mirror of
https://github.com/1dot13/gamedir.git
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- 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:
@@ -6248,9 +6248,9 @@
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<mBig0Status>0</mBig0Status>
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<mBig0Quantity>0</mBig0Quantity>
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<mBig0Drop>1</mBig0Drop>
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<mBig1>1362</mBig1>
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<mBig1Status>100</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mBig1>0</mBig1>
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<mBig1Status>0</mBig1Status>
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<mBig1Quantity>0</mBig1Quantity>
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<mBig1Drop>1</mBig1Drop>
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<mBig2>116</mBig2>
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<mBig2Status>100</mBig2Status>
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@@ -0,0 +1,19 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,18 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,18 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,18 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,268 @@
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,748 @@
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File diff suppressed because it is too large
Load Diff
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>79</uiIndex>
|
||||
<sItemIndex>107</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>80</uiIndex>
|
||||
<sItemIndex>108</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>81</uiIndex>
|
||||
<sItemIndex>109</sItemIndex>
|
||||
<ubOptimalNumber>5</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>82</uiIndex>
|
||||
<sItemIndex>110</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>83</uiIndex>
|
||||
<sItemIndex>111</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>84</uiIndex>
|
||||
<sItemIndex>112</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>85</uiIndex>
|
||||
<sItemIndex>113</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>86</uiIndex>
|
||||
<sItemIndex>114</sItemIndex>
|
||||
<ubOptimalNumber>5</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>87</uiIndex>
|
||||
<sItemIndex>147</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>88</uiIndex>
|
||||
<sItemIndex>148</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>89</uiIndex>
|
||||
<sItemIndex>149</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>90</uiIndex>
|
||||
<sItemIndex>150</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>91</uiIndex>
|
||||
<sItemIndex>140</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>92</uiIndex>
|
||||
<sItemIndex>37</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>93</uiIndex>
|
||||
<sItemIndex>38</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>94</uiIndex>
|
||||
<sItemIndex>49</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>95</uiIndex>
|
||||
<sItemIndex>54</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>96</uiIndex>
|
||||
<sItemIndex>207</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>97</uiIndex>
|
||||
<sItemIndex>208</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>98</uiIndex>
|
||||
<sItemIndex>241</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>99</uiIndex>
|
||||
<sItemIndex>209</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>100</uiIndex>
|
||||
<sItemIndex>244</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>101</uiIndex>
|
||||
<sItemIndex>131</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>102</uiIndex>
|
||||
<sItemIndex>132</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>103</uiIndex>
|
||||
<sItemIndex>133</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>104</uiIndex>
|
||||
<sItemIndex>134</sItemIndex>
|
||||
<ubOptimalNumber>6</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>105</uiIndex>
|
||||
<sItemIndex>135</sItemIndex>
|
||||
<ubOptimalNumber>4</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>106</uiIndex>
|
||||
<sItemIndex>146</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>107</uiIndex>
|
||||
<sItemIndex>151</sItemIndex>
|
||||
<ubOptimalNumber>2</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>108</uiIndex>
|
||||
<sItemIndex>116</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>109</uiIndex>
|
||||
<sItemIndex>117</sItemIndex>
|
||||
<ubOptimalNumber>3</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>110</uiIndex>
|
||||
<sItemIndex>118</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>111</uiIndex>
|
||||
<sItemIndex>119</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>112</uiIndex>
|
||||
<sItemIndex>120</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>113</uiIndex>
|
||||
<sItemIndex>66</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
|
||||
<INVENTORY>
|
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<uiIndex>114</uiIndex>
|
||||
<sItemIndex>67</sItemIndex>
|
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
|
||||
<INVENTORY>
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<uiIndex>115</uiIndex>
|
||||
<sItemIndex>68</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
|
||||
<INVENTORY>
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<uiIndex>116</uiIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>117</uiIndex>
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|
||||
<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>118</uiIndex>
|
||||
<sItemIndex>331</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
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</INVENTORY>
|
||||
<INVENTORY>
|
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<uiIndex>119</uiIndex>
|
||||
<sItemIndex>332</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>120</uiIndex>
|
||||
<sItemIndex>334</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
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</INVENTORY>
|
||||
<INVENTORY>
|
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<uiIndex>121</uiIndex>
|
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<sItemIndex>335</sItemIndex>
|
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|
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<INVENTORY>
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<uiIndex>122</uiIndex>
|
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|
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<ubOptimalNumber>0</ubOptimalNumber>
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|
||||
<INVENTORY>
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|
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|
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>124</uiIndex>
|
||||
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|
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<ubOptimalNumber>0</ubOptimalNumber>
|
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|
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<INVENTORY>
|
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<uiIndex>125</uiIndex>
|
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|
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<ubOptimalNumber>0</ubOptimalNumber>
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|
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<INVENTORY>
|
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|
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|
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<ubOptimalNumber>0</ubOptimalNumber>
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|
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<INVENTORY>
|
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|
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|
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<INVENTORY>
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|
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<INVENTORY>
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|
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</INVENTORY>
|
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<INVENTORY>
|
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<uiIndex>130</uiIndex>
|
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<sItemIndex>170</sItemIndex>
|
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
|
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<INVENTORY>
|
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<uiIndex>131</uiIndex>
|
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<sItemIndex>161</sItemIndex>
|
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<ubOptimalNumber>0</ubOptimalNumber>
|
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>132</uiIndex>
|
||||
<sItemIndex>337</sItemIndex>
|
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<ubOptimalNumber>0</ubOptimalNumber>
|
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</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>133</uiIndex>
|
||||
<sItemIndex>207</sItemIndex>
|
||||
<ubOptimalNumber>1</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
<INVENTORY>
|
||||
<uiIndex>134</uiIndex>
|
||||
<sItemIndex>333</sItemIndex>
|
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<ubOptimalNumber>0</ubOptimalNumber>
|
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</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -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.
@@ -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
|
||||
|
||||
+138
-104
@@ -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
|
||||
@@ -532,16 +538,18 @@ 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)
|
||||
else
|
||||
Ja25JohnKulbaInitialSectorX (11)
|
||||
end
|
||||
if( math.random(1, 100 ) < 50 ) then
|
||||
UB_JohnKulbaInitialSectorX (10)
|
||||
AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
|
||||
else
|
||||
UB_JohnKulbaInitialSectorX (11)
|
||||
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
|
||||
end
|
||||
|
||||
-- added video to Betty Shop
|
||||
AddTexsVideosToBettysInventory()
|
||||
@@ -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
|
||||
|
||||
@@ -8,14 +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
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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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@@ -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>
|
||||
@@ -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>
|
||||
@@ -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>
|
||||
@@ -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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Reference in New Issue
Block a user