local NPC_TALK_RADIUS = 4 local sDesiredMercDist local NO_PROFILE = 200 Facts = { FACT_SKYRIDER_CLOSE_TO_CHOPPER = 43, FACT_MARIA_ESCORTED_AT_LEATHER_SHOP = 117, FACT_JOEY_NEAR_MARTHA = 110, FACT_JOHN_ALIVE = 190, FACT_MARY_OR_JOHN_ARRIVED = 192, FACT_MARY_ALIVE = 187, FACT_FIRST_ROBOT_DESTROYED = 203, FACT_ROBOT_READY_SECOND_TIME = 205, FACT_SECOND_ROBOT_DESTROYED = 206, FACT_ESTONI_REFUELLING_POSSIBLE = 277, FACT_KINGPIN_KNOWS_MONEY_GONE = 103, FACT_PLAYER_REPAID_KINGPIN = 104, FACT_KINGPIN_NOT_IN_OFFICE = 256, } Attitude = { DEFENSIVE = 0, BRAVESOLO = 1, BRAVEAID = 2, CUNNINGSOLO = 3, CUNNINGAID = 4, AGGRESSIVE = 5, MAXATTITUDES = 6, ATTACKSLAYONLY = 7, } Quests = { -- Quests ID -- BinaryData\QUESTS.EDT Record QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank QUEST_23 = 23, -- Start quest 46, End quest 47 - No 23 Yet QUEST_24 = 24, -- Start quest 48, End quest 49 - No 24 Yet QUEST_KILL_DEIDRANNA = 25, -- Start quest 50, End quest 51 - Kill Deidranna -- max Quests 254 } Profil = { MIGUEL = 57, CARLOS = 58, IRA = 59, DIMITRI = 60, SLAY = 64, DYNAMO = 66, SHANK = 67, CARMEN = 78, MARIA = 88, ANGEL = 89, JOEY = 90, SKYRIDER = 97, JOHN = 118, MARY = 119, JIM = 140, JACK = 141, OLAF = 142, RAY = 143, OLGA = 144, TYRONE = 145, MADLAB = 146, } What = { MERC_TYPE__PLAYER_CHARACTER = 0, MERC_TYPE__AIM_MERC = 1, MERC_TYPE__MERC = 2, MERC_TYPE__NPC = 3, MERC_TYPE__EPC = 4, MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT = 5, MERC_TYPE__VEHICLE = 6, } Team = { OUR_TEAM = 0, ENEMY_TEAM = 1, CREATURE_TEAM = 2, MILITIA_TEAM = 3, CIV_TEAM = 4, } pQuest = { QUESTNOTSTARTED = 0, QUESTINPROGRESS = 1, QUESTDONE = 2, } Group = { NON_CIV_GROUP = 0, REBEL_CIV_GROUP = 1, KINGPIN_CIV_GROUP = 2, SANMONA_ARMS_GROUP = 3, ANGELS_GROUP = 4, BEGGARS_CIV_GROUP = 5, TOURISTS_CIV_GROUP = 6, ALMA_MILITARY_CIV_GROUP = 7, DOCTORS_CIV_GROUP = 8, COUPLE1_CIV_GROUP = 9, HICKS_CIV_GROUP = 10, WARDEN_CIV_GROUP = 11, JUNKYARD_CIV_GROUP = 12, FACTORY_KIDS_GROUP = 13, QUEENS_CIV_GROUP = 14, } Status = { CIV_GROUP_NEUTRAL = 0, CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1, CIV_GROUP_WILL_BECOME_HOSTILE = 2, CIV_GROUP_HOSTILE = 3, } SectorY = { MAP_ROW_A = 1, MAP_ROW_B = 2, MAP_ROW_C = 3, MAP_ROW_D = 4, MAP_ROW_E = 5, MAP_ROW_F = 6, MAP_ROW_G = 7, MAP_ROW_H = 8, MAP_ROW_I = 9, MAP_ROW_J = 10, MAP_ROW_K = 11, MAP_ROW_L = 12, MAP_ROW_M = 13, MAP_ROW_N = 14, MAP_ROW_O = 15, MAP_ROW_P = 16, } -- text colours FontColour = { FONT_MCOLOR_DKWHITE = 134, FONT_MCOLOR_LTYELLOW = 144, FONT_MCOLOR_RED = 163, FONT_MCOLOR_DKRED = 164, FONT_MCOLOR_LTGREEN = 184, } -- these numbers aren't used in the code - we only use them in LUA Languages = { LANGUAGE_ENGLISH = 0, LANGUAGE_GERMAN = 1, LANGUAGE_RUSSIAN = 2, LANGUAGE_DUTCH = 3, LANGUAGE_POLISH = 4, LANGUAGE_FRENCH = 5, LANGUAGE_ITALIAN = 6, LANGUAGE_CHINESE = 7, } -- numbers for addressing which stat should get more experience StatTypes = { HEALTHAMT = 1, AGILAMT = 2, DEXTAMT = 3, WISDOMAMT = 4, MEDICALAMT = 5, EXPLODEAMT = 6, MECHANAMT = 7, MARKAMT = 8, EXPERAMT = 9, STRAMT = 10, LDRAMT = 11, } -- different teams Teams = { ENEMY_TEAM = 1, CREATURE_TEAM = 2, MILITIA_TEAM = 3, CIV_TEAM = 4, } local iLoop local aimLoop local HEARD_3_TURNS_AGO = -4 local HEARD_2_TURNS_AGO = -3 local HEARD_LAST_TURN = -2 local HEARD_THIS_TURN = -1 local NOT_HEARD_OR_SEEN = 0 local SEEN_CURRENTLY = 1 local SEEN_THIS_TURN = 2 local SEEN_LAST_TURN = 3 local SEEN_2_TURNS_AGO =4 local SEEN_3_TURNS_AGO = 5 -- 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 ) if ( CheckFact ( Facts.FACT_ESTONI_REFUELLING_POSSIBLE, 0) == true and CheckQuest(Quests.QUEST_ESCORT_SHANK) == pQuest.QUESTINPROGRESS ) then EndQuest( Quests.QUEST_ESCORT_SHANK, gWorldSectorX, gWorldSectorY ) 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, ProfileId ) == 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, 0 ) == 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 ActionTypes = { ACTIONTYPE_INVALID = 0, ACTIONTYPE_HACKING = 1, ACTIONTYPE_READFILE = 2, ACTIONTYPE_WATERTAP = 3, ACTIONTYPE_SODAMACHINE = 4, ACTIONTYPE_MINIGAME = 5, } InfoTypes = { INFO_TYPE_NORMAL = 0, INFO_TYPE_VIP = 1, } ScreenTypes = { MINIGAME = 30, } MiniGames = { TETRIS = 0, PONG = 1, } -- We have an array of 1000 signed integers that a modder can use to set whatever data he wants. -- We simply set up some enums here to make it easier for us to remember what is what ModSpecificActions = { -- |||||||||||||||||||||||||||||||||| computers ||||||||||||||||||||||||||||||||||||| -- Orta sublevel 1 COMPUTER_ORTA_BASEMENT_LAB1_SERVER = 0, COMPUTER_ORTA_BASEMENT_LAB2_SERVER = 1, COMPUTER_ORTA_BASEMENT_HALLWAY_SERVER = 2, COMPUTER_ORTA_BASEMENT_LAB1_PC = 3, COMPUTER_ORTA_BASEMENT_LAB2_PC = 4, COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_1 = 5, COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_2 = 6, COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_1 = 7, COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_2 = 8, -- Orta COMPUTER_ORTA_SERVER_1 = 9, COMPUTER_ORTA_PC_1 = 10, -- Balime COMPUTER_BALIME_L12_MUSEUM_CONSOLE_1 = 11, COMPUTER_BALIME_L12_MUSEUM_CONSOLE_2 = 12, -- Drassen SAM COMPUTER_DRASSENSAM_PC_1 = 13, COMPUTER_DRASSENSAM_COMMANDCONSOLE = 14, -- Chitzena SAM COMPUTER_CHITZENASAM_PC_1 = 15, COMPUTER_CHITZENASAM_PC_2 = 16, COMPUTER_CHITZENASAM_COMMANDCONSOLE = 17, -- central SAM COMPUTER_CENTRALSAM_PC_1 = 18, COMPUTER_CENTRALSAM_PC_2 = 19, COMPUTER_CENTRALSAM_PC_3 = 20, COMPUTER_CENTRALSAM_COMMANDCONSOLE = 21, -- Meduna SAM COMPUTER_MEDUNASAM_PC_1 = 22, COMPUTER_MEDUNASAM_COMPUTERBANK_1 = 23, COMPUTER_MEDUNASAM_COMMANDCONSOLE = 24, -- Meduna palace COMPUTER_MEDUNAPALACE_PC_1 = 25, COMPUTER_MEDUNAPALACE_PC_2 = 26, COMPUTER_MEDUNAPALACE_CONSOLE_1 = 27, COMPUTER_MEDUNAPALACE_SERVER_1 = 28, -- Alma storage COMPUTER_ALMASTORAGE_PC_1 = 29, -- Alma prison COMPUTER_ALMAPRISON_PC_1 = 30, COMPUTER_ALMAPRISON_PC_2 = 31, COMPUTER_ALMAPRISON_PC_3 = 32, -- Alma base COMPUTER_ALMABASE_PC_KROTT = 33, COMPUTER_ALMABASE_PC_BUREAU = 34, COMPUTER_ALMABASE_PC_FILEROOM = 35, COMPUTER_ALMABASE_CONSOLE_1 = 36, COMPUTER_ALMABASE_CONSOLE_2 = 37, COMPUTER_ALMABASE_CONSOLE_3 = 38, COMPUTER_ALMABASE_CONSOLE_4 = 39, COMPUTER_ALMABASE_CONSOLE_5 = 40, COMPUTER_ALMABASE_CONSOLE_6 = 41, -- |||||||||||||||||||||||||||||||||| computers ||||||||||||||||||||||||||||||||||||| -- |||||||||||||||||||||||||||||||||| books ||||||||||||||||||||||||||||||||||||| -- Orta sublevel 1 READING_ORTA_BASEMENT_BOOKSHELF_1 = 45, READING_ORTA_BASEMENT_BOOKSHELF_2 = 46, READING_ORTA_BASEMENT_BOOKSHELF_3 = 47, -- Orta READING_ORTA_BOOKSHELF_1 = 48, -- San Mona READING_SANMONA_KINGPIN_BOOKSHELF_1 = 49, -- |||||||||||||||||||||||||||||||||| books ||||||||||||||||||||||||||||||||||||| -- |||||||||||||||||||||||||||||||||| minigames ||||||||||||||||||||||||||||||||||||| MINIGAME_TETRIS = 50, MINIGAME_PONG = 51, -- |||||||||||||||||||||||||||||||||| minigames ||||||||||||||||||||||||||||||||||||| } -- General defines for various states ActionState = { -- hacking STATE_OK = 0, -- starting state, we can hack this STATE_END = 1, -- computer is shut down and cannot be used STATE_GAVEREWARD_OK = 2, -- computer is still useable, we already got whatever reward there was STATE_GAVEREWARD_END = 3, -- computer is shut down and cannot be used, we already got whatever reward there was } -- handle the result of an interactive action that has a special id set for lua -- for more info, see InteractiveActions.xml function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubID, usActionType, sLuaactionid, difficulty, skill ) if ( usActionType == ActionTypes.ACTIONTYPE_HACKING ) then -- if computer is locked, we only get an error message if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_END ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Can't reach host, automated disconnect.") return -- we cannot access this anymore, but gained something previously elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_END ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Can't reach host, automated disconnect.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There probably wasn't anything else of interest on there anway.") return end -- if we successfully hacked the Orta sublevel server that connects to Alma, hacking difficulty in Alma is lowered if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB2_SERVER) == ActionState.STATE_GAVEREWARD_OK) or (GetModderLUAFact(ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB2_SERVER) == ActionState.STATE_GAVEREWARD_END) ) then if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_H) then difficulty = difficulty - 20 end end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_CENTRALSAM_PC_3) == ActionState.STATE_GAVEREWARD_OK) or (GetModderLUAFact(ModSpecificActions.COMPUTER_CENTRALSAM_PC_3) == ActionState.STATE_GAVEREWARD_END) ) then if ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_N) then difficulty = difficulty - 20 end end -- if skill >= difficulty, we succeed successpts = skill - difficulty -- if we fail very badly, shut down server if ( successpts < - 30 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_END) else SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end return -- if we just fail, give us a message elseif ( successpts < 0 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Wrong password.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Logging you out.") return end -- we need to remember this, so we know whether to give a reward later on statebefore = GetModderLUAFact(sLuaactionid) -- ORTA sublevel -- info on Ernest's research (rocket rifle) if ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB1_SERVER ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The schematics of the rocket rifles are stored in here:") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Rocket rifle: personal infantry weapon based around 20mm rockets.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Each rifle holds one clip, with each containing 5 missiles.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There are several rocket variants:") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Armour-piercing") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- High-Explosive") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- High-Explosive Armour-piercing.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Cryogenic") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Even against armoured infantry the wounds caused by this weapon can be described as 'overkill'.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The weapon can also be used in an anti-material role with moderate to good success.") end -- this server is connected to Alma, hacking it lowers difficulty there elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB2_SERVER ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You can still access the network.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This server is still connected to the Alma base network.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It will be difficult, but you try to install a backdoor.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Establishing connection to Alma mil-net") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Password: ********") -- this is really, REALLY hard to do if ( successpts > 80 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Password accepted.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... cd ~") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... chmod 777 *") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... chmod: You have no permission for this command") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... sudo chmod 777 *") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We successfully infiltrated the server, hacking in Alma base SAM will now be easier.") -- if we are extremely good, we can reset some computers if they were locked in Alma if ( successpts > 80 ) then if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_KROTT) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_KROTT, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_KROTT) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_KROTT, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_BUREAU) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_BUREAU, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_BUREAU) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_BUREAU, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_FILEROOM) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_FILEROOM, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_FILEROOM) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_PC_FILEROOM, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_1) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_1, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_1) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_1, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_2) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_2, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_2) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_2, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_3) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_3, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_3) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_3, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_4) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_4, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_4) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_4, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_5) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_5, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_5) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_5, ActionState.STATE_GAVEREWARD_OK) end if ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_6) == ActionState.STATE_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_6, ActionState.STATE_OK) elseif ( (GetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_6) == ActionState.STATE_GAVEREWARD_END) ) then SetModderLUAFact(ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_6, ActionState.STATE_GAVEREWARD_OK) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were also able to reset some locked workstations.") end SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_END) else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "We failed to hack the server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Wrong password.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Logging you out.") end end -- info on weapon tests elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_HALLWAY_SERVER ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Weapon test results are stored on this server.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In later stages of the project, the weapon was tested on live inmates.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The tests were filmed... the cruel demonstrations are gruesome.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "If these videos were to be published, this might cause serious headache for the companies invovled.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You do not want to see that again.") end -- Ernest's PC elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB1_PC ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You dig through Dr. Poppin's personal research.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems an even more advance version of the rocket rifle has been developed.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Several files seem to be missing... you can't find the weapon specifics.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The advanced version never developed further than the prototypes stage.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It is not specified where the prototypes are.") end -- money elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_LAB2_PC ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A researcher is still logged in.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Perhaps you can divert some of the project's funds?") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing Project managing") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Identification: Poppins, E.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Initiating money transfer") -- depending on how skilled we are, we get different amounts of money AddTransactionToPlayersBook(1, 0, 1800, successpts * 40) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've diverted project funds to our accounts!") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You play a bit of solitaire.") end -- hint on Dr. Kairns missing elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "TO: ORTA HEAD OF SECURITY") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "FROM: ROYAL ADVISORY") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The absence of Dr. N. Kairns is simply unacceptable.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "As head of research, he cannot be replaced.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Your predecessor failed in properly securing him. Don't fail on returning him.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "That sounds rather harsh. This Dr. Kairns sounds interesting.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The remaining files seem rather boring.") end -- hint on secret weapons stash elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This base seems to have different levels of clearance.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Some of the storage rooms are heavily fortified.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Explosives likely won't be enough, these doors require a key code.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It is likely the lead scientists or guards might have the key codes.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The files don't say what exactly is stored here though.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You wonder what secrets this base might contain.") end -- info: some of the secret weapons got away elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A log lists recent arrivals and departures to this base.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "For a long time, this base only received supplies.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "But recently, quite a few shipments were sent from here to Meduna.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The logs don't say what was shipped, but the destination was the royal guard HQ.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You have a bad feeling about this.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It's a UNIX system... I know this!") end -- warning on poison gas trap elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You find a schematic of the bunker.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In the next room is a small lab with toilet next to it.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Then there's the centrall hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems there is some sort of gas trap installed in the hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "On the left and right of it are two huge manufacturing halls.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The main hallway is then flanked by the security offices. They seem to be heaily staffed.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Behind another security door are the main labs, but you have no camera access.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is nothing else on the console, you have to explore the base yourself.") end -- ORTA: bloodcats are studied here, so the computer has data on them elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_SERVER_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The server contains a manifest of the last months.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A lot of resources arrive here for such a small observation post.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In fact, a lot more than you see. You wonder where all of this equipment went.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Something is not right here...") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You see lists upon lists of equipment that has no use in observing giant cats.") end -- ORTA: bloodcats are studied here, so the computer has data on them elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ORTA_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This computer contains a lot of data on bloodcats physiology and behaviour.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems there is a huge pack of bloodcats in the east of Alma.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In fact, the pack is so huge that this might become a security concern.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You find a lot of rare cat pictures, but that's about it. Nothing more to learn from this.") end -- BALIME: the museum security consoles tell us a bit about the museum elseif ( sLuaactionid == ModSpecificActions.COMPUTER_BALIME_L12_MUSEUM_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The museum security system hasn't been upgraded for a few years.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "All cameras are in the same network, with one simple on/off switch.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It is likely the switch will be in this room.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The cameras give you a view of the museum, but that's it.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_BALIME_L12_MUSEUM_CONSOLE_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a list of all exhibits on the computer.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Most of it are old sculptures and bronze works.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "But the most prized item is definetely the Chalice of Chance .") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Apart from the chalice, the museum doesn't seem to have anything of interest.") end -- Drassen SAM: get info from the pc and use the command console elseif ( sLuaactionid == ModSpecificActions.COMPUTER_DRASSENSAM_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decrypting files") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decryption complete") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing database") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 50 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 20 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were able to learn of enemy movement thanks to the data!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_DRASSENSAM_COMMANDCONSOLE ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.") samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY) ourhack = 100 - 2 * successpts if ( ourhack < 0 ) then ourhack = 0 end -- we can hack the SAM, decreasing its radius, or undo a previous hack -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases -- otherwise, we obviously control the SAM, so try to unhack it if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then if ( ourhack >= samhackstatus ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.") else SetSamSiteHackStatus(sSectorX, sSectorY, ourhack) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.") end else if ( samhackstatus < 100 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.") if ( ourhack <= samhackstatus ) then SetSamSiteHackStatus(sSectorX, sSectorY, 100) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.") else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.") end else SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.") end end end -- Chitzena SAM: get info from the pc and use the comman console elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CHITZENASAM_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decrypting files") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decryption complete") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing database") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 50 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 20 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were able to learn of enemy movement thanks to the data!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CHITZENASAM_PC_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Apparently, this is the computer of the commanding officer.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You are lucky. He forgot to log out when he left.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing Arulcan Army Financial Services") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Identification: Cpt. Gutierrez, A.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Initiating money transfer") -- depending on how skilled we are, we get different amounts of money AddTransactionToPlayersBook(1, 0, 1800, successpts * 30) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've wired quite a bit of the commander's personal funds to our accounts!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The commander probably won't mind.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is rather large connection of porn in here, but nothing you haven't seen before.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CHITZENASAM_COMMANDCONSOLE ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.") samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY) ourhack = 100 - 2 * successpts if ( ourhack < 0 ) then ourhack = 0 end -- we can hack the SAM, decreasing its radius, or undo a previous hack -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases -- otherwise, we obviously control the SAM, so try to unhack it if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then if ( ourhack >= samhackstatus ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.") else SetSamSiteHackStatus(sSectorX, sSectorY, ourhack) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.") end else if ( samhackstatus < 100 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.") if ( ourhack <= samhackstatus ) then SetSamSiteHackStatus(sSectorX, sSectorY, 100) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.") else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.") end else SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.") end end end -- central SAM: get info from the pc and use the command console elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decrypting files") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decryption complete") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing database") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 50 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 20 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were able to learn of enemy movement thanks to the data!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_PC_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a plan on the base' security measures here.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Apart from the garrison, there should be some extra mortar shells in some storage crates.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It also seems part of the compound contains a minefield!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There seems to be no way to deactivate it remotely.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You should avoid the south of the building.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You keep looking, but there is no detailed plan on the minefield here.") end -- hacking this pc lowers hacking difficulty in other places elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_PC_3 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems all of the SAM sites are connected to the Meduna SAM.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Perhaps you can hack it remotely?") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Establishing connection to Meduna air control") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Password: ********") -- depending on how good we are, this might work if ( successpts > 50 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Password accepted.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... cd ~") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... rm -rf *") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... rm: You have no permission for this command") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... sudo rm -rf *") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... ...") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We successfully hacked the server, hacking in Meduna SAM will now be easier.") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_END) else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "We failed to hack the server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_CENTRALSAM_COMMANDCONSOLE ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.") samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY) ourhack = 100 - 2 * successpts if ( ourhack < 0 ) then ourhack = 0 end -- we can hack the SAM, decreasing its radius, or undo a previous hack -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases -- otherwise, we obviously control the SAM, so try to unhack it if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then if ( ourhack >= samhackstatus ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.") else SetSamSiteHackStatus(sSectorX, sSectorY, ourhack) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.") end else if ( samhackstatus < 100 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.") if ( ourhack <= samhackstatus ) then SetSamSiteHackStatus(sSectorX, sSectorY, 100) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.") else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.") end else SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.") end end end -- Meduna SAM: get info from the pc and use the command console elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNASAM_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decrypting files") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decryption complete") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing database") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 50 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 20 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were able to learn of enemy movement thanks to the data!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNASAM_COMPUTERBANK_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This station keeps track of all aircraft arriving in Meduna airport.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Cargo planes from foreign countries seem to arrive frequently.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems the army is significantly employing foreign mercenaries.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNASAM_COMMANDCONSOLE ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This seems to be the console that controls the SAM.") samhackstatus = GetSamSiteHackStatus(sSectorX, sSectorY) ourhack = 100 - 2 * successpts if ( ourhack < 0 ) then ourhack = 0 end -- we can hack the SAM, decreasing its radius, or undo a previous hack -- for simplicity, we will always hack a SAM if enemies are nearby - we are either infiltrating or figting the enemy in those cases -- otherwise, we obviously control the SAM, so try to unhack it if ( NumNonPlayerTeamInSector(sSectorX, sSectorY, Teams.ENEMY_TEAM) > 0 ) then if ( ourhack >= samhackstatus ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Someone already hacked this thing - and they broke it better than you could.") else SetSamSiteHackStatus(sSectorX, sSectorY, ourhack) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've messed up the file system - they will need an expert to get this running again.") end else if ( samhackstatus < 100 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You attempt to unhack it.") if ( ourhack <= samhackstatus ) then SetSamSiteHackStatus(sSectorX, sSectorY, 100) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We are successful, the targetting software is working again.") else SetScreenMsg(FontColour.FONT_MCOLOR_RED, "Whoever hacked the controls was more capable then we are - we cannot release the controls.") end else SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The software seems to work just fine, better not mess with it.") end end end -- MEDUNA PALACE BUNKER -- entrance desktop contains a list of important people allied to the queen -- if you examine the names very closely, and also did so in Alma, you might learn something interesting here :-) (not yet implemented ingame) elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNAPALACE_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There are logs on who enters and leaves this bunker.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Quite a few dignitaries are listed here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- V. Garcia, businessman") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Cmdr. A. Morris, Tracona military") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- D. Harrows, Harrows Clothing Inc.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- A. Ricci, Ricci Mining and Exploration") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Major E. Tavarez, Cali military") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- D. Van Haussen, businessman") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Col. T. Meyers, US military") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Major J.A. Vargas, PG PMC") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- Dr. E. Poppins, R&D") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Being able to link these people to the regime might become useful.") end -- desktop, control room elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNAPALACE_PC_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "According to protocol, in the event of an emergency, the queen is to be moved to here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The existence of the bunker isn't common knowledge, and heavily fortified.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You see no immediate weakpoints.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "An occupying force will have to crush the entire garrison to take the bunker.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You quickly test your minesweeper skills. It's still top-notch!") end -- elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNAPALACE_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "There is a plan on the bunkers security measures here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The bunker two entries - one from the palace, one from an underground escape tunnel.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A huge part of the bunker is off-limits to all but the queen's personal staff.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "There seems to be an active minefield in the hallway.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The controls should be around here somewhere.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "That minefield looks very nasty even from here.") end -- placeholder - until we have something more interesting, let's have this be a corrupted server elseif ( sLuaactionid == ModSpecificActions.COMPUTER_MEDUNAPALACE_SERVER_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing file.") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... File corruption detected.") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Ending session.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Whatever was on this server, the contents have been deleted. No way to make sense of it.") end -- ALMA storage elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMASTORAGE_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The contents of the storage builings are listed in here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- 1x M14") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- 1x FAMAS") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- several sets of armour") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- ammunition and grenades") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- experimental rocket ammo") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- several containers of fuel") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "- 9x ballistic missile") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Apart from the manifest, the computers contain nothing interesting.") end -- ALMA prison elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMAPRISON_PC_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The computer contains personnel files.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The guard units seem to shift every few weeks.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "You are able to deduct several troop movements.") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 40 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 10 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You've already downloaded the files.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMAPRISON_PC_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This prison is used by the army for detention of high-value inmates.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems detentions are also carried out here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You view some of the recordings. They are sickening.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Prisoners were regularly beaten, electrocuted, put on the rack...") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The list goes on and on.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "If these recordings were to be made public, the regime would get a lof of bad PR.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You've seen enough.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMAPRISON_PC_3 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The prison schematics are on this computer.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The barracks and offices are on the left.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The mess hall is in the center.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The inmates are all held in the right section.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems the entire inmate block can be flooded with poison gas remotely!") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The control switch is in a hallway leading from the offices to the mess hall.") end -- Alma base -- the computer of Sgt. Krott has data on the secret weapons project -- if you are good, you can retrieve the location of the project lead (a general) -- keep in mind that this computer will be destroyed if the bomb goes off elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_PC_KROTT ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You see files about some top-secret weapons project.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems to be about some kind of new infantry weapon.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "You are able to pinpoint the location of the military project lead!") AddInfo( InfoTypes.INFO_TYPE_VIP) SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You've already downloaded the files.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_PC_BUREAU ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You access the personal files of a Gen. Humphey.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "He seems to be the head of the army training program.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "His personal file suggests he is an 'advisor' of the US government.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Leaking this information might cause some diplomatic embarassment.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You browse the internet and find two new memes.") end elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_PC_FILEROOM ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Quite a bit of pay was moved via this desktop.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "You attempt to divert some funds.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing Arulcan Army Financial Services") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Identification: Gen. Humphey, T.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Initiating money transfer") -- depending on how skilled we are, we get different amounts of money AddTransactionToPlayersBook(1, 0, 1800, successpts * 60) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We've wired quite a bit of the army's pay to our accounts!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It's not like they will need it much longer.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You search for more ways to wreak havoc, and post some witty comments on a messageboard.") end -- info on town layout elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_1 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You find a detailed of all military installations in Alma.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This base serves as a joint command/training facility.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In the east there seems to be some sort of storage facility.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The army maintains it's own prison for high-value inmates in the south.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The population houses in the southeast, near the mine.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "If you could hold this base, this would be an excellent tra.") end -- warning that parts of the base blow up if you press the red switch elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_2 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Maintenance logs indicate that this base was recently upgraded.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems some sensitive material was recently delivered.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A failsafe is rigged to blow them up, with the controls somewhere in this room.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Whatever the army is trying to protect is likely valuable.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "In your opinion, anyone boobytrapping their own base lacks a few screws.") end -- info in foreign mercs (Conrad, Iggy, Mike) elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_3 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This console has files on foreign mercenaries hired by the army.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Conrad Gillit, training supervisor") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Igmus Palkov, heavy weapons") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Mike [REDACTED], strike team CO") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Perhaps we can track down these mercenaries and get them to work for us.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Apart from Conrad, Iggy and Mike, no other foreign mercenaries stand out.") end -- info on suspected rebels elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_4 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You find old intelligence reports. This is intel on key rebel personnel.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Cordona, M. - Kill on sight") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Dasouza, C. - Kill on sight") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Marquez, S. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Vargas, J. - [REDACTED]") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Valenciano, C. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Dominguez, R. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Rivas, M. - Presumed exile") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Serrano, A. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Guzzo, D. - Kill on sight") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Portela, N. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Casilla, A. - Neutralised") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Smythe, I. - Kill on sight") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "It seems the army has already eliminated most of the rebels. Only a handful remain.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The list of rebel losses makes for a grim read.") end -- info on enemy troop movement elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_5 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "We've compromised an army personnel database!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decrypting files") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Decryption complete") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Accessing database") -- give us info on troop movement AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) -- if we are really good, more data if ( successpts > 50 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) AddInfo( InfoTypes.INFO_TYPE_NORMAL) elseif ( successpts > 20 ) then AddInfo( InfoTypes.INFO_TYPE_NORMAL) end SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "We were able to learn of enemy movement thanks to the data!") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Unauthorised access detected") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Forcing disconnect from server") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "... Please contact your system administrator for guidance") SetScreenMsg(FontColour.FONT_MCOLOR_RED, "... Automated server disconnect") SetModderLUAFact(sLuaactionid, ActionState.STATE_END) end -- files on rebellious population (Dynamo etc.) elseif ( sLuaactionid == ModSpecificActions.COMPUTER_ALMABASE_CONSOLE_6 ) then if ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Intelligence reports lists possible malcontents in Alma.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "While most of the populationis loyal to the queen, severe friction with the Duncan family remains.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "M. Duncan is the head of the Alma mine and as such irreplacable in the mid-term.") SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "His brother, G. Duncan, serves a term in Tixa for life for civil commotion and instigation.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Steps have been taken to replace Mr. Duncan as head miner for greater stability.") SetModderLUAFact(sLuaactionid, ActionState.STATE_GAVEREWARD_OK) elseif ( GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "No other reports draw your eye.") end end -- We can gain experience/wisdom by hacking successfully. -- give us the reward if the computer was pristine and we've now been given the if ( ( statebefore == ActionState.STATE_OK ) and (GetModderLUAFact(sLuaactionid) == ActionState.STATE_GAVEREWARD_OK) ) then rewardpts = difficulty / 6 -- award experience GiveExp(ubID, StatTypes.EXPERAMT, rewardpts) GiveExp(ubID, StatTypes.WISDOMAMT, rewardpts) end elseif ( usActionType == ActionTypes.ACTIONTYPE_READFILE ) then -- if skill >= difficulty, we succeed successpts = skill - difficulty -- if we fail to understand this, tell us so if ( successpts < 0 ) then SetScreenMsg(FontColour.FONT_MCOLOR_RED, "You can't make sense of any of this.") return end -- ORTA SUBLEVEL if ( sLuaactionid == ModSpecificActions.READING_ORTA_BASEMENT_BOOKSHELF_1 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "This bookshelf contains many textbooks on chemistry, applied physics and mechanics.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "You read a bit, but quickly become bored.") elseif ( sLuaactionid == ModSpecificActions.READING_ORTA_BASEMENT_BOOKSHELF_2 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems there was some research done on miniaturizing rockets.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "A rocket rifle would be small enough to be wielded by an ordinary infantryman.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Much effort was done to improve the accuracy of these rockets.") elseif ( sLuaactionid == ModSpecificActions.READING_ORTA_BASEMENT_BOOKSHELF_3 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Quite a few books are about biometric encryption.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Whatever was researched here, someone wanted to make sure no one without clearance could use it.") -- ORTA elseif ( sLuaactionid == ModSpecificActions.READING_ORTA_BOOKSHELF_1 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "The books contain extensive knowledge on giant predatory cats.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Dust has settled on the books. There aren't used much, it seems.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "That is odd. What else would you study here if not bloodcats?") -- SAN Mona -- kingpin elseif ( sLuaactionid == ModSpecificActions.READING_SANMONA_KINGPIN_BOOKSHELF_1 ) then SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Kingpin seems to log quite a few business transactions in here.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "It seems he controls almost all of San Mona.") SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "But none of the records explicitly state something criminal is going on.") end elseif ( usActionType == ActionTypes.ACTIONTYPE_MINIGAME ) then -- for now, the only game we have is tetris if ( sLuaactionid == ModSpecificActions.MINIGAME_TETRIS ) then -- playing a game costs $1 if ( SoldierSpendMoney(ubID, 1) == 1 ) then SetMiniGameType(MiniGames.TETRIS) SetPendingNewScreen(ScreenTypes.MINIGAME) end elseif ( sLuaactionid == ModSpecificActions.MINIGAME_PONG ) then -- playing a game costs $1 if ( SoldierSpendMoney(ubID, 1) == 1 ) then SetMiniGameType(MiniGames.PONG) SetPendingNewScreen(ScreenTypes.MINIGAME) end end end end