--[[ This script has two functions "HandleQuestCodeOnSectorEntry" and "HandleQuestCodeOnSectorExit". First function is executed when merc enter to the sector and second function is executed when merc leave from the sector. ]] Items = { MONEY = 219, } 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, } EventTypes = { EVENT_SET_BY_NPC_SYSTEM = 27, } qStatus = { QUESTNOTSTARTED =0, QUESTINPROGRESS = 1, QUESTDONE = 2, } 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 } Facts = { FACT_JOEY_ESCORTED = 108, FACT_MARIA_ESCORTED = 116, FACT_ANGEL_LEFT_DEED = 120, FACT_CHALICE_STOLEN = 184, FACT_MUSEUM_ALARM_WENT_OFF = 278, FACT_KINGPIN_KNOWS_MONEY_GONE = 103, FACT_KINGPIN_DEAD = 308, FACT_KINGPIN_IS_ENEMY = 359, FACT_ALL_TERRORISTS_KILLED = 156, } History = { HISTORY_ENTERED_HISTORY_MODE = 0, HISTORY_HIRED_MERC_FROM_AIM = 1, HISTORY_HIRED_MERC_FROM_MERC = 2, HISTORY_MERC_KILLED = 3, HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4, HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5, HISTORY_CHARACTER_GENERATED = 6, HISTORY_PURCHASED_INSURANCE = 7, HISTORY_CANCELLED_INSURANCE = 8, HISTORY_INSURANCE_CLAIM_PAYOUT = 9, HISTORY_EXTENDED_CONTRACT_1_DAY = 10, HISTORY_EXTENDED_CONTRACT_1_WEEK = 11, HISTORY_EXTENDED_CONTRACT_2_WEEK = 12, HISTORY_MERC_FIRED = 13, HISTORY_MERC_QUIT = 14, HISTORY_QUEST_STARTED = 15, HISTORY_QUEST_FINISHED = 16, HISTORY_TALKED_TO_MINER = 17, HISTORY_LIBERATED_TOWN = 18, HISTORY_CHEAT_ENABLED = 19, HISTORY_TALKED_TO_FATHER_WALKER = 20, HISTORY_MERC_MARRIED_OFF = 21, HISTORY_MERC_CONTRACT_EXPIRED = 22, HISTORY_RPC_JOINED_TEAM = 23, HISTORY_ENRICO_COMPLAINED = 24, HISTORY_WONBATTLE = 25, HISTORY_MINE_RUNNING_OUT = 26, HISTORY_MINE_RAN_OUT = 27, HISTORY_MINE_SHUTDOWN = 28, HISTORY_MINE_REOPENED = 29, HISTORY_DISCOVERED_TIXA = 30, HISTORY_DISCOVERED_ORTA = 31, HISTORY_GOT_ROCKET_RIFLES = 32, HISTORY_DEIDRANNA_DEAD_BODIES = 33, HISTORY_BOXING_MATCHES = 34, HISTORY_SOMETHING_IN_MINES = 35, HISTORY_DEVIN = 36, HISTORY_MIKE = 37, HISTORY_TONY = 38, HISTORY_KROTT = 39, HISTORY_KYLE = 40, HISTORY_MADLAB = 41, HISTORY_GABBY = 42, HISTORY_KEITH_OUT_OF_BUSINESS = 43, HISTORY_HOWARD_CYANIDE = 44, HISTORY_KEITH = 45, HISTORY_HOWARD = 46, HISTORY_PERKO = 47, HISTORY_SAM = 48, HISTORY_FRANZ = 49, HISTORY_ARNOLD = 50, HISTORY_FREDO = 51, HISTORY_RICHGUY_BALIME = 52, HISTORY_JAKE = 53, HISTORY_BUM_KEYCARD = 54, HISTORY_WALTER = 55, HISTORY_DAVE = 56, HISTORY_PABLO = 57, HISTORY_KINGPIN_MONEY = 58, HISTORY_WON_BOXING = 59, HISTORY_LOST_BOXING = 60, HISTORY_DISQUALIFIED_BOXING = 61, HISTORY_FOUND_MONEY = 62, HISTORY_ASSASSIN = 63, HISTORY_LOSTTOWNSECTOR = 64, HISTORY_DEFENDEDTOWNSECTOR = 65, HISTORY_LOSTBATTLE = 66, HISTORY_FATALAMBUSH = 67, HISTORY_WIPEDOUTENEMYAMBUSH = 68, HISTORY_UNSUCCESSFULATTACK = 69, HISTORY_SUCCESSFULATTACK = 70, HISTORY_CREATURESATTACKED = 71, HISTORY_KILLEDBYBLOODCATS = 72, HISTORY_SLAUGHTEREDBLOODCATS = 73, HISTORY_NPC_KILLED = 74, HISTORY_GAVE_CARMEN_HEAD = 75, HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76, HISTORY_MERC_KILLED_CHARACTER = 77, } Profil = { MIGUEL = 57, CARLOS = 58, IRA = 59, DIMITRI = 60, ROBOT = 62, DYNAMO = 66, SHANK = 67, CONRAD = 70, DARREL = 73, QUEEN = 75, CARMEN = 78, KINGPIN = 86, MARIA = 88, ANGEL = 89, KYLE = 95, FATIMA = 101, YANNI = 108, MARTHA = 109, JAKE = 113, ELDIN = 127, ELLIOT = 135, MADLAB = 146, } SoldierClass = { SOLDIER_CLASS_NONE = 0, SOLDIER_CLASS_ADMINISTRATOR = 1, SOLDIER_CLASS_ELITE = 2, SOLDIER_CLASS_ARMY = 3, } CivGroup = { REBEL_CIV_GROUP = 1, KINGPIN_CIV_GROUP = 2, WARDEN_CIV_GROUP = 11, BOUNTYHUNTER_CIV_GROUP = 25, SCIENTIST_GROUP = 27, RADAR_TECHNICIAN_GROUP = 28, AIRPORT_STAFF_GROUP = 29, BARRACK_STAFF_GROUP = 30, FACTORY_GROUP = 31, ADMINISTRATIVE_STAFF_GROUP = 32, LOYAL_CIV_GROUP = 33, } Bodytype = { REGMALE = 0, BIGMALE = 1, STOCKYMALE = 2, REGFEMALE = 3, FATCIV = 11, MANCIV = 12, MINICIV = 13, DRESSCIV = 14, HATKIDCIV = 15, KIDCIV = 16, CRIPPLECIV = 17, } Skin = { PINKSKIN = 0, TANSKIN = 1, DARKSKIN = 2, BLACKSKIN = 3, } Hair = { WHITEHEAD = 0, BLACKHEAD = 1, BROWNHEAD = 2, BLONDEHEAD = 3, REDHEAD = 4, } Vest = { WHITEVEST = 0, GYELLOWSHIRT = 1, YELLOWVEST = 2, GREYVEST = 3, BROWNVEST = 4, PURPLESHIRT = 5, BLUEVEST = 6, JEANVEST = 7, GREENVEST = 8, REDVEST = 9, BLACKSHIRT = 10, } Pants = { BLUEPANTS = 0, BLACKPANTS = 1, JEANPANTS = 2, TANPANTS = 3, BEIGEPANTS = 4, GREENPANTS = 5, } local gsRobotGridNo function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ ) if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTDONE ) then -- make sure Maria and Angel are gone SetCharacterSectorX(Profil.MARIA, 0) SetCharacterSectorY(Profil.MARIA, 0) SetCharacterSectorX(Profil.ANGEL, 0) SetCharacterSectorY(Profil.ANGEL, 0) end if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTDONE ) then -- move Kyle to his shop SetCharacterSectorX(Profil.KYLE, 6) SetCharacterSectorY(Profil.KYLE, SectorY.MAP_ROW_C) SetProfileStrategicInsertionData(Profil.KYLE, 12380) end if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then ResetBoxers() end if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then -- heal up Elliot if he's been hurt if ( CheckNPCLife (Profil.ELLIOT) < GetNPCLifeMax (Profil.ELLIOT) ) then SetNPCLife (Profil.ELLIOT, GetNPCLifeMax(Profil.ELLIOT)) end end if ( CheckFact( Facts.FACT_ALL_TERRORISTS_KILLED, 0 ) == true ) then SetCharacterSectorX(Profil.CARMEN, 0) SetCharacterSectorY(Profil.CARMEN, 0) SetCharacterSectorZ(Profil.CARMEN, 0) end --[[ if ( CheckFact( Facts.FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == false ) then pRobot = FindSoldierByProfileID (Profil.ROBOT) if (pRobot) then -- robot is on our team and we have changed sectors, so we can -- replace the robot-under-construction in Madlab's sector --RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), GetCharacterSectorZ(Profil.MADLAB) ) SetFactTrue( Facts.FACT_ROBOT_RECRUITED_AND_MOVED ) end end ]] end function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ ) if ( sOldSectorX == iniKINGPIN_MONEY_SECTOR_X and sOldSectorY == iniKINGPIN_MONEY_SECTOR_Y and bOldSectorZ == iniKINGPIN_MONEY_SECTOR_Z ) then CheckForKingpinsMoneyMissing( true ) end if ( sOldSectorX == 13 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 and CheckFact( Facts.FACT_CONRAD_SHOULD_GO,0 ) == true) then -- remove Conrad from the map SetCharacterSectorX(Profil.CONRAD, 0) SetCharacterSectorY(Profil.CONRAD, 0) end if ( sOldSectorX == iniHOSPITAL_SECTOR_X and sOldSectorY == iniHOSPITAL_SECTOR_Y and bOldSectorZ == iniHOSPITAL_SECTOR_Z ) then CheckForMissingHospitalSupplies() end -- reset the state of the museum alarm for Eldin's quotes SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF ) end -- 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, } -- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime ) end -- this function is called whenever we recruit a RPC function RecruitRPCAdditionalHandling( usProfile ) end -- this function is called whenever we enter a sector in tactical function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled ) end -- these colours can be used in the map -- if you want to know how they look, test them on the map -- if you want more colours, check whether you feel lucky and ask a coder MapColour = { MAP_SHADE_BLACK = 0, MAP_SHADE_LT_GREEN = 1, MAP_SHADE_MD_GREEN = 2, MAP_SHADE_DK_GREEN = 3, MAP_SHADE_LT_RED = 4, MAP_SHADE_MD_RED = 5, MAP_SHADE_DK_RED = 6, MAP_SHADE_LT_YELLOW = 7, MAP_SHADE_MD_YELLOW = 8, MAP_SHADE_DK_YELLOW = 9, MAP_SHADE_LT_CYAN = 10, MAP_SHADE_MD_CYAN = 11, MAP_SHADE_DK_CYAN = 12, MAP_SHADE_LT_GREY = 13, MAP_SHADE_MD_GREY = 14, MAP_SHADE_DK_GREY = 15, MAP_SHADE_LT_BLUE = 16, MAP_SHADE_MD_BLUE = 17, MAP_SHADE_DK_BLUE = 18, MAP_SHADE_LT_PINK = 19, MAP_SHADE_ORANGE = 20, MAP_SHADE_MIX_RED = 21, MAP_SHADE_MIX_GREEN = 22, MAP_SHADE_MIX_BLUE = 23, MAP_SHADE_MIX_YELLOW = 24, MAP_SHADE_MIX_RED_GREEN = 25, MAP_SHADE_MIX_RED_BLUE = 26, MAP_SHADE_MIX_RED_YELLOW = 27, MAP_SHADE_MIX_GREEN_BLUE = 28, MAP_SHADE_MIX_GREEN_YELLOW = 29, MAP_SHADE_MIX_BLUE_YELLOW = 30, MAP_SHADE_MIX_RED_GREEN_BLUE = 31, MAP_SHADE_MIX_RED_GREEN_YELLOW = 32, MAP_SHADE_MIX_RED_BLUE_YELLOW = 33, MAP_SHADE_MIX_GREEN_BLUE_YELLOW = 34, MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW = 35, } -- These symbols are stored in Interface/IntelMapSymbols.sti -- if you want more symbols, add them MapSymbols = { BLOODCAT_ATTACK = 0, ZOMBIE_ATTACK = 1, BANDIT_ATTACK = 2, TERRORIST_LOCATION = 3, CHALICE = 4, ASSASSINATION_TARGET = 5, HELI = 6, PRISON = 7, CHURCH = 8, RECRUITMENT = 9, FLAG = 10, QUESTIONMARK_BLUE = 11, -- sector might be relevant for a quest EXCLAMATIONMARK_BLUE = 12, -- sector is definetely relevant for a quest QUESTIONMARK_GREEN = 13, -- alternate colours for other uses? EXCLAMATIONMARK_GREEN = 14, QUESTIONMARK_RED = 15, EXCLAMATIONMARK_RED = 16, QUESTIONMARK_YELLOW = 17, EXCLAMATIONMARK_YELLOW = 18, } -- this function allows us to data for the intel/quest map -- aLevel is the world level (0: surface) -- set data by using SetIntelAndQuestMapDataForSector(sectorx, sextory, MapColour, symbol, text for description window, short text for map) function GetIntelAndQuestMapData( aLevel ) -- surface if ( aLevel == 0 ) then -- mark sectors related to quests if ( gubQuest( Quests.QUEST_DELIVER_LETTER ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.FATIMA), GetCharacterSectorY(Profil.FATIMA), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Deliver letter to rebels", "") end if ( gubQuest( Quests.QUEST_FOOD_ROUTE ) == qStatus.QUESTINPROGRESS ) then -- list possible locations of Father Walker SetIntelAndQuestMapDataForSector(13, 3, -1, MapSymbols.CHURCH, "Find Father Walker", "") SetIntelAndQuestMapDataForSector(13, 4, -1, MapSymbols.CHURCH, "Find Father Walker", "") end if ( gubQuest( Quests.QUEST_KINGPIN_IDOL ) == qStatus.QUESTINPROGRESS ) then if ( (CheckFact( Facts.FACT_CHALICE_STOLEN, 0 ) == true) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KINGPIN), GetCharacterSectorY(Profil.KINGPIN), -1, MapSymbols.CHALICE, "Return chalice to Kingpin", "") else SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ELDIN), GetCharacterSectorY(Profil.ELDIN), -1, MapSymbols.CHALICE, "Steal Chalice from museum", "") end end if ( gubQuest( Quests.QUEST_KINGPIN_MONEY ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KINGPIN), GetCharacterSectorY(Profil.KINGPIN), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return money to Kingpin", "") end if ( gubQuest( Quests.QUEST_RUNAWAY_JOEY ) == qStatus.QUESTINPROGRESS ) then if ( (CheckFact( Facts.FACT_JOEY_ESCORTED, 0 ) == true) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MARTHA), GetCharacterSectorY(Profil.MARTHA), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return Joey to Martha", "") else -- we list all locations Martha mentions... even though he will never be present at some of them. Misdirection! SetIntelAndQuestMapDataForSector(6, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") SetIntelAndQuestMapDataForSector(2, 1, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") SetIntelAndQuestMapDataForSector(5, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") SetIntelAndQuestMapDataForSector(6, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") SetIntelAndQuestMapDataForSector(5, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") SetIntelAndQuestMapDataForSector(4, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "") end end if ( gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTINPROGRESS ) then if ( (CheckFact( Facts.FACT_MARIA_ESCORTED, 0 ) == true) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ANGEL), GetCharacterSectorY(Profil.ANGEL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return Maria to Angel", "") else SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MARIA), GetCharacterSectorY(Profil.MARIA), -1, MapSymbols.PRISON, "Free Maria", "") end end if ( gubQuest( Quests.QUEST_CHITZENA_IDOL ) == qStatus.QUESTINPROGRESS ) then if ( (CheckFact( Facts.FACT_CHALICE_STOLEN, 0 ) == true) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.YANNI), GetCharacterSectorY(Profil.YANNI), -1, MapSymbols.CHALICE, "Return chalice to Yanni", "") else SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ELDIN), GetCharacterSectorY(Profil.ELDIN), -1, MapSymbols.CHALICE, "Steal Chalice from museum", "") end end if ( gubQuest( Quests.QUEST_ARMY_FARM ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.DARREL), GetCharacterSectorY(Profil.DARREL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Pacify the Hicks clan", "") end if ( gubQuest( Quests.QUEST_FIND_SCIENTIST ) == qStatus.QUESTINPROGRESS ) then -- list all possible sectors where Madlab might hide SetIntelAndQuestMapDataForSector(7, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "") SetIntelAndQuestMapDataForSector(16, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "") SetIntelAndQuestMapDataForSector(11, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "") SetIntelAndQuestMapDataForSector(4, 5, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "") end if ( gubQuest( Quests.QUEST_DELIVER_VIDEO_CAMERA ) == qStatus.QUESTINPROGRESS ) then -- list all possible sectors where Madlab might hide SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Give gun & camera to Madlab", "") end if ( gubQuest( Quests.QUEST_BLOODCATS ) == qStatus.QUESTINPROGRESS ) then -- Annie only mentions that the bloodcat nest is 'east of her house', so we are rather liberal with hints here SetIntelAndQuestMapDataForSector(15, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "") SetIntelAndQuestMapDataForSector(16, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "") SetIntelAndQuestMapDataForSector(15, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "") SetIntelAndQuestMapDataForSector(16, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "") SetIntelAndQuestMapDataForSector(15, 10, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "") end if ( gubQuest( Quests.QUEST_CHOPPER_PILOT ) == qStatus.QUESTINPROGRESS ) then -- list all possible sectors where Skyrider might hide SetIntelAndQuestMapDataForSector(15, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "") SetIntelAndQuestMapDataForSector(14, 5, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "") SetIntelAndQuestMapDataForSector(12, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "") SetIntelAndQuestMapDataForSector(16, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "") end if ( gubQuest( Quests.QUEST_ESCORT_SKYRIDER ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(13, 2, -1, MapSymbols.HELI, "Escort Skyrider here", "") end if ( gubQuest( Quests.QUEST_FREE_DYNAMO ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.DYNAMO), GetCharacterSectorY(Profil.DYNAMO), -1, MapSymbols.PRISON, "Free Dynamo", "") end if ( gubQuest( Quests.QUEST_ESCORT_TOURISTS ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(13, 2, -1, MapSymbols.HELI, "Escort John & Mary here", "") end if ( gubQuest( Quests.QUEST_FREE_CHILDREN ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(13, 3, -1, MapSymbols.PRISON, "Free factory children", "") end if ( gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTINPROGRESS ) then if ( (CheckFact( Facts.FACT_ANGEL_LEFT_DEED, 0 ) == true) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KYLE), GetCharacterSectorY(Profil.KYLE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Give deed to Kyle", "") else SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ANGEL), GetCharacterSectorY(Profil.ANGEL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Get deed from Angel", "") end end if ( gubQuest( Quests.QUEST_ESCORT_SHANK ) == qStatus.QUESTINPROGRESS ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.JAKE), GetCharacterSectorY(Profil.JAKE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Escort Shank to Jake", "") end if ( not (gubQuest( Quests.QUEST_KILL_DEIDRANNA ) == qStatus.QUESTDONE) ) then SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.QUEEN), GetCharacterSectorY(Profil.QUEEN), -1, MapSymbols.ASSASSINATION_TARGET, "Kill Deidranna", "") end end end