddProfileToMap (UB_GetJerryID(),iniDEFAULT_ARRIVAL_SECTOR_X,iniDEFAULT_ARRIVAL_SECTOR_Y,0,UB_iniJERRYGRIDNO) -- get id from UB_Options.ini
--InitialProfile ( UB_GetJerryID(), iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, UB_iniJERRYGRIDNO )
end
InitialJerryQuotes(iniJERRYQUOTES)
InitialLaptopQuest(iniLAPTOP_QUEST)
UB_InitialJerryQuotes(iniJERRYQUOTES)
UB_InitialLaptopQuest(iniLAPTOP_QUEST)
InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
UB_InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
UB_InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
UB_InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
UB_InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
UB_InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
UB_InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
UB_InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
-- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini
SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y )
-- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini
InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
UB_InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
end
@@ -444,7 +445,7 @@ local ubNumElites = 0
local Test = false
local JohnKulbaText = true
if ( RandomManuelText == true ) then
if ( UB_RandomManuelText == true ) then
-- Miguel is dead
Dead = math.random(1, 2)
@@ -478,13 +479,13 @@ if ( RandomManuelText == true ) then
end
-- Random John or Tex
if ( enabledJohnAndTex == false) then
if ( UB_enabledJohnAndTex == false) then
ran = math.random(1, 2)
if ( ran == 1 ) then
if ( JohnKulbaText == true ) then
if ( UB_JohnKulbaText == true ) then
-- Mary is dead
MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then
@@ -493,37 +494,42 @@ ran = math.random(1, 2)
end
--John is available
Ja25JohnKulbaIsInGame (true)
UB_JohnKulbaIsInGame (true)
--Tex is not available
SetFactFalse( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
-- Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then
Ja25JohnKulbaInitialSectorX (10)
UB_JohnKulbaInitialSectorX (10)
AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
else
Ja25JohnKulbaInitialSectorX (11)
UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end
else
--John is not available
Ja25JohnKulbaIsInGame (false)
UB_JohnKulbaIsInGame (false)
-- added video to Betty Shop
if ( Ja25CheckJohnKulbaIsInGame() == false ) then
if ( UB_CheckJohnKulbaIsInGame() == false ) then
AddTexsVideosToBettysInventory()
end
--Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
end
-- John and Tex in game
elseif ( enabledJohnAndTex == true) then
elseif ( UB_enabledJohnAndTex == true) then
if ( JohnKulbaText == true ) then
if ( UB_JohnKulbaText == true ) then
-- Mary is dead
MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then
@@ -532,15 +538,17 @@ elseif ( enabledJohnAndTex == true) then
end
--John is available
Ja25JohnKulbaIsInGame (true)
UB_JohnKulbaIsInGame (true)
Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
--Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then
Ja25JohnKulbaInitialSectorX (10)
UB_JohnKulbaInitialSectorX (10)
AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
else
Ja25JohnKulbaInitialSectorX (11)
UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end
-- added video to Betty Shop
@@ -549,311 +557,337 @@ elseif ( enabledJohnAndTex == true) then
--Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
end
-- Add UB profiles
AddProfileToMap (UB_GetManuelID(),9,9,0,15758) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBiggensID(),13,9,0,14824) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBettyID(),10,9,0,12897) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRaulID(),11,9,0,10630) -- get id from UB_Options.ini
AddProfileToMap (UB_GetMorrisID(),15,12,3,14752) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRudyID(),13,10,0,18320) -- get id from UB_Options.ini
-- Add test UB profiles
--[[
AddProfileToMap (UB_GetManuelID(),7,8,0,15108) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBiggensID(),7,8,0,15107) -- get id from UB_Options.ini
AddProfileToMap (UB_GetJohnID(),7,8,0,15106) -- get id from UB_Options.ini
AddProfileToMap (UB_GetTexID(),7,8,0,15105) -- get id from UB_Options.ini
AddProfileToMap (UB_GetGastonID(),7,8,0,15104) -- get id from UB_Options.ini
AddProfileToMap (UB_GetJerryID(),7,8,0,15103) -- get id from UB_Options.ini
AddProfileToMap (UB_GetPgmale4ID(),7,8,0,15102) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBettyID(),7,8,0,15101) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRaulID(),7,8,0,15109) -- get id from UB_Options.ini
AddProfileToMap (UB_GetMorrisID(),7,8,0,15110) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRudyID(),7,8,0,15111) -- get id from UB_Options.ini
]]
-- Added enemy to sector
if ( Test == false ) then
-- H7
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
end
SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H8
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1,2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 9 )
ubNumElites = 2 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- Guard Post
-- H9
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 5 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 4 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H10
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 3 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 4 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- I9
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- First part of town
-- I10
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Second part of town
-- I11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 7 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- I12
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Abandoned mine
-- I13
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
end
SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- J11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- J12
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 21 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Power Generator, Ground Level
-- J13
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 15 + math.random( 1, 6 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 5 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 7 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Complex, Ground Level
-- K15
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 3 )
ubNumElites = 4 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites )
end
-- init hospital variables
+8 -8
View File
@@ -8,14 +8,14 @@ local DIF_LEVEL_INSANE = 4
function InitStrategicLayer ()
-- I10 BloodCats
if ( difficultyLevel == DIF_LEVEL_EASY ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 )
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
end
end
+12 -154
View File
@@ -161,165 +161,23 @@ SectorY =
MAP_ROW_P = 16,
}
-- JA2 Remove
--[[
-- local function
local function HandleJohnArrival( ID )
local ID2 = nil
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.JOHN)
if ( not ID ) then
return
end
end
if ( PythSpacesAway( ID,8228) < 40 ) then
if ( CheckFact( Facts.FACT_MARY_ALIVE, 0 ) == true ) then
ID2 = FindSoldierByProfileID( Profil.MARY )
if ( ID2 ) then
if ( PythSpacesAway( ID, GetNPCGridNo(ID2) ) > 8 ) then
-- Too far away!
return
end
end
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
-- If Mary is alive/dead
if ( ID2 ) then
ActionStopMerc(ID2)
TriggerNPCRecord( ID, 13 )
else
TriggerNPCRecord( ID, 12 )
end
end
end
-- end local function
-- local function
local function HandleMaryArrival( ID )
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.MARY)
if ( not ID ) then
return
end
end
if ( CheckFact( Facts.FACT_JOHN_ALIVE,0) == true ) then
return
--new requirements: player close by
elseif ( PythSpacesAway( ID,8228) < 40 ) then
if ( not TileIsOutOfBounds ( ClosestPC( ID, sDist )) and sDist > NPC_TALK_RADIUS * 2 ) then
--too far away
return
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
TriggerNPCRecord( ID, 13 )
end
end
]]
-- end local function
function HandleAtNewGridNo( ProfileId )
-- Ja2 Remove
--[[
if ( FindSoldierByProfileID (UB_GetTexID()) == UB_GetTexID() ) then
SetKeyProfile (UB_GetTexID(),true)
end
if ( FindSoldierByProfileID (UB_GetBettyID()) == UB_GetBettyID() ) then
SetKeyProfile (UB_GetBettyID(),true)
end
TeamSoldier = FindSoldierTeam (ProfileId)
if ( TeamSoldier == Team.OUR_TEAM ) then -- Team
-- Kingping expecting visit from player (Sector D5)
-- The fact has to be TRUE. If FALSE then Kingpin attack the player.
if ( CheckFact( 98 ) == false ) then
if ( NPCInRoomRange( ProfileId, 30, 39 ) == true and gWorldSectorX == 5 and gWorldSectorY == SectorY.MAP_ROW_D and gWorldSectorZ == 0 )then
for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do
if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == 2 ) then
for aimLoop=GetTacticalStatusFirstID(Team.OUR_TEAM),GetTacticalStatusLastID(Team.OUR_TEAM) do
if ( CheckMercPtrsID1SeenID2(iLoop,aimLoop) == SEEN_CURRENTLY ) then
MakeMercPtrsHostile( iLoop )
end
end
end
end
if ( CheckCombatMode == false ) then
EnterTeamCombatMode(Team.CIV_TEAM)
end
end
end
if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC
-- Skyrider
if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER, 163 ) -- 163 helicopter
-- Mary & John
elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then
-- Mary
if ( ProfileId == Profil.MARY ) then
HandleMaryArrival( Profil.MARY )
-- John
elseif ( ProfileId == Profil.JOHN ) then
HandleJohnArrival( Profil.JOHN )
end
-- Maria
elseif ( ProfileId == Profil.MARIA and CheckNPCSectorBool( Profil.MARIA, 6, SectorY.MAP_ROW_C, 0) == true and CheckFact(Facts.FACT_MARIA_ESCORTED_AT_LEATHER_SHOP,Profil.MARIA) == true ) then
if ( NPCInRoom( Profil.ANGEL, 2 ) == true ) then
TriggerNPCRecord( Profil.ANGEL, 12 )
end
-- Joey
elseif ( ProfileId == Profil.JOEY and CheckNPCSectorBool( Profil.JOEY, 8, SectorY.MAP_ROW_G, 0) == true and CheckFact(Facts.FACT_JOEY_NEAR_MARTHA,0) == true ) then
ActionStopMerc(Profil.JOEY)
TriggerNPCRecord( Profil.JOEY, 9 )
end
-- Drassen stuff for John & Mary
elseif ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == pQuest.QUESTINPROGRESS and ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
if ( CheckFact( Facts.FACT_JOHN_ALIVE ) == true ) then
HandleJohnArrival( nil )
else
HandleMaryArrival( nil )
end
elseif ( TeamSoldier == Team.CIV_TEAM and ProfileId ~= NO_PROFILE and CheckSoldierNeutral( ProfileId ) == true ) then
if ( ProfileId == Profil.JIM or ProfileId == Profil.JACK or ProfileId == Profil.OLAF or ProfileId == Profil.RAY or ProfileId == Profil.OLGA or ProfileId == Profil.TYRONE ) then
if ( not TileIsOutOfBounds( ClosestPC( ProfileId, sDesiredMercDist )) ) then
if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) then
CancelAIAction ( ProfileId )
AddToShouldBecomeHostileOrSayQuoteList( GetPlayerMercID(ProfileId) )
end
end
end
end -- End what EPC
end -- End team
]]
end
+35
View File
@@ -39,6 +39,28 @@ nQuests =
-- max Quests 254
}
ShopID = {
ARMS_DEALER_TONY = 0,
ARMS_DEALER_FRANZ = 1,
ARMS_DEALER_KEITH = 2,
ARMS_DEALER_JAKE = 3,
ARMS_DEALER_GABBY = 4,
ARMS_DEALER_HOWARD = 5,
ARMS_DEALER_SAM = 6,
ARMS_DEALER_FRANK = 7,
ARMS_DEALER_BAR_BRO_1 = 8,
ARMS_DEALER_BAR_BRO_2 = 9,
ARMS_DEALER_BAR_BRO_3 = 10,
ARMS_DEALER_BAR_BRO_4 = 11,
ARMS_DEALER_MICKY = 12,
ARMS_DEALER_ARNIE = 13,
ARMS_DEALER_FREDO = 14,
ARMS_DEALER_RAUL = 15, -- Raul UB
ARMS_DEALER_ELGIN = 16,
ARMS_DEALER_MANNY = 17,
ARMS_DEALER_BETTY = 18, -- Betty UB
}
qStatus = {
QUESTNOTSTARTED = 0,
QUESTINPROGRESS = 1,
@@ -65,6 +87,15 @@ nFacts = {
local NO_PROFILE = 200
-- UB function
local function AddLaptopTransmitterToBettysInventory()
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemLAPTOP_TRANSMITTER, 1 ) -- Laptop transmitter
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 216, 1 )
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 202, 2 )
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 201, 2 )
end
-- End UB
function InternalStartQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
@@ -145,6 +176,10 @@ function InternalEndQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
GiveQuestRewardPoint( sSectorX, sSectorY, 25, NO_PROFILE )
elseif ( ubQuest == nQuests.QUEST_ESCORT_SHANK ) then
GiveQuestRewardPoint( sSectorX, sSectorY, 5, NO_PROFILE )
-- UB
elseif ( ubQuest == nQuests.QUEST_GET_RID_BLOODCATS_AT_BETTYS ) then
AddLaptopTransmitterToBettysInventory()
-- end UB
else
GiveQuestRewardPoint( sSectorX, sSectorY, 4, NO_PROFILE )
end
+1 -1
View File
@@ -80,7 +80,7 @@ function PrepareToExitIntroScreen()
SetIntroExitScreen ( ScreenTypes.GAME_SCREEN )
SetCurrentWorldSector( iniDEFAULT_END_SECTOR_X, iniDEFAULT_END_SECTOR_Y, iniDEFAULT_END_SECTOR_Z )
EnterTacticalInFinalSector()
UB_EnterTacticalInFinalSector()
-- Dont leave tactical
SetEnteringMapScreen (false)
+22 -17
View File
@@ -186,6 +186,11 @@ local gsRobotGridNo
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
if ( sNewSectorX == 10 and sNewSectorY == 9 and bNewSectorZ == 0 ) then
SetKeyProfile (UB_GetTexID(),true)
SetKeyProfile (UB_GetBettyID(),true)
end
end
function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
@@ -216,49 +221,49 @@ local pSoldier
if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then
-- remove Jerry from the map
SetCharacterSectorX( 76, 0)
SetCharacterSectorY( 76, 0)
SetCharacterSectorX( UB_GetJerryID(), 0)
SetCharacterSectorY( UB_GetJerryID(), 0)
end
-- if the player is leaving a sector with Tex in it
if ( sOldSectorX == CheckCharacterSectorX(64) and sOldSectorY == CheckCharacterSectorY(64) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 64 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetTexID()) and sOldSectorY == CheckCharacterSectorY(UB_GetTexID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 64 ) -- TEX
pSoldier = FindSoldierByProfileID( UB_GetTexID() ) -- TEX
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 64 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 64, 0)
SetCharacterSectorY( 64, 0)
SetCharacterSectorX( UB_GetTexID(), 0)
SetCharacterSectorY( UB_GetTexID(), 0)
end
end
-- if the player is leaving a sector with John kulba in it
if ( sOldSectorX == CheckCharacterSectorX(62) and sOldSectorY == CheckCharacterSectorY(62) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 62 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetJohnID()) and sOldSectorY == CheckCharacterSectorY(UB_GetJohnID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 62 ) -- John
pSoldier = FindSoldierByProfileID( UB_GetJohnID() ) -- John
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 62 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 62, 0)
SetCharacterSectorY( 62, 0)
SetCharacterSectorX( UB_GetJohnID(), 0)
SetCharacterSectorY( UB_GetJohnID(), 0)
end
end
-- if the player is leaving a sector with Manuel in it
if ( sOldSectorX == CheckCharacterSectorX(60) and sOldSectorY == CheckCharacterSectorY(60) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 60 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetManuelID()) and sOldSectorY == CheckCharacterSectorY(UB_GetManuelID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 60 ) -- John
pSoldier = FindSoldierByProfileID( UB_GetManuelID() ) -- Manuel
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 60 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 60, 0)
SetCharacterSectorY( 60, 0)
SetCharacterSectorX( UB_GetManuelID(), 0)
SetCharacterSectorY( UB_GetManuelID(), 0)
end
end
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+5
View File
@@ -235,4 +235,9 @@
<AmmoCaliber>.30-06</AmmoCaliber>
<BRCaliber>.30-06</BRCaliber>
</AMMO>
<AMMO>
<uiIndex>47</uiIndex>
<AmmoCaliber>Cannon Ball</AmmoCaliber>
<BRCaliber>Cannon Ball</BRCaliber>
</AMMO>
</AMMOLIST>
+241 -2
View File
@@ -9244,7 +9244,6 @@
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>335</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>55</ubGraphicNum>
<ubWeight>129</ubWeight>
<ItemSize>9</ItemSize>
@@ -9271,6 +9270,226 @@
</ITEM>
<ITEM>
<uiIndex>336</uiIndex>
<szItemName>Hand Mortar</szItemName>
<szLongItemName>Hand Mortar</szLongItemName>
<szItemDesc>Just your standard 18th century hand mortar with a stubby brass barrel and JOURSON engraved on the lock. Worth a fortune on the collector's market.</szItemDesc>
<szBRName>Hand Mortar</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>336</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicNum>367</ubGraphicNum>
<ubWeight>24</ubWeight>
<ItemSize>6</ItemSize>
<usPrice>500</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>-4</bReliability>
<bRepairEase>-4</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BR_ROF>10</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>337</uiIndex>
<szItemName>Garver Knife</szItemName>
<szLongItemName>Sam Garver Combat Knife</szLongItemName>
<szItemDesc>This limited edition, Sam Garver combat knife, is authenticated with a serial number and signed by Sam himself. It's galvanized steel blade and gator-skinned elegance have made it a highly sought-after collectable.</szItemDesc>
<szBRName>Sam Garver Combat Knife</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>4</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>337</ubClassIndex>
<ubCursor>4</ubCursor>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>85</ubGraphicNum>
<ubWeight>9</ubWeight>
<ubPerPocket>2</ubPerPocket>
<ItemSize>24</ItemSize>
<usPrice>350</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>1</bReliability>
<bRepairEase>1</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<Attachment>1</Attachment>
<BR_ROF>28</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>338</uiIndex>
<szItemName>Cannon Ball</szItemName>
<szLongItemName>Cannon Ball</szLongItemName>
<szItemDesc>A hand-crafted cast-iron projectile for a hand mortar.</szItemDesc>
<szBRName>Cannon Ball</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>1024</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>61</ubClassIndex>
<ubGraphicNum>368</ubGraphicNum>
<ubWeight>25</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>10</ItemSize>
<usPrice>5</usPrice>
<ubCoolness>2</ubCoolness>
<Metal>1</Metal>
<Sinks>1</Sinks>
<BigGunList>1</BigGunList>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>339</uiIndex>
<szItemName>Transmitter</szItemName>
<szLongItemName>Laptop Transmitter</szLongItemName>
<szItemDesc>This satellite transmitter enables a laptop computer to connect to the Internet from anywhere in the world. N.B. Works with operating system other than Windows.</szItemDesc>
<szBRName>Laptop Transmitter</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>81</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>1</ubPerPocket>
<ItemSize>18</ItemSize>
<usPrice>100</usPrice>
<ubCoolness>5</ubCoolness>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Electronic>1</Electronic>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>340</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Attack of the Clydesdales</szLongItemName>
<szItemDesc>A sushi-western classic. All Hell breaks loose in a small mid-western town when a full-team of eight Clydesdales knock over the beer wagon and get into the suds.</szItemDesc>
<szBRName>Attack of the Clydesdales</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>78</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>341</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Wild, Wild East</szLongItemName>
<szItemDesc>Not to be confused with the American film Wild, Wild West, which was a dud, this Sushi-western, starring Will Smithero and Tex Colburn, is a hilarious romp through time.</szItemDesc>
<szBRName>Wild, Wild East</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>79</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>342</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Have Honda, Will Travel</szLongItemName>
<szItemDesc>Perhaps one of the greatest films ever directed by Francis Honda Copella, this sushi-western replaces the horse as a means of travel with raw sub-compact horsepower.</szItemDesc>
<szBRName>Have Honda, Will Travel</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>80</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>343</uiIndex>
<szItemName>Canteen</szItemName>
<szLongItemName>Che Guevara Canteen</szLongItemName>
<szItemDesc>This rebel essential is made from hand-crafted tin and enclosed in insulated Mayan wool. Filled to capacity with fresh spring water from the French Alps, no guerrilla campaign would be complete without one.</szItemDesc>
<szBRName>Che Guevara Canteen</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>82</ubGraphicNum>
<ubWeight>10</ubWeight>
<ubPerPocket>4</ubPerPocket>
<ItemSize>22</ItemSize>
<usPrice>25</usPrice>
<ubCoolness>1</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Hardware>1</Hardware>
<Canteen>1</Canteen>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>344</uiIndex>
<szItemName>Wrist Watch</szItemName>
<szLongItemName>MERC Wrist Watch</szLongItemName>
<szItemDesc>This is a timepiece like no other. An official M.E.R.C. wristwatch with Flo, in the skimpiest of bikinis, showing you the exact time with her limbs. It's even water resistant, so she'll never fog up.</szItemDesc>
<szBRName>MERC Wrist Watch</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>83</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>11</ItemSize>
<usPrice>50</usPrice>
<ubCoolness>2</ubCoolness>
<bRepairEase>-4</bRepairEase>
<Damageable>1</Damageable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>345</uiIndex>
<szItemName>Umbrella</szItemName>
<szLongItemName>MERC Umbrella</szLongItemName>
<szItemDesc>From formal wear to fatigues, this highly versatile umbrella will accompany you anywhere in style. It is also extremely durable; boasting a teflon-treated cloth guaranteed to withstand hail and sleet.</szItemDesc>
@@ -9278,7 +9497,7 @@
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>4</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>336</ubClassIndex>
<ubClassIndex>346</ubClassIndex>
<ubCursor>4</ubCursor>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>84</ubGraphicNum>
@@ -9301,4 +9520,24 @@
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>346</uiIndex>
<szItemName>Instructions</szItemName>
<szLongItemName>Morris' Launch Instructions</szLongItemName>
<szItemDesc>The note contains origin and destination coordinates as well as precise instructions to launch missiles. It includes a number of towns in Arulco and the launch facility in Tracona.</szItemDesc>
<szBRName>Morris' Launch Instructions</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>86</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>10</ItemSize>
<Unaerodynamic>1</Unaerodynamic>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
</ITEMLIST>
+7
View File
@@ -426,4 +426,11 @@
<ubAmmoType>0</ubAmmoType>
<ubMagType>0</ubMagType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>61</uiIndex>
<ubCalibre>47</ubCalibre>
<ubMagSize>1</ubMagSize>
<ubAmmoType>1</ubAmmoType>
<ubMagType>1</ubMagType>
</MAGAZINE>
</MAGAZINELIST>
+42
View File
@@ -2258,6 +2258,48 @@
</WEAPON>
<WEAPON>
<uiIndex>336</uiIndex>
<szWeaponName>Hand Mortar</szWeaponName>
<ubWeaponClass>5</ubWeaponClass>
<ubWeaponType>8</ubWeaponType>
<ubCalibre>47</ubCalibre>
<ubReadyTime>11</ubReadyTime>
<ubShotsPer4Turns>7.57</ubShotsPer4Turns>
<ubBulletSpeed>30</ubBulletSpeed>
<ubImpact>50</ubImpact>
<ubDeadliness>23</ubDeadliness>
<bAccuracy>4</bAccuracy>
<ubMagSize>1</ubMagSize>
<usRange>100</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>100</BurstAniDelay>
<ubAttackVolume>90</ubAttackVolume>
<ubHitVolume>30</ubHitVolume>
<sSound>146</sSound>
<sReloadSound>103</sReloadSound>
<sLocknLoadSound>109</sLocknLoadSound>
<SilencedSound>157</SilencedSound>
<bBurstAP>20</bBurstAP>
<APsToReload>20</APsToReload>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
<ManualReloadSound>480</ManualReloadSound>
<Handling>11</Handling>
<usOverheatingJamThreshold>4000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>5000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>1200</usOverheatingSingleShotTemperature>
</WEAPON>
<WEAPON>
<uiIndex>337</uiIndex>
<szWeaponName>Sam Garver Combat Knife</szWeaponName>
<ubWeaponClass>6</ubWeaponClass>
<ubShotsPer4Turns>14</ubShotsPer4Turns>
<ubImpact>20</ubImpact>
<ubDeadliness>7</ubDeadliness>
<usReloadDelay>200</usReloadDelay>
<ubAttackVolume>2</ubAttackVolume>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
</WEAPON>
<WEAPON>
<uiIndex>345</uiIndex>
<szWeaponName>MERC Umbrella</szWeaponName>
<ubWeaponClass>6</ubWeaponClass>
<ubShotsPer4Turns>10.46</ubShotsPer4Turns>
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