From ea6ffbd04dc29d9ee478ecb86d1cc19329597b51 Mon Sep 17 00:00:00 2001 From: kitty624 <58940527+kitty624@users.noreply.github.com> Date: Mon, 21 Aug 2023 02:38:39 +0200 Subject: [PATCH] fix invalid GridNo Maria/Angel BH-quest maria/angel bountyhunter quest - the common used GridNo for one bountyhunter was invalid in some of the possible sectors - this had been already addressed for B14 in original commit - now expanded to use altenate GridNo in B2 and B12 as well - checked in MapEditor, other possible sectors allow a valid spawn at common used GridNo --- Data-1.13/Scripts/strategicmap.lua | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) diff --git a/Data-1.13/Scripts/strategicmap.lua b/Data-1.13/Scripts/strategicmap.lua index 19f9f4298..6e939462c 100644 --- a/Data-1.13/Scripts/strategicmap.lua +++ b/Data-1.13/Scripts/strategicmap.lua @@ -657,9 +657,16 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile) - -- dont spawn in deep water + -- dont spawn in deep water (B14) if (sSectorX == 14 and sSectorY == 2) then CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile) + -- dont spawn in bush (B2) + elseif (sSectorX == 8 and sSectorY == 2) then + CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile) + -- dont spawn in cornfield (B12) + elseif (sSectorX == 12 and sSectorY == 2) then + CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile) + -- spawn at common GridNo in all other possible sectors else CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile) end @@ -677,9 +684,16 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile) - -- dont spawn in deep water + -- dont spawn in deep water (B14) if (sSectorX == 14 and sSectorY == 2) then CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile) + -- dont spawn in bush (B2) + elseif (sSectorX == 8 and sSectorY == 2) then + CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile) + -- dont spawn in cornfield (B12) + elseif (sSectorX == 12 and sSectorY == 2) then + CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile) + -- spawn at common GridNo in all other possible sectors else CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile) end