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gamedir/Data-1.13/Scripts/strategicmap.lua
T

738 lines
35 KiB
Lua

--[[
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
QUEST_KINGPIN_ANGEL_MARIA = 26,
-- max Quests 254
}
Facts = {
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,
FACT_BOUNTYHUNTER_SECTOR_1 = 380,
FACT_BOUNTYHUNTER_SECTOR_2 = 381,
FACT_BOUNTYHUNTER_KILLED_1 = 382,
FACT_BOUNTYHUNTER_KILLED_2 = 383,
}
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 =
{
MARIA = 88,
ANGEL = 89,
ELLIOT = 135,
CONRAD = 70,
CARMEN = 78,
KINGPIN = 86,
MADLAB = 146,
ROBOT = 62,
MIGUEL = 57,
KYLE = 95,
}
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
and not( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS) ) 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,
}
-- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
-- We simply set up some enums here to make it easier for us to remember what is what
ModSpecificFacts =
{
TIXA_PRISON_VOLUNTEERSGAINED = 123,
TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED = 124,
ALMA_PRISON_VOLUNTEERSGAINED = 125,
}
-- 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 inamtes 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
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
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.")
SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED, 1)
end
end
end
-- this function is called whenever we recruit a RPC
function RecruitRPCAdditionalHandling( usProfile )
-- if Miguel joins us, the rest of the rebels joins us too
if ( usProfile == Profil.MIGUEL ) then
AddVolunteers( 10 )
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
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