mirror of
https://github.com/1dot13/gamedir.git
synced 2026-07-22 13:40:25 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2594 4f8fa57e-7814-0410-bad4-adc449f26b7c
1213 lines
54 KiB
Lua
1213 lines
54 KiB
Lua
--[[
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This script has two functions "HandleQuestCodeOnSectorEntry" and "HandleQuestCodeOnSectorExit".
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First function is executed when merc enter to the sector and second function is executed
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when merc leave from the sector.
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]]
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Items = {
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MONEY = 219,
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}
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SectorY = {
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MAP_ROW_A = 1,
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MAP_ROW_B = 2,
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MAP_ROW_C = 3,
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MAP_ROW_D = 4,
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MAP_ROW_E = 5,
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MAP_ROW_F = 6,
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MAP_ROW_G = 7,
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MAP_ROW_H = 8,
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MAP_ROW_I = 9,
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MAP_ROW_J = 10,
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MAP_ROW_K = 11,
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MAP_ROW_L = 12,
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MAP_ROW_M = 13,
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MAP_ROW_N = 14,
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MAP_ROW_O = 15,
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MAP_ROW_P = 16,
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}
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EventTypes = {
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EVENT_SET_BY_NPC_SYSTEM = 27,
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}
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qStatus = {
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QUESTNOTSTARTED = 0,
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QUESTINPROGRESS = 1,
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QUESTDONE = 2,
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QUESTCANNOTSTART = 255,
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}
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Quests =
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{
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-- Quests ID -- BinaryData\QUESTS.EDT Record
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QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter
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QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route
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QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists
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QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice
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QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money
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QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey
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QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria
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QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice
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QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma
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QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation
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QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem
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QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist
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QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera
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QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats
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QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit
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QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures
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QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot
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QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider
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QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo
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QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists
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QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen
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QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream
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QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank
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QUEST_23 = 23, -- Start quest 46, End quest 47 - No 23 Yet
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QUEST_24 = 24, -- Start quest 48, End quest 49 - No 24 Yet
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QUEST_KILL_DEIDRANNA = 25, -- Start quest 50, End quest 51 - Kill Deidranna
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QUEST_KINGPIN_ANGEL_MARIA = 26,
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QUEST_HELD_IN_TIXA = 27,
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-- max Quests 254
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}
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Facts = {
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FACT_JOEY_ESCORTED = 108,
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FACT_MARIA_ESCORTED = 116,
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FACT_ANGEL_LEFT_DEED = 120,
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FACT_CHALICE_STOLEN = 184,
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FACT_CONVO_ERNEST = 215,
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FACT_MUSEUM_ALARM_WENT_OFF = 278,
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FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
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FACT_KINGPIN_DEAD = 308,
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FACT_KINGPIN_IS_ENEMY = 359,
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FACT_ALL_TERRORISTS_KILLED = 156,
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FACT_BOUNTYHUNTER_SECTOR_1 = 380,
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FACT_BOUNTYHUNTER_SECTOR_2 = 381,
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FACT_BOUNTYHUNTER_KILLED_1 = 382,
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FACT_BOUNTYHUNTER_KILLED_2 = 383,
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}
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History = {
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HISTORY_ENTERED_HISTORY_MODE = 0,
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HISTORY_HIRED_MERC_FROM_AIM = 1,
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HISTORY_HIRED_MERC_FROM_MERC = 2,
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HISTORY_MERC_KILLED = 3,
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HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4,
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HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5,
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HISTORY_CHARACTER_GENERATED = 6,
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HISTORY_PURCHASED_INSURANCE = 7,
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HISTORY_CANCELLED_INSURANCE = 8,
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HISTORY_INSURANCE_CLAIM_PAYOUT = 9,
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HISTORY_EXTENDED_CONTRACT_1_DAY = 10,
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HISTORY_EXTENDED_CONTRACT_1_WEEK = 11,
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HISTORY_EXTENDED_CONTRACT_2_WEEK = 12,
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HISTORY_MERC_FIRED = 13,
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HISTORY_MERC_QUIT = 14,
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HISTORY_QUEST_STARTED = 15,
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HISTORY_QUEST_FINISHED = 16,
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HISTORY_TALKED_TO_MINER = 17,
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HISTORY_LIBERATED_TOWN = 18,
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HISTORY_CHEAT_ENABLED = 19,
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HISTORY_TALKED_TO_FATHER_WALKER = 20,
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HISTORY_MERC_MARRIED_OFF = 21,
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HISTORY_MERC_CONTRACT_EXPIRED = 22,
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HISTORY_RPC_JOINED_TEAM = 23,
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HISTORY_ENRICO_COMPLAINED = 24,
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HISTORY_WONBATTLE = 25,
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HISTORY_MINE_RUNNING_OUT = 26,
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HISTORY_MINE_RAN_OUT = 27,
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HISTORY_MINE_SHUTDOWN = 28,
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HISTORY_MINE_REOPENED = 29,
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HISTORY_DISCOVERED_TIXA = 30,
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HISTORY_DISCOVERED_ORTA = 31,
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HISTORY_GOT_ROCKET_RIFLES = 32,
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HISTORY_DEIDRANNA_DEAD_BODIES = 33,
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HISTORY_BOXING_MATCHES = 34,
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HISTORY_SOMETHING_IN_MINES = 35,
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HISTORY_DEVIN = 36,
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HISTORY_MIKE = 37,
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HISTORY_TONY = 38,
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HISTORY_KROTT = 39,
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HISTORY_KYLE = 40,
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HISTORY_MADLAB = 41,
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HISTORY_GABBY = 42,
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HISTORY_KEITH_OUT_OF_BUSINESS = 43,
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HISTORY_HOWARD_CYANIDE = 44,
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HISTORY_KEITH = 45,
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HISTORY_HOWARD = 46,
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HISTORY_PERKO = 47,
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HISTORY_SAM = 48,
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HISTORY_FRANZ = 49,
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HISTORY_ARNOLD = 50,
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HISTORY_FREDO = 51,
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HISTORY_RICHGUY_BALIME = 52,
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HISTORY_JAKE = 53,
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HISTORY_BUM_KEYCARD = 54,
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HISTORY_WALTER = 55,
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HISTORY_DAVE = 56,
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HISTORY_PABLO = 57,
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HISTORY_KINGPIN_MONEY = 58,
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HISTORY_WON_BOXING = 59,
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HISTORY_LOST_BOXING = 60,
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HISTORY_DISQUALIFIED_BOXING = 61,
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HISTORY_FOUND_MONEY = 62,
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HISTORY_ASSASSIN = 63,
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HISTORY_LOSTTOWNSECTOR = 64,
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HISTORY_DEFENDEDTOWNSECTOR = 65,
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HISTORY_LOSTBATTLE = 66,
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HISTORY_FATALAMBUSH = 67,
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HISTORY_WIPEDOUTENEMYAMBUSH = 68,
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HISTORY_UNSUCCESSFULATTACK = 69,
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HISTORY_SUCCESSFULATTACK = 70,
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HISTORY_CREATURESATTACKED = 71,
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HISTORY_KILLEDBYBLOODCATS = 72,
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HISTORY_SLAUGHTEREDBLOODCATS = 73,
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HISTORY_NPC_KILLED = 74,
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HISTORY_GAVE_CARMEN_HEAD = 75,
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HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76,
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HISTORY_MERC_KILLED_CHARACTER = 77,
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}
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Profil =
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{
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MIGUEL = 57,
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CARLOS = 58,
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IRA = 59,
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DIMITRI = 60,
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ROBOT = 62,
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DYNAMO = 66,
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SHANK = 67,
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CONRAD = 70,
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DARREL = 73,
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QUEEN = 75,
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CARMEN = 78,
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KINGPIN = 86,
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MARIA = 88,
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ANGEL = 89,
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KYLE = 95,
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FATIMA = 101,
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YANNI = 108,
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MARTHA = 109,
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JAKE = 113,
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ELDIN = 127,
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ELLIOT = 135,
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MADLAB = 146,
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DARYL = 150,
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}
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Flags1 =
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{
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PROFILE_MISC_FLAG_RECRUITED = 1,
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PROFILE_MISC_FLAG_HAVESEENCREATURE = 2,
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PROFILE_MISC_FLAG_FORCENPCQUOTE = 4,
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PROFILE_MISC_FLAG_WOUNDEDBYPLAYER = 8,
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PROFILE_MISC_FLAG_TEMP_NPC_QUOTE_DATA_EXISTS = 16,
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PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE = 32,
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PROFILE_MISC_FLAG_EPCACTIVE = 64,
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PROFILE_MISC_FLAG_ALREADY_USED_ITEMS = 128,
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}
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SoldierClass =
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{
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SOLDIER_CLASS_NONE = 0,
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SOLDIER_CLASS_ADMINISTRATOR = 1,
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SOLDIER_CLASS_ELITE = 2,
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SOLDIER_CLASS_ARMY = 3,
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}
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CivGroup =
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{
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REBEL_CIV_GROUP = 1,
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KINGPIN_CIV_GROUP = 2,
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WARDEN_CIV_GROUP = 11,
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BOUNTYHUNTER_CIV_GROUP = 25,
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SCIENTIST_GROUP = 27,
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RADAR_TECHNICIAN_GROUP = 28,
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AIRPORT_STAFF_GROUP = 29,
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BARRACK_STAFF_GROUP = 30,
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FACTORY_GROUP = 31,
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ADMINISTRATIVE_STAFF_GROUP = 32,
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LOYAL_CIV_GROUP = 33,
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BLACKMARKET_GROUP = 34,
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}
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Bodytype =
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{
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REGMALE = 0,
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BIGMALE = 1,
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STOCKYMALE = 2,
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REGFEMALE = 3,
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FATCIV = 11,
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MANCIV = 12,
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MINICIV = 13,
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DRESSCIV = 14,
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HATKIDCIV = 15,
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KIDCIV = 16,
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CRIPPLECIV = 17,
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}
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Skin =
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{
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PINKSKIN = 0,
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TANSKIN = 1,
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DARKSKIN = 2,
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BLACKSKIN = 3,
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}
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Hair =
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{
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WHITEHEAD = 0,
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BLACKHEAD = 1,
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BROWNHEAD = 2,
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BLONDEHEAD = 3,
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REDHEAD = 4,
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}
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Vest =
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{
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WHITEVEST = 0,
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GYELLOWSHIRT = 1,
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YELLOWVEST = 2,
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GREYVEST = 3,
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BROWNVEST = 4,
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PURPLESHIRT = 5,
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BLUEVEST = 6,
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JEANVEST = 7,
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GREENVEST = 8,
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REDVEST = 9,
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BLACKSHIRT = 10,
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}
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Pants =
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{
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BLUEPANTS = 0,
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BLACKPANTS = 1,
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JEANPANTS = 2,
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TANPANTS = 3,
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BEIGEPANTS = 4,
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GREENPANTS = 5,
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}
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local gsRobotGridNo
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function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
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if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTDONE
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and not( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS) ) then
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-- make sure Maria and Angel are gone
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SetCharacterSectorX(Profil.MARIA, 0)
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SetCharacterSectorY(Profil.MARIA, 0)
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SetCharacterSectorX(Profil.ANGEL, 0)
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SetCharacterSectorY(Profil.ANGEL, 0)
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end
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if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTDONE ) then
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-- move Kyle to his shop
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SetCharacterSectorX(Profil.KYLE, 6)
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SetCharacterSectorY(Profil.KYLE, SectorY.MAP_ROW_C)
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SetProfileStrategicInsertionData(Profil.KYLE, 12380)
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end
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if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
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ResetBoxers()
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end
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if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then
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-- heal up Elliot if he's been hurt
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if ( CheckNPCLife (Profil.ELLIOT) < GetNPCLifeMax (Profil.ELLIOT) ) then
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SetNPCLife (Profil.ELLIOT, GetNPCLifeMax(Profil.ELLIOT))
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end
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end
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if ( CheckFact( Facts.FACT_ALL_TERRORISTS_KILLED, 0 ) == true ) then
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SetCharacterSectorX(Profil.CARMEN, 0)
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SetCharacterSectorY(Profil.CARMEN, 0)
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SetCharacterSectorZ(Profil.CARMEN, 0)
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end
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--[[
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if ( CheckFact( Facts.FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == false ) then
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pRobot = FindSoldierByProfileID (Profil.ROBOT)
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if (pRobot) then
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-- robot is on our team and we have changed sectors, so we can
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-- replace the robot-under-construction in Madlab's sector
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--RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), GetCharacterSectorZ(Profil.MADLAB) )
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SetFactTrue( Facts.FACT_ROBOT_RECRUITED_AND_MOVED )
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end
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end
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]]
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end
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function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
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if ( sOldSectorX == iniKINGPIN_MONEY_SECTOR_X and sOldSectorY == iniKINGPIN_MONEY_SECTOR_Y and bOldSectorZ == iniKINGPIN_MONEY_SECTOR_Z ) then
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CheckForKingpinsMoneyMissing( true )
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end
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if ( sOldSectorX == 13 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 and CheckFact( Facts.FACT_CONRAD_SHOULD_GO,0 ) == true) then
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-- remove Conrad from the map
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SetCharacterSectorX(Profil.CONRAD, 0)
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SetCharacterSectorY(Profil.CONRAD, 0)
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end
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if ( sOldSectorX == iniHOSPITAL_SECTOR_X and sOldSectorY == iniHOSPITAL_SECTOR_Y and bOldSectorZ == iniHOSPITAL_SECTOR_Z ) then
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CheckForMissingHospitalSupplies()
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end
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-- reset the state of the museum alarm for Eldin's quotes
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SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
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end
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-- text colours
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FontColour =
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{
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FONT_MCOLOR_DKWHITE = 134,
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FONT_MCOLOR_LTYELLOW = 144,
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FONT_MCOLOR_RED = 163,
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FONT_MCOLOR_DKRED = 164,
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FONT_MCOLOR_LTGREEN = 184,
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}
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-- these numbers aren't used in the code - we only use them in LUA
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Languages =
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{
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LANGUAGE_ENGLISH = 0,
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LANGUAGE_GERMAN = 1,
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LANGUAGE_RUSSIAN = 2,
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LANGUAGE_DUTCH = 3,
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LANGUAGE_POLISH = 4,
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LANGUAGE_FRENCH = 5,
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LANGUAGE_ITALIAN = 6,
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LANGUAGE_CHINESE = 7,
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}
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-- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
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-- We simply set up some enums here to make it easier for us to remember what is what
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ModSpecificFacts =
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{
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TIXA_PRISON_VOLUNTEERSGAINED = 123,
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TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED = 124,
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ALMA_PRISON_VOLUNTEERSGAINED = 125,
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-- |||||||||||||||||||||||||||||||||| factories |||||||||||||||||||||||||||||||||||||
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FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 = 159, -- 9 products
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FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 = 168, -- 4 products
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FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 = 172, -- 6 products
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FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 = 178, -- 5 products
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FACTORY_PROGRESS_GRUMM_ORTAFACTORY = 183, -- 6 products
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-- |||||||||||||||||||||||||||||||||| factories |||||||||||||||||||||||||||||||||||||
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}
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FactorySpecialValues =
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{
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FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE = 6,
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}
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-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
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-- usFacilityType is facility number from FacilitTypes.xml
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-- usProductionNumber denotes which FACTORY of the facility this is for
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-- sProgressLeft is the progress to be saved.
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--
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-- As factories can be added or removed in the xml at will, we can't hardcode their progress in the savegame.
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-- Therefore we let the modder store their progress in here via LUAFacts into the modder-administered part of the savefile.
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-- We also want factories to be deactivated initially (so the player doesn't suddenly lose money if he takes their sector). Initially all values are 0.
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-- In the code, values < 0 indicate a factory is offline, >= 0 online.
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-- We thus add '1' to every value, so we store the progress as 1 + sProgressLeft, this means a luafact value of <= 0 is offline, > 0 is online
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--
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-- We also use the Getter to check for other conditions, like quest progress. For example, even if we control Drassen, we can only use the T-Shirt factory once Doreen is gone.
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-- We achieve that by returning a value < -10 if these extra conditions are not satisfied.
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-- The code checks that too and won't allow us to even turn a factory on in this case, so the player knows he has something else to do first.
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function SetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
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|
|
if ( bSectorZ == 0 ) then
|
|
|
|
if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_C and usFacilityType == 23 ) then
|
|
|
|
SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + usProductionNumber, 1 + sProgressLeft)
|
|
|
|
-- if we 'finished' the upgrade (see comment in GetFactoryLeftoverProgress(...), notify us of that fact
|
|
if ( usProductionNumber == FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE and sProgressLeft > 170 ) then
|
|
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Upgrade in T-Shirt Factory is finished.")
|
|
|
|
end
|
|
|
|
elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_F and usFacilityType == 24 ) then
|
|
|
|
SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 + usProductionNumber, 1 + sProgressLeft)
|
|
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H and usFacilityType == 5 ) then
|
|
|
|
SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 + usProductionNumber, 1 + sProgressLeft)
|
|
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G and usFacilityType == 25 ) then
|
|
|
|
SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 + usProductionNumber, 1 + sProgressLeft)
|
|
|
|
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K and usFacilityType == 15 ) then
|
|
|
|
SetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_ORTAFACTORY + usProductionNumber, 1 + sProgressLeft)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
function GetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
|
|
|
|
CANT_ACTIVATE_FACTORY = -20
|
|
|
|
val = -1
|
|
|
|
if ( bSectorZ == 0 ) then
|
|
|
|
if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_C and usFacilityType == 23 ) then
|
|
|
|
-- The T-Shirt factory can only be used once Doreen is gone, one way or the other
|
|
if ( gubQuest( Quests.QUEST_FREE_CHILDREN ) == qStatus.QUESTDONE ) then
|
|
|
|
val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + usProductionNumber) - 1
|
|
|
|
-- The T-Shirt factory can be 'upgraded' to also produce uniforms
|
|
-- The upgrade is not an item, it exists purely in the lua values
|
|
-- We've set the upgrade time to be 03:01. As we set the progress on each full hour, there will be a point in time where the value is 180
|
|
-- We use that value as 'upgrade has been done'. The upgrade cannot be built anymore -> val = CANT_ACTIVATE_FACTORY.
|
|
-- The uniform production lines always return CANT_ACTIVATE_FACTORY if the upgrade is not there yet.
|
|
if ( usProductionNumber == FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE and val > 170 ) then
|
|
|
|
val = CANT_ACTIVATE_FACTORY
|
|
|
|
elseif ( usProductionNumber > FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE ) then
|
|
|
|
tmp = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 + FactorySpecialValues.FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE) - 1
|
|
|
|
if ( tmp < 170 ) then
|
|
|
|
val = CANT_ACTIVATE_FACTORY
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
val = CANT_ACTIVATE_FACTORY
|
|
|
|
end
|
|
|
|
elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_F and usFacilityType == 24 ) then
|
|
|
|
-- the Hicks farm can only be used if the quest was solved by killing the Hicks family
|
|
if ( MercIsDead(Profil.DARREL) and MercIsDead(Profil.DARYL) ) then
|
|
|
|
val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 + usProductionNumber) - 1
|
|
|
|
else
|
|
|
|
val = CANT_ACTIVATE_FACTORY
|
|
|
|
end
|
|
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H and usFacilityType == 5 ) then
|
|
|
|
val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 + usProductionNumber) - 1
|
|
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G and usFacilityType == 25 ) then
|
|
|
|
val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 + usProductionNumber) - 1
|
|
|
|
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K and usFacilityType == 15 ) then
|
|
|
|
-- the Orta factory can only be used once Ernest gave us the rifles (and presumably control over the assembly lines)
|
|
if ( (CheckFact( Facts.FACT_CONVO_ERNEST, 0 ) == true) ) then
|
|
|
|
val = GetModderLUAFact(ModSpecificFacts.FACTORY_PROGRESS_GRUMM_ORTAFACTORY + usProductionNumber) - 1
|
|
|
|
else
|
|
|
|
val = CANT_ACTIVATE_FACTORY
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return val
|
|
|
|
end
|
|
|
|
-- 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 )
|
|
|
|
-- are we liberating this sector for the first time?
|
|
if ( fFirstTime ) then
|
|
-- we get a few volunteers for liberating prisons - we assume prisoners would be more than eager to fight against the regime
|
|
-- due to code limitations, fFirstTime is only used in surface sectors
|
|
if ( bNewSectorZ == 0 ) then
|
|
-- Tixa
|
|
if ( sNewSectorX == 9 and sNewSectorY == SectorY.MAP_ROW_J ) then
|
|
AddVolunteers( 30 )
|
|
|
|
AddTransactionToPlayersBook(1, 0, 1800, 100)
|
|
|
|
if ( GetUsedLanguage( nil ) == Languages.LANGUAGE_ENGLISH ) then
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.")
|
|
elseif ( GetUsedLanguage( nil ) == Languages.LANGUAGE_GERMAN ) then
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Die Gefangenen sind für die Befreiugng sehr dankbar.")
|
|
else
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_DKRED, "Translation missing!")
|
|
end
|
|
|
|
-- inform us that there is a sublevel
|
|
if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED) == 0) ) then
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inmates are held.")
|
|
end
|
|
|
|
-- if we haven't yet freed the Alma prisoners, give us a tip about that
|
|
if ( (GetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED) == 0) ) then
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in Alma!")
|
|
end
|
|
|
|
AddIntel( 5 )
|
|
|
|
SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED, 1)
|
|
|
|
-- Alma
|
|
elseif ( sNewSectorX == 13 and sNewSectorY == SectorY.MAP_ROW_I ) then
|
|
AddVolunteers( 10 )
|
|
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.")
|
|
|
|
-- if we haven't yet freed the Tixa prisoners, give us a tip about that
|
|
if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED) == 0) ) then
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in a place called Tixa. They aren't sure where it is though.")
|
|
end
|
|
|
|
AddIntel( 5 )
|
|
|
|
SetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED, 1)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- extra volunteers on freeing Tixa underground. As enemy troops are not replenished underground, this only happens once
|
|
if ( bNewSectorZ == 1 ) then
|
|
-- Tixa
|
|
if ( sNewSectorX == 9 and sNewSectorY == SectorY.MAP_ROW_J ) then
|
|
AddVolunteers( 5 )
|
|
|
|
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.")
|
|
|
|
AddIntel( 5 )
|
|
|
|
SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED, 1)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- this function is called whenever we recruit a RPC
|
|
function RecruitRPCAdditionalHandling( usProfile )
|
|
|
|
-- as the rebels join us, we gradually get more volunteers
|
|
if ( usProfile == Profil.MIGUEL ) then
|
|
AddVolunteers( 4 )
|
|
AddIntel( 10 )
|
|
elseif ( usProfile == Profil.CARLOS ) then
|
|
AddVolunteers( 2 )
|
|
elseif ( usProfile == Profil.DIMITRI ) then
|
|
AddVolunteers( 2 )
|
|
AddIntel( 2 )
|
|
elseif ( usProfile == Profil.IRA ) then
|
|
AddVolunteers( 2 )
|
|
AddIntel( 5 )
|
|
end
|
|
end
|
|
|
|
-- this function is called whenever we enter a sector in tactical
|
|
function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )
|
|
|
|
if ( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS ) then
|
|
|
|
-- Flugente: if the bounty hunter quest is active, add bounty hunters to sectors (location determined on quest start)
|
|
if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == false) or (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == false) and (bSectorZ == 0) ) then
|
|
|
|
sector = SECTOR(sSectorX, sSectorY)
|
|
sector_hunter1 = GetFact( Facts.FACT_BOUNTYHUNTER_SECTOR_1 )
|
|
sector_hunter2 = GetFact( Facts.FACT_BOUNTYHUNTER_SECTOR_2 )
|
|
|
|
if ( (sector == sector_hunter1) and (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == false) ) then
|
|
|
|
hostile = 0
|
|
if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == true) ) then
|
|
hostile = 1
|
|
end
|
|
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ADMINISTRATOR, 13000, hostile)
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 7447, hostile)
|
|
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
|
|
if (sSectorX == 14 and sSectorY == 2) then
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
|
|
else
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
|
|
end
|
|
end
|
|
|
|
if ( (sector == sector_hunter2) and (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == false) ) then
|
|
|
|
hostile = 0
|
|
if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == true) ) then
|
|
hostile = 1
|
|
end
|
|
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ADMINISTRATOR, 13000, hostile)
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 7447, hostile)
|
|
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
|
|
if (sSectorX == 14 and sSectorY == 2) then
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
|
|
else
|
|
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- Flugente: if this sector has not yet been liberated by the player, there might be some civilian enemy personnel here
|
|
-- the idea is that these people are government employed, and won't stay around once you take the sector
|
|
-- parameters of CreateCivilian:
|
|
-- - tile where person should be created on the map
|
|
-- - civilian group they should belong to (see also CivGRoupNames.xml)
|
|
-- - number of the merchant the civilian should be (-1 for no merchant)
|
|
-- - bodytype
|
|
-- - vest colour (-1 for random)
|
|
-- - pants colour (-1 for random)
|
|
-- - hair colour (-1 for random)
|
|
-- - skin colour (-1 for random)
|
|
-- - optional item 1 (-1 for nothing)
|
|
-- - optional item 2 (-1 for nothing)
|
|
-- - optional item 3 (-1 for nothing)
|
|
-- - optional item 4 (-1 for nothing
|
|
|
|
if ( fHasEverBeenPlayerControlled == false ) then
|
|
-- surface sectors
|
|
if ( bSectorZ == 0 ) then
|
|
-- central SAM
|
|
if ( sSectorX == 8 and sSectorY == SectorY.MAP_ROW_I ) then
|
|
CreateCivilian(16081, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1)
|
|
CreateCivilian(15443, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1)
|
|
CreateCivilian(10944, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1)
|
|
-- Drassen SAM
|
|
elseif ( sSectorX == 15 and sSectorY == SectorY.MAP_ROW_D ) then
|
|
CreateCivilian(11297, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1)
|
|
-- chitzena SAM
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_D ) then
|
|
CreateCivilian(10675, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1)
|
|
CreateCivilian(9718, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1)
|
|
-- Meduna SAM
|
|
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_N ) then
|
|
CreateCivilian(12071, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1)
|
|
CreateCivilian(12554, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1)
|
|
CreateCivilian(15085, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1)
|
|
-- Orta surface
|
|
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then
|
|
CreateCivilian(16065, CivGroup.SCIENTIST_GROUP, -1, Bodytype.DRESSCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13991, CivGroup.SCIENTIST_GROUP, -1, Bodytype.MANCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Meduna airport
|
|
elseif ( sSectorX == 3 and sSectorY == SectorY.MAP_ROW_N ) then
|
|
CreateCivilian(12224, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(11439, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(11451, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13529, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Drassen airport
|
|
elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_B ) then
|
|
CreateCivilian(11719, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(8054, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1)
|
|
CreateCivilian(5990, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(4562, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(8112, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.FATCIV, Vest.BROWNVEST, Pants.JEANPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1)
|
|
-- Grumm factory
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H ) then
|
|
CreateCivilian(12051, CivGroup.FACTORY_GROUP, -1, Bodytype.KIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9337, CivGroup.FACTORY_GROUP, -1, Bodytype.HATKIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9988, CivGroup.FACTORY_GROUP, -1, Bodytype.KIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10165, CivGroup.FACTORY_GROUP, -1, Bodytype.HATKIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10287, CivGroup.FACTORY_GROUP, -1, Bodytype.DRESSCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Grumm factory
|
|
elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G ) then
|
|
CreateCivilian(11777, CivGroup.SCIENTIST_GROUP, -1, Bodytype.REGMALE, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10019, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(18944, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12543, CivGroup.FACTORY_GROUP, -1, Bodytype.MANCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Tixa
|
|
elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_J ) then
|
|
CreateCivilian(9058, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9992, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(15895, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(12056, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(17043, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
-- Alma prison
|
|
elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_I ) then
|
|
CreateCivilian(10618, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.DRESSCIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12893, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(11594, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(13514, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(10309, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(8223, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
-- Alma warehouse
|
|
elseif ( sSectorX == 14 and sSectorY == SectorY.MAP_ROW_H ) then
|
|
CreateCivilian(20235, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10612, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9656, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12421, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10334, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(16374, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Alma barracks
|
|
elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_H ) then
|
|
CreateCivilian(11132, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(11913, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.DRESSCIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1)
|
|
CreateCivilian(6793, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9993, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12874, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9680, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9688, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.MANCIV, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12086, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(7942, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Balime
|
|
elseif ( sSectorX == 11 and sSectorY == SectorY.MAP_ROW_L ) then
|
|
CreateCivilian(15951, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
CreateCivilian(17692, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12546, CivGroup.LOYAL_CIV_GROUP, -1,-1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
CreateCivilian(13826, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13350, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13491, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(16708, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
CreateCivilian(12264, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13227, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- Balime
|
|
elseif ( sSectorX == 12 and sSectorY == SectorY.MAP_ROW_L ) then
|
|
CreateCivilian(12599, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(11134, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10508, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10503, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
CreateCivilian(12102, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(14830, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(15297, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
CreateCivilian(16414, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9976, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(14792, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1)
|
|
end
|
|
-- sublevel 1
|
|
elseif ( bSectorZ == 1 ) then
|
|
-- Orta
|
|
if ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then
|
|
CreateCivilian(14494, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13062, CivGroup.SCIENTIST_GROUP, -1, Bodytype.MANCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(13167, CivGroup.SCIENTIST_GROUP, -1, Bodytype.FATCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12048, CivGroup.SCIENTIST_GROUP, -1, Bodytype.REGMALE, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(9827, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(10007, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(17211, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Tixa
|
|
elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_J ) then
|
|
CreateCivilian(12875, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(12096, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(7287, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(5843, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
CreateCivilian(5378, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.MANCIV, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1)
|
|
end
|
|
end
|
|
end
|
|
|
|
if ( bSectorZ == 0 ) then
|
|
-- Drassen
|
|
if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_D) then
|
|
if ( GetTownLoyaltyRating(2) > 50 ) then
|
|
-- wine store
|
|
CreateCivilian(17198, 0, 55, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
end
|
|
-- general store
|
|
CreateCivilian(10943, 0, 41, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- Alma
|
|
elseif ( sSectorX == 14 and sSectorY == SectorY.MAP_ROW_I) then
|
|
-- wine store
|
|
CreateCivilian(8530, 0, 56, Bodytype.MANCIV, Vest.GREYVEST, -1, -1, -1, -1, -1, -1, -1)
|
|
-- general store - both traders use the same inventory
|
|
CreateCivilian(13839, 0, 42, Bodytype.FATCIV, Vest.YELLOWVEST, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(12878, 0, 42, Bodytype.DRESSCIV, Vest.YELLOWVEST, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- Cambria
|
|
elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_F) then
|
|
-- drug dealer (university ruins)
|
|
CreateCivilian(10032, 0, 60, Bodytype.HATKIDCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_G) then
|
|
-- wine store
|
|
CreateCivilian(17657, 0, 57, Bodytype.MANCIV, Vest.JEANVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(16055, 0, 57, Bodytype.REGFEMALE, Vest.JEANVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- pharmacy
|
|
CreateCivilian(11627, 0, 47, Bodytype.FATCIV, Vest.WHITEVEST, -1, Hair.WHITEHEAD, -1, -1, -1, -1, -1)
|
|
-- restaurant
|
|
CreateCivilian(15630, 0, 49, Bodytype.MANCIV, Vest.GYELLOWSHIRT, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
CreateCivilian(15321, 0, 49, Bodytype.MINICIV, Vest.GYELLOWSHIRT, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1)
|
|
-- general store
|
|
CreateCivilian(15117, 0, 43, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- Grumm
|
|
elseif ( sSectorX == 1 and sSectorY == SectorY.MAP_ROW_H) then
|
|
-- general store
|
|
CreateCivilian(12430, 0, 44, Bodytype.BIGMALE, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- wine store
|
|
CreateCivilian(13533, 0, 58, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- restaurant
|
|
CreateCivilian(12722, 0, 50, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- tool shop
|
|
CreateCivilian(8362, 0, 61, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- Balime
|
|
elseif ( sSectorX == 12 and sSectorY == SectorY.MAP_ROW_L) then
|
|
-- luxury store
|
|
CreateCivilian(9653, CivGroup.LOYAL_CIV_GROUP, 64, Bodytype.MANCIV, -1, -1, -1, -1, 212, 264, -1, -1)
|
|
-- gas station near Balime
|
|
elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_L) then
|
|
-- restaurant
|
|
CreateCivilian(11932, 0, 51, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- San Mona
|
|
elseif ( sSectorX == 6 and sSectorY == SectorY.MAP_ROW_C) then
|
|
-- only add merchants if Kingpin is alive and not hostile towards us
|
|
if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and
|
|
(CheckFact( Facts.FACT_KINGPIN_IS_ENEMY, 0 ) == false) and
|
|
(CheckMercIsDead ( Profil.KINGPIN ) == false) ) then
|
|
-- restaurant
|
|
CreateCivilian(16351, CivGroup.KINGPIN_CIV_GROUP, 66, Bodytype.DRESSCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- armour store (Skin Tight Fashions)
|
|
CreateCivilian(13010, CivGroup.KINGPIN_CIV_GROUP, 67, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- hunting store
|
|
CreateCivilian(11098, CivGroup.KINGPIN_CIV_GROUP, 62, Bodytype.REGMALE, Vest.BROWNVEST, Pants.GREENPANTS, -1, -1, 763, 135, 288, 284)
|
|
end
|
|
|
|
-- if we haven't pissed of the black market, spawn dealer
|
|
if ( CheckCivGroupHostile(CivGroup.BLACKMARKET_GROUP) == false ) then
|
|
|
|
-- unlock the door so we can enter
|
|
ACTION_ITEM_UNLOCK_DOOR(12834)
|
|
|
|
-- black market dealer and bodyguards
|
|
CreateCivilian(12992, CivGroup.BLACKMARKET_GROUP, 68, Bodytype.MANCIV, Vest.GREYVEST, Pants.JEANPANTS, Hair.WHITEHEAD, Skin.BLACKSKIN, 337, 264, -1, -1)
|
|
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12672, 0)
|
|
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13312, 0)
|
|
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12995, 0)
|
|
end
|
|
|
|
elseif ( sSectorX == 5 and sSectorY == SectorY.MAP_ROW_C) then
|
|
-- only add merchants if Kingpin is alive and not hostile towards us
|
|
if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and
|
|
(CheckFact( Facts.FACT_KINGPIN_IS_ENEMY, 0 ) == false) and
|
|
(CheckMercIsDead ( Profil.KINGPIN ) == false) ) then
|
|
-- general store
|
|
CreateCivilian(6641, CivGroup.KINGPIN_CIV_GROUP, 45, Bodytype.REGMALE, -1, -1, -1, -1, 694, 107, 37, -1)
|
|
-- construction materials store
|
|
CreateCivilian(20549, CivGroup.KINGPIN_CIV_GROUP, 63, Bodytype.STOCKYMALE, -1, -1, -1, -1, 13, 161, 302, 135)
|
|
-- restaurant
|
|
CreateCivilian(16755, CivGroup.KINGPIN_CIV_GROUP, 52, Bodytype.MANCIV, -1, -1, -1, -1, 759, -1, -1, -1)
|
|
-- wine store
|
|
CreateCivilian(10804, CivGroup.KINGPIN_CIV_GROUP, 59, Bodytype.REGFEMALE, -1, -1, -1, -1, 340, 107, 302, 284)
|
|
end
|
|
|
|
-- Chitzena
|
|
-- Meduna
|
|
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then
|
|
-- posh general store
|
|
CreateCivilian(10503, CivGroup.LOYAL_CIV_GROUP, 46, Bodytype.MINICIV, -1, -1, -1, -1, 212, -1, -1, -1)
|
|
-- restaurant
|
|
CreateCivilian(18465, CivGroup.LOYAL_CIV_GROUP, 53, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- restaurant
|
|
CreateCivilian(9840, CivGroup.LOYAL_CIV_GROUP, 54, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
-- luxury store
|
|
CreateCivilian(10916, CivGroup.LOYAL_CIV_GROUP, 65, Bodytype.MANCIV, -1, -1, -1, -1, 264, -1, -1, -1)
|
|
-- pharmacy
|
|
CreateCivilian(11579, CivGroup.LOYAL_CIV_GROUP, 48, Bodytype.FATCIV, -1, -1, -1, -1, -1, -1, -1, -1)
|
|
end
|
|
elseif ( bSectorZ == 1 ) then
|
|
-- We spawn a rebel 'quartermaster' in the rebel basement. He doesn't have much to offer, and it isn't exactly quality ware, but better than nothing
|
|
if ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_A) then
|
|
CreateCivilian(11433, CivGroup.REBEL_CIV_GROUP, 40, Bodytype.CRIPPLECIV, Vest.BROWNVEST, Pants.GREENPANTS, Hair.WHITEHEAD, -1, 711, 545, 545, -1)
|
|
end
|
|
end
|
|
|
|
|
|
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,
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|
MAP_SHADE_MIX_GREEN_YELLOW = 29,
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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,
|
|
FACTORY_YELLOW = 19,
|
|
FACTORY_GREEN = 20,
|
|
FACTORY_RED = 21,
|
|
FACTORY_NOCONTROL = 22,
|
|
}
|
|
|
|
-- 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_ESCORT_SKYRIDER ) == qStatus.QUESTINPROGRESS ) then
|
|
|
|
SetIntelAndQuestMapDataForSector(13, 2, -1, MapSymbols.HELI, "Escort Skyrider here", "")
|
|
|
|
elseif ( gubQuest( Quests.QUEST_ESCORT_SKYRIDER ) == qStatus.QUESTNOTSTARTED and 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_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
|
|
|
|
if ( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS ) then
|
|
|
|
-- list all possible sectors where Maria & Angel might hide
|
|
SetIntelAndQuestMapDataForSector(11, 1, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(5, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(6, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(8, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(12, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(14, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(3, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
SetIntelAndQuestMapDataForSector(7, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Kill or protect Angel & Maria", "")
|
|
|
|
end
|
|
|
|
end
|
|
end
|