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@2538 4f8fa57e-7814-0410-bad4-adc449f26b7c
525 lines
16 KiB
Lua
525 lines
16 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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}
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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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-- UB Quests
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QUEST_DESTROY_MISSLES = 23, -- Start quest 46, End quest 47
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QUEST_FIX_LAPTOP = 24, -- Start quest 48, End quest 49
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QUEST_GET_RID_BLOODCATS_AT_BETTYS = 25, -- Start quest 50, End quest 51
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QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL = 26, -- Start quest 52, End quest 53
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-- max Quests 254
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}
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Facts = {
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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_ALL_TERRORISTS_KILLED = 156,
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}
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local NOBODY = 254
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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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MARIA = 88,
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ANGEL = 89,
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ELLIOT = 135,
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CONRAD = 70,
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CARMEN = 78,
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MADLAB = 146,
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ROBOT = 62,
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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 == 10 and sNewSectorY == 9 and bNewSectorZ == 0 ) then
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SetKeyProfile (UB_GetTexID(),true)
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SetKeyProfile (UB_GetBettyID(),true)
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end
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end
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function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
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local pSoldier
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-- JA2
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--[[
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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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]]
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-- UB
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if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then
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-- remove Jerry from the map
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SetCharacterSectorX( UB_GetJerryID(), 0)
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SetCharacterSectorY( UB_GetJerryID(), 0)
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end
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-- if the player is leaving a sector with Tex in it
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if ( sOldSectorX == CheckCharacterSectorX(UB_GetTexID()) and sOldSectorY == CheckCharacterSectorY(UB_GetTexID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
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pSoldier = FindSoldierByProfileID( UB_GetTexID() ) -- TEX
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-- if the npc isnt on the players team AND the player has never spoken to them
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if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
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--remove Tex from the map
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SetCharacterSectorX( UB_GetTexID(), 0)
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SetCharacterSectorY( UB_GetTexID(), 0)
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end
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end
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-- if the player is leaving a sector with John kulba in it
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if ( sOldSectorX == CheckCharacterSectorX(UB_GetJohnID()) and sOldSectorY == CheckCharacterSectorY(UB_GetJohnID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
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pSoldier = FindSoldierByProfileID( UB_GetJohnID() ) -- John
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-- if the npc isnt on the players team AND the player has never spoken to them
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if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
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--remove Tex from the map
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SetCharacterSectorX( UB_GetJohnID(), 0)
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SetCharacterSectorY( UB_GetJohnID(), 0)
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end
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end
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-- if the player is leaving a sector with Manuel in it
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if ( sOldSectorX == CheckCharacterSectorX(UB_GetManuelID()) and sOldSectorY == CheckCharacterSectorY(UB_GetManuelID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
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pSoldier = FindSoldierByProfileID( UB_GetManuelID() ) -- Manuel
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-- if the npc isnt on the players team AND the player has never spoken to them
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if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
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--remove Tex from the map
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SetCharacterSectorX( UB_GetManuelID(), 0)
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SetCharacterSectorY( UB_GetManuelID(), 0)
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end
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end
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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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-- |||||||||||||||||||||||||||||||||| factories |||||||||||||||||||||||||||||||||||||
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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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end
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function GetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
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CANT_ACTIVATE_FACTORY = -20
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val = -1
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return val
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end
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-- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector
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function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime )
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end
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-- this function is called whenever we recruit a RPC
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function RecruitRPCAdditionalHandling( usProfile )
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end
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-- this function is called whenever we enter a sector in tactical
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function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )
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end
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-- these colours can be used in the map
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-- if you want to know how they look, test them on the map
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-- if you want more colours, check whether you feel lucky and ask a coder
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MapColour = {
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MAP_SHADE_BLACK = 0,
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MAP_SHADE_LT_GREEN = 1,
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MAP_SHADE_MD_GREEN = 2,
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MAP_SHADE_DK_GREEN = 3,
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MAP_SHADE_LT_RED = 4,
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MAP_SHADE_MD_RED = 5,
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MAP_SHADE_DK_RED = 6,
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MAP_SHADE_LT_YELLOW = 7,
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MAP_SHADE_MD_YELLOW = 8,
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MAP_SHADE_DK_YELLOW = 9,
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MAP_SHADE_LT_CYAN = 10,
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MAP_SHADE_MD_CYAN = 11,
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MAP_SHADE_DK_CYAN = 12,
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MAP_SHADE_LT_GREY = 13,
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MAP_SHADE_MD_GREY = 14,
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MAP_SHADE_DK_GREY = 15,
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MAP_SHADE_LT_BLUE = 16,
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MAP_SHADE_MD_BLUE = 17,
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MAP_SHADE_DK_BLUE = 18,
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MAP_SHADE_LT_PINK = 19,
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MAP_SHADE_ORANGE = 20,
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MAP_SHADE_MIX_RED = 21,
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MAP_SHADE_MIX_GREEN = 22,
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MAP_SHADE_MIX_BLUE = 23,
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MAP_SHADE_MIX_YELLOW = 24,
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MAP_SHADE_MIX_RED_GREEN = 25,
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MAP_SHADE_MIX_RED_BLUE = 26,
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MAP_SHADE_MIX_RED_YELLOW = 27,
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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,
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|
|
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MAP_SHADE_MIX_RED_GREEN_BLUE = 31,
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MAP_SHADE_MIX_RED_GREEN_YELLOW = 32,
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MAP_SHADE_MIX_RED_BLUE_YELLOW = 33,
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|
|
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MAP_SHADE_MIX_GREEN_BLUE_YELLOW = 34,
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MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW = 35,
|
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}
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-- These symbols are stored in Interface/IntelMapSymbols.sti
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-- if you want more symbols, add them
|
|
MapSymbols = {
|
|
BLOODCAT_ATTACK = 0,
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|
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 )
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|
|
|
end
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