Files
gamedir/Data/Scripts/Overhead.lua
T

820 lines
23 KiB
Lua

local NPC_TALK_RADIUS = 4
local sDesiredMercDist
local NO_PROFILE = 200
Facts =
{
FACT_SKYRIDER_CLOSE_TO_CHOPPER = 43,
FACT_MARIA_ESCORTED_AT_LEATHER_SHOP = 117,
FACT_JOEY_NEAR_MARTHA = 110,
FACT_JOHN_ALIVE = 190,
FACT_MARY_OR_JOHN_ARRIVED = 192,
FACT_CHALICE_STOLEN = 184,
FACT_MARY_ALIVE = 187,
FACT_FIRST_ROBOT_DESTROYED = 203,
FACT_ROBOT_READY_SECOND_TIME = 205,
FACT_SECOND_ROBOT_DESTROYED = 206,
FACT_ESTONI_REFUELLING_POSSIBLE = 277,
FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
FACT_PLAYER_REPAID_KINGPIN = 104,
FACT_KINGPIN_NOT_IN_OFFICE = 256,
FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR = 335,
}
Attitude =
{
DEFENSIVE = 0,
BRAVESOLO = 1,
BRAVEAID = 2,
CUNNINGSOLO = 3,
CUNNINGAID = 4,
AGGRESSIVE = 5,
MAXATTITUDES = 6,
ATTACKSLAYONLY = 7,
}
Quests =
{
-- Quests ID -- BinaryData\QUESTS.EDT Record
QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter
QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route
QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists
QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice
QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money
QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey
QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria
QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice
QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma
QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation
QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem
QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist
QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera
QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats
QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit
QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures
QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot
QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider
QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo
QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists
QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen
QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream
QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank
QUEST_23 = 23, -- Start quest 46, End quest 47 - No 23 Yet
QUEST_24 = 24, -- Start quest 48, End quest 49 - No 24 Yet
QUEST_KILL_DEIDRANNA = 25, -- Start quest 50, End quest 51 - Kill Deidranna
-- max Quests 254
}
Profil =
{
BARRY = 0,
BLOOD = 1,
LYNX = 2,
GRIZZLY = 3,
VICKI = 4,
TREVOR = 5,
GRUNTY = 6,
IVAN = 7,
STEROID = 8,
IGOR = 9,
SHADOW = 10,
RED = 11,
REAPER = 12,
FIDEL = 13,
FOX = 14,
SIDNEY = 15,
GUS = 16,
BUNS = 17,
ICE = 18,
SPIDER = 19,
CLIFF = 20,
BULL = 21,
HITMAN = 22,
BUZZ = 23,
RAIDER = 24,
RAVEN = 25,
STATIC = 26,
LEN = 27,
DANNY = 28,
MAGIC = 29,
STEPHEN = 30,
SCULLY = 31,
MALICE = 32,
DRQ = 33,
NAILS = 34,
THOR = 35,
SCOPE = 36,
WOLF = 37,
MD = 38,
MELTDOWN = 39,
BIFF = 40,
HAYWIRE = 41,
GASKET = 42,
RAZOR = 43,
FLO = 44,
GUMPY = 45,
LARRY = 46,
LARRY_STONED = 47,
COUGAR = 48,
NUMB = 49,
BUBBA = 50,
MIGUEL = 57,
CARLOS = 58,
IRA = 59,
DIMITRI = 60,
DEVIN = 61,
ROBOT = 62,
HAMOUS = 63,
SLAY = 64,
DYNAMO = 66,
SHANK = 67,
IGGY = 68,
VINCE = 69,
CONRAD = 70,
MADDOG = 72,
DARREL = 73,
PERKO = 74,
DEIDRANNA = 75,
AUNTIE = 76,
CARMEN = 78,
JOE = 79,
STEVE = 80,
RAT = 81,
ANNIE = 82,
CHRIS = 83,
BOB = 84,
BRENDA = 85,
KINGPIN = 86,
DARREN = 87,
MARIA = 88,
ANGEL = 89,
JOEY = 90,
TONY = 91,
FRANK = 92,
SPIKE = 93,
DAMON = 94,
KYLE = 95,
MICKY = 96,
SKYRIDER = 97,
PABLO = 98,
SAL = 99,
FATHER = 100,
FATIMA = 101,
WARDEN = 102,
GORDON = 103,
GABBY = 104,
ERNEST = 105,
FRED = 106,
MADAME = 107,
YANNI = 108,
MARTHA = 109,
JOE = 110,
JASMIN = 111,
CHARLIE = 112,
JAKE = 113,
PACOS = 114,
DAVE = 115,
SKIPPER = 116,
HANS = 117,
JOHN = 118,
MARY = 119,
GENERAL = 120,
SERGEANT = 121,
ARMAND = 122,
LORA = 123,
FRANZ = 124,
HOWARD = 125,
SAM = 126,
ELDIN = 127,
ARNIE = 128,
TINA = 129,
FREDO = 130,
WALTER = 131,
JENNY = 132,
BILLY = 133,
BREWSTER = 134,
ELLIOT = 135,
DEREK = 136,
OLIVER = 137,
WALDO = 138,
DOREEN = 139,
JIM = 140,
JACK = 141,
OLAF = 142,
RAY = 143,
OLGA = 144,
TYRONE = 145,
MADLAB = 146,
KEITH = 147,
MATT = 148,
MIKE = 149,
DARYL = 150,
HERVE = 151,
PETER = 152,
ALBERTO = 153,
CARLO = 154,
MANNY = 155,
OSWALD = 156,
CALVIN = 157,
CARL = 158,
}
What =
{
MERC_TYPE__PLAYER_CHARACTER = 0,
MERC_TYPE__AIM_MERC = 1,
MERC_TYPE__MERC = 2,
MERC_TYPE__NPC = 3,
MERC_TYPE__EPC = 4,
MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT = 5,
MERC_TYPE__VEHICLE = 6,
}
Team =
{
OUR_TEAM = 0,
ENEMY_TEAM = 1,
CREATURE_TEAM = 2,
MILITIA_TEAM = 3,
CIV_TEAM = 4,
}
pQuest =
{
QUESTNOTSTARTED = 0,
QUESTINPROGRESS = 1,
QUESTDONE = 2,
}
Group =
{
NON_CIV_GROUP = 0,
REBEL_CIV_GROUP = 1,
KINGPIN_CIV_GROUP = 2,
SANMONA_ARMS_GROUP = 3,
ANGELS_GROUP = 4,
BEGGARS_CIV_GROUP = 5,
TOURISTS_CIV_GROUP = 6,
ALMA_MILITARY_CIV_GROUP = 7,
DOCTORS_CIV_GROUP = 8,
COUPLE1_CIV_GROUP = 9,
HICKS_CIV_GROUP = 10,
WARDEN_CIV_GROUP = 11,
JUNKYARD_CIV_GROUP = 12,
FACTORY_KIDS_GROUP = 13,
QUEENS_CIV_GROUP = 14,
}
Status =
{
CIV_GROUP_NEUTRAL = 0,
CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE = 1,
CIV_GROUP_WILL_BECOME_HOSTILE = 2,
CIV_GROUP_HOSTILE = 3,
}
SectorY =
{
MAP_ROW_A = 1,
MAP_ROW_B = 2,
MAP_ROW_C = 3,
MAP_ROW_D = 4,
MAP_ROW_E = 5,
MAP_ROW_F = 6,
MAP_ROW_G = 7,
MAP_ROW_H = 8,
MAP_ROW_I = 9,
MAP_ROW_J = 10,
MAP_ROW_K = 11,
MAP_ROW_L = 12,
MAP_ROW_M = 13,
MAP_ROW_N = 14,
MAP_ROW_O = 15,
MAP_ROW_P = 16,
}
-- text colours
FontColour =
{
FONT_MCOLOR_DKWHITE = 134,
FONT_MCOLOR_LTYELLOW = 144,
FONT_MCOLOR_RED = 163,
FONT_MCOLOR_DKRED = 164,
FONT_MCOLOR_LTGREEN = 184,
}
-- these numbers aren't used in the code - we only use them in LUA
Languages =
{
LANGUAGE_ENGLISH = 0,
LANGUAGE_GERMAN = 1,
LANGUAGE_RUSSIAN = 2,
LANGUAGE_DUTCH = 3,
LANGUAGE_POLISH = 4,
LANGUAGE_FRENCH = 5,
LANGUAGE_ITALIAN = 6,
LANGUAGE_CHINESE = 7,
}
-- numbers for addressing which stat should get more experience
StatTypes =
{
HEALTHAMT = 1,
AGILAMT = 2,
DEXTAMT = 3,
WISDOMAMT = 4,
MEDICALAMT = 5,
EXPLODEAMT = 6,
MECHANAMT = 7,
MARKAMT = 8,
EXPERAMT = 9,
STRAMT = 10,
LDRAMT = 11,
}
-- different teams
Teams =
{
ENEMY_TEAM = 1,
CREATURE_TEAM = 2,
MILITIA_TEAM = 3,
CIV_TEAM = 4,
}
local iLoop
local aimLoop
local HEARD_3_TURNS_AGO = -4
local HEARD_2_TURNS_AGO = -3
local HEARD_LAST_TURN = -2
local HEARD_THIS_TURN = -1
local NOT_HEARD_OR_SEEN = 0
local SEEN_CURRENTLY = 1
local SEEN_THIS_TURN = 2
local SEEN_LAST_TURN = 3
local SEEN_2_TURNS_AGO =4
local SEEN_3_TURNS_AGO = 5
-- local function
local function HandleJohnArrival( ID )
local ID2 = nil
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.JOHN)
if ( not ID ) then
return
end
end
if ( PythSpacesAway( ID,8228) < 40 ) then
if ( CheckFact( Facts.FACT_MARY_ALIVE, 0 ) == true ) then
ID2 = FindSoldierByProfileID( Profil.MARY )
if ( ID2 ) then
if ( PythSpacesAway( ID, GetNPCGridNo(ID2) ) > 8 ) then
-- Too far away!
return
end
end
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
-- If Mary is alive/dead
if ( ID2 ) then
ActionStopMerc(ID2)
TriggerNPCRecord( ID, 13 )
else
TriggerNPCRecord( ID, 12 )
end
end
end
-- end local function
-- local function
local function HandleMaryArrival( ID )
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.MARY)
if ( not ID ) then
return
end
end
if ( CheckFact( Facts.FACT_JOHN_ALIVE,0) == true ) then
return
--new requirements: player close by
elseif ( PythSpacesAway( ID,8228) < 40 ) then
if ( not TileIsOutOfBounds ( ClosestPC( ID, sDist )) and sDist > NPC_TALK_RADIUS * 2 ) then
--too far away
return
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
TriggerNPCRecord( ID, 13 )
end
end
-- end local function
function HandleAtNewGridNo( ProfileId )
if ( CheckFact ( Facts.FACT_ESTONI_REFUELLING_POSSIBLE, 0) == true and CheckQuest(Quests.QUEST_ESCORT_SHANK) == pQuest.QUESTINPROGRESS ) then
EndQuest( Quests.QUEST_ESCORT_SHANK, gWorldSectorX, gWorldSectorY )
end
TeamSoldier = FindSoldierTeam (ProfileId)
if ( TeamSoldier == Team.OUR_TEAM ) then -- Team
-- Kingping expecting visit from player (Sector D5)
-- The fact has to be TRUE. If FALSE then Kingpin attack the player.
if ( CheckFact( 98, ProfileId ) == false ) then
if ( NPCInRoomRange( ProfileId, 30, 39 ) == true and gWorldSectorX == 5 and gWorldSectorY == SectorY.MAP_ROW_D and gWorldSectorZ == 0 )then
for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do
if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == 2 ) then
for aimLoop=GetTacticalStatusFirstID(Team.OUR_TEAM),GetTacticalStatusLastID(Team.OUR_TEAM) do
if ( CheckMercPtrsID1SeenID2(iLoop,aimLoop) == SEEN_CURRENTLY ) then
MakeMercPtrsHostile( iLoop )
end
end
end
end
if ( CheckCombatMode == false ) then
EnterTeamCombatMode(Team.CIV_TEAM)
end
end
end
if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC
-- Skyrider
if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER, 163 ) -- 163 helicopter
-- Mary & John
elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then
-- Mary
if ( ProfileId == Profil.MARY ) then
HandleMaryArrival( Profil.MARY )
-- John
elseif ( ProfileId == Profil.JOHN ) then
HandleJohnArrival( Profil.JOHN )
end
-- Maria
elseif ( ProfileId == Profil.MARIA and CheckNPCSectorBool( Profil.MARIA, 6, SectorY.MAP_ROW_C, 0) == true and CheckFact(Facts.FACT_MARIA_ESCORTED_AT_LEATHER_SHOP,Profil.MARIA) == true ) then
if ( NPCInRoom( Profil.ANGEL, 2 ) == true ) then
TriggerNPCRecord( Profil.ANGEL, 12 )
end
-- Joey
elseif ( ProfileId == Profil.JOEY and CheckNPCSectorBool( Profil.JOEY, 8, SectorY.MAP_ROW_G, 0) == true and CheckFact(Facts.FACT_JOEY_NEAR_MARTHA,0) == true ) then
ActionStopMerc(Profil.JOEY)
TriggerNPCRecord( Profil.JOEY, 9 )
end
-- Drassen stuff for John & Mary
elseif ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == pQuest.QUESTINPROGRESS and ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
if ( CheckFact( Facts.FACT_JOHN_ALIVE, 0 ) == true ) then
HandleJohnArrival( nil )
else
HandleMaryArrival( nil )
end
elseif ( TeamSoldier == Team.CIV_TEAM and ProfileId ~= NO_PROFILE and CheckSoldierNeutral( ProfileId ) == true ) then
if ( ProfileId == Profil.JIM or ProfileId == Profil.JACK or ProfileId == Profil.OLAF or ProfileId == Profil.RAY or ProfileId == Profil.OLGA or ProfileId == Profil.TYRONE ) then
if ( not TileIsOutOfBounds( ClosestPC( ProfileId, sDesiredMercDist )) ) then
if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) then
CancelAIAction ( ProfileId )
AddToShouldBecomeHostileOrSayQuoteList( GetPlayerMercID(ProfileId) )
end
end
end
end -- End what EPC
end -- End team
end
ActionTypes =
{
ACTIONTYPE_INVALID = 0,
ACTIONTYPE_HACKING = 1,
ACTIONTYPE_READFILE = 2,
ACTIONTYPE_WATERTAP = 3,
ACTIONTYPE_SODAMACHINE = 4,
ACTIONTYPE_MINIGAME = 5,
}
InfoTypes =
{
INFO_TYPE_NORMAL = 0,
INFO_TYPE_VIP = 1,
}
ScreenTypes =
{
MINIGAME = 30,
}
MiniGames =
{
TETRIS = 0,
PONG = 1,
}
-- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
-- We simply set up some enums here to make it easier for us to remember what is what
ModSpecificActions =
{
-- |||||||||||||||||||||||||||||||||| computers |||||||||||||||||||||||||||||||||||||
-- Orta sublevel 1
COMPUTER_ORTA_BASEMENT_LAB1_SERVER = 0,
COMPUTER_ORTA_BASEMENT_LAB2_SERVER = 1,
COMPUTER_ORTA_BASEMENT_HALLWAY_SERVER = 2,
COMPUTER_ORTA_BASEMENT_LAB1_PC = 3,
COMPUTER_ORTA_BASEMENT_LAB2_PC = 4,
COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_1 = 5,
COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_2 = 6,
COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_1 = 7,
COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_2 = 8,
-- Orta
COMPUTER_ORTA_SERVER_1 = 9,
COMPUTER_ORTA_PC_1 = 10,
-- Balime
COMPUTER_BALIME_L12_MUSEUM_CONSOLE_1 = 11,
COMPUTER_BALIME_L12_MUSEUM_CONSOLE_2 = 12,
-- Drassen SAM
COMPUTER_DRASSENSAM_PC_1 = 13,
COMPUTER_DRASSENSAM_COMMANDCONSOLE = 14,
-- Chitzena SAM
COMPUTER_CHITZENASAM_PC_1 = 15,
COMPUTER_CHITZENASAM_PC_2 = 16,
COMPUTER_CHITZENASAM_COMMANDCONSOLE = 17,
-- central SAM
COMPUTER_CENTRALSAM_PC_1 = 18,
COMPUTER_CENTRALSAM_PC_2 = 19,
COMPUTER_CENTRALSAM_PC_3 = 20,
COMPUTER_CENTRALSAM_COMMANDCONSOLE = 21,
-- Meduna SAM
COMPUTER_MEDUNASAM_PC_1 = 22,
COMPUTER_MEDUNASAM_COMPUTERBANK_1 = 23,
COMPUTER_MEDUNASAM_COMMANDCONSOLE = 24,
-- Meduna palace
COMPUTER_MEDUNAPALACE_PC_1 = 25,
COMPUTER_MEDUNAPALACE_PC_2 = 26,
COMPUTER_MEDUNAPALACE_CONSOLE_1 = 27,
COMPUTER_MEDUNAPALACE_SERVER_1 = 28,
-- Alma storage
COMPUTER_ALMASTORAGE_PC_1 = 29,
-- Alma prison
COMPUTER_ALMAPRISON_PC_1 = 30,
COMPUTER_ALMAPRISON_PC_2 = 31,
COMPUTER_ALMAPRISON_PC_3 = 32,
-- Alma base
COMPUTER_ALMABASE_PC_KROTT = 33,
COMPUTER_ALMABASE_PC_BUREAU = 34,
COMPUTER_ALMABASE_PC_FILEROOM = 35,
COMPUTER_ALMABASE_CONSOLE_1 = 36,
COMPUTER_ALMABASE_CONSOLE_2 = 37,
COMPUTER_ALMABASE_CONSOLE_3 = 38,
COMPUTER_ALMABASE_CONSOLE_4 = 39,
COMPUTER_ALMABASE_CONSOLE_5 = 40,
COMPUTER_ALMABASE_CONSOLE_6 = 41,
-- |||||||||||||||||||||||||||||||||| computers |||||||||||||||||||||||||||||||||||||
-- |||||||||||||||||||||||||||||||||| books |||||||||||||||||||||||||||||||||||||
-- Orta sublevel 1
READING_ORTA_BASEMENT_BOOKSHELF_1 = 45,
READING_ORTA_BASEMENT_BOOKSHELF_2 = 46,
READING_ORTA_BASEMENT_BOOKSHELF_3 = 47,
-- Orta
READING_ORTA_BOOKSHELF_1 = 48,
-- San Mona
READING_SANMONA_KINGPIN_BOOKSHELF_1 = 49,
-- |||||||||||||||||||||||||||||||||| books |||||||||||||||||||||||||||||||||||||
-- |||||||||||||||||||||||||||||||||| minigames |||||||||||||||||||||||||||||||||||||
MINIGAME_TETRIS = 50,
MINIGAME_PONG = 51,
-- |||||||||||||||||||||||||||||||||| minigames |||||||||||||||||||||||||||||||||||||
-- |||||||||||||||||||||||||||||||||| photo data |||||||||||||||||||||||||||||||||||||
PHOTO_FLAGS_BEGIN = 60,
PHOTO_FLAGS_GENERAL = 61,
PHOTO_FLAGS_WARDEN = 62,
PHOTO_FLAGS_ERNEST = 63,
PHOTO_FLAGS_ARMAND = 64,
PHOTO_FLAGS_KINGPIN = 65,
PHOTO_FLAGS_DARREN = 66,
PHOTO_FLAGS_TONY = 67,
PHOTO_FLAGS_JOE = 68,
PHOTO_FLAGS_MADLAB = 69,
PHOTO_FLAGS_MIKE = 70,
PHOTO_FLAGS_DEVIN = 71,
PHOTO_FLAGS_MICKY = 72,
PHOTO_FLAGS_CARMEN = 73,
PHOTO_FLAGS_CAMBRIA_HOSPITAL_MORGUE = 80,
PHOTO_FLAGS_ALMA_HQ_CONTROLROOM = 81,
PHOTO_FLAGS_ALMA_STORAGE_ROCKETS = 82,
PHOTO_FLAGS_ALMA_PRISON_TORTURE = 83,
PHOTO_FLAGS_TIXA_TORTURE = 84,
PHOTO_FLAGS_TIXA_TORTURE_DOWNSTAIRS = 85,
PHOTO_FLAGS_CREATURE_LVL3 = 86,
PHOTO_FLAGS_ORTA_LABS = 87,
PHOTO_FLAGS_ORTA_STORAGE = 88,
PHOTO_FLAGS_ORTA_MANUFACTURING = 89,
PHOTO_FLAGS_BALIME_MUSEUM = 90,
PHOTO_FLAGS_GRUMM_RADIOACTIVE = 91,
PHOTO_FLAGS_MEDUNA_ARENA = 92,
PHOTO_FLAGS_MEDUNA_BUNKER = 93,
PHOTO_FLAGS_SAM_DRASSEN = 94,
PHOTO_FLAGS_SAM_CHITZENA = 95,
PHOTO_FLAGS_SAM_CENTRAL = 96,
PHOTO_FLAGS_SAM_MEDUNA = 97,
PHOTO_FLAGS_END = 100,
-- |||||||||||||||||||||||||||||||||| photo data |||||||||||||||||||||||||||||||||||||
}
-- General defines for various states
ActionState =
{
-- hacking
STATE_OK = 0, -- starting state, we can hack this
STATE_END = 1, -- computer is shut down and cannot be used
STATE_GAVEREWARD_OK = 2, -- computer is still useable, we already got whatever reward there was
STATE_GAVEREWARD_END = 3, -- computer is shut down and cannot be used, we already got whatever reward there was
}
-- handle the result of an interactive action that has a special id set for lua
-- for more info, see InteractiveActions.xml
function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubID, usActionType, sLuaactionid, difficulty, skill )
end
-- states of a photo fact
PhotoFlag =
{
NONE = 0,
TAKEN = 1,
UPLOADED = 2,
VERIFIED = 3, -- the code only has one value for verification, but we use several ones for different results
VERIFIED_RESULT_2 = 4,
}
-- In this function we can define what and how many items a intel-based dealer should trade with, and how much an item is worth in intel
-- AddArmsDealerAdditionalIntelData takes 4 arguments:
-- usDealer: shopkeeper this is intended for
-- usItem: number of item
-- sIntelPrice: price of item in intel
-- sOptimalNumber: how many items the trader should have at maximum
function AddArmsDealerAdditionalIntelData()
end
function SetPhotoState( aIndex, aState )
if ( (aIndex >= ModSpecificActions.PHOTO_FLAGS_BEGIN) and (aIndex <= ModSpecificActions.PHOTO_FLAGS_END) and (aState >= PhotoFlag.NONE) and (aState <= PhotoFlag.VERIFIED_RESULT_2) ) then
SetModderLUAFact( aIndex, aState )
end
end
-- sSectorX, sSectorY, bSectorZ: sector coordinates
-- sGridNo: tile that we photographed. When we take a photo this function is run on all tiles we see in a 2-tile radius around where we clicked
-- bLevel: height level (floor or roof)
-- ubPhotographerProfile: profile of the merc taking the photo
-- room: if > 0, this tile is inside this room
-- usTargetProfile: if we photographed a NPC, this will be their profile number, otherwise NO_PROFILE
function AddPhotoData( sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubPhotographerProfile, room, usTargetProfile )
end
function GetPhotoData( aType )
end
function VerifyPhotoState(aIndex)
end
-- types of weather
Weather =
{
WEATHER_FORECAST_NORMAL = 0,
WEATHER_FORECAST_RAIN = 1,
WEATHER_FORECAST_THUNDERSHOWERS = 2,
WEATHER_FORECAST_SANDSTORM = 3,
WEATHER_FORECAST_SNOW = 4,
};
-- skills
Skill =
{
-- radio operator
SKILLS_RADIO_ARTILLERY = 0,
SKILLS_RADIO_JAM = 1,
SKILLS_RADIO_SCAN_FOR_JAM = 2,
SKILLS_RADIO_LISTEN = 3,
SKILLS_RADIO_CALLREINFORCEMENTS = 4,
SKILLS_RADIO_TURNOFF = 5,
SKILLS_INTEL_CONCEAL = 6,
SKILLS_INTEL_GATHERINTEL = 7,
-- various
SKILLS_SPOTTER = 8,
SKILLS_FOCUS = 9,
SKILLS_DRAG = 10,
};
-- different dialogue action events
DialogueActionEvent =
{
ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event
ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to
ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing
ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first)
ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button
ADE_DIALOGUE_NPC_DIRECT = 6,
ADE_DIALOGUE_NPC_THREATEN = 7,
ADE_DIALOGUE_NPC_RECRUIT = 8,
ADE_DIALOGUE_NPC_REPEAT = 9,
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that
ADE_SEX = 11, -- does exactly what you think it does
ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning, aData1 is the itemnumber of the grenade
ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
}
-- functions used here:
-- ubProfile: profile number of merc (don't change that unless you know what to do)
-- iFaceIndex: index (don't change that unless you know what to do)
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
-- text: "Text that should appear"
-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
--
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
-- volume: optional sound volume (65: medium volume, 127: loud), default 65
-- PlaySound(path, volume)
-- handle
-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
-- ubProfile is the merc for whom this is called
-- iFaceIndex is the face of the merc. DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU ARE DOING!
-- usEventNr indicates which event from DialogueActionEvent is used here
-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
end