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gamedir/Data-1.13/Scripts/strategicmap.lua
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kitty624 f701405933 Update strategicmap.lua
fix to comment in latest commit

- comment in lua said B2, but it's B8
2023-08-21 02:58:04 +02:00

1285 lines
56 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,
QUESTCANNOTSTART = 255,
}
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,
QUEST_HELD_IN_TIXA = 27,
-- max Quests 254
}
Facts = {
FACT_JOEY_ESCORTED = 108,
FACT_MARIA_ESCORTED = 116,
FACT_ANGEL_LEFT_DEED = 120,
FACT_CHALICE_STOLEN = 184,
FACT_CONVO_ERNEST = 215,
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 =
{
MIGUEL = 57,
CARLOS = 58,
IRA = 59,
DIMITRI = 60,
ROBOT = 62,
DYNAMO = 66,
SHANK = 67,
CONRAD = 70,
DARREL = 73,
QUEEN = 75,
CARMEN = 78,
KINGPIN = 86,
MARIA = 88,
ANGEL = 89,
KYLE = 95,
FATIMA = 101,
YANNI = 108,
MARTHA = 109,
JAKE = 113,
ELDIN = 127,
ELLIOT = 135,
MADLAB = 146,
DARYL = 150,
}
Flags1 =
{
PROFILE_MISC_FLAG_RECRUITED = 1,
PROFILE_MISC_FLAG_HAVESEENCREATURE = 2,
PROFILE_MISC_FLAG_FORCENPCQUOTE = 4,
PROFILE_MISC_FLAG_WOUNDEDBYPLAYER = 8,
PROFILE_MISC_FLAG_TEMP_NPC_QUOTE_DATA_EXISTS = 16,
PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE = 32,
PROFILE_MISC_FLAG_EPCACTIVE = 64,
PROFILE_MISC_FLAG_ALREADY_USED_ITEMS = 128,
}
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,
BLACKMARKET_GROUP = 34,
}
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,
-- |||||||||||||||||||||||||||||||||| factories |||||||||||||||||||||||||||||||||||||
FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_1 = 159, -- 9 products
FACTORY_PROGRESS_CAMBRIA_HICKSFARM_1 = 168, -- 4 products
FACTORY_PROGRESS_GRUMM_MUNITIONSFACTORY_1 = 172, -- 6 products
FACTORY_PROGRESS_GRUMM_BOMBWORKSHOP_1 = 178, -- 5 products
FACTORY_PROGRESS_GRUMM_ORTAFACTORY = 183, -- 6 products
-- |||||||||||||||||||||||||||||||||| factories |||||||||||||||||||||||||||||||||||||
}
FactorySpecialValues =
{
FACTORY_PROGRESS_DRASSEN_TSHIRTFACTORY_UPGRADE = 6,
}
-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
-- usFacilityType is facility number from FacilitTypes.xml
-- usProductionNumber denotes which FACTORY of the facility this is for
-- sProgressLeft is the progress to be saved.
--
-- As factories can be added or removed in the xml at will, we can't hardcode their progress in the savegame.
-- Therefore we let the modder store their progress in here via LUAFacts into the modder-administered part of the savefile.
-- 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.
-- In the code, values < 0 indicate a factory is offline, >= 0 online.
-- 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
--
-- 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.
-- We achieve that by returning a value < -10 if these extra conditions are not satisfied.
-- 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.
function SetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
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 )
currenthour = GetWorldHour()
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 (B14)
if (sSectorX == 14 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
-- dont spawn in bush (B8)
elseif (sSectorX == 8 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile)
-- dont spawn in cornfield (B12)
elseif (sSectorX == 12 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile)
-- spawn at common GridNo in all other possible sectors
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 (B14)
if (sSectorX == 14 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile)
-- dont spawn in bush (B8)
elseif (sSectorX == 8 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13239, hostile)
-- dont spawn in cornfield (B12)
elseif (sSectorX == 12 and sSectorY == 2) then
CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13860, hostile)
-- spawn at common GridNo in all other possible sectors
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
-- add merchants
if ( bSectorZ == 0 ) then
-- Drassen
if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_D) then
if ( currenthour > 7 and currenthour < 19 ) 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)
end
-- Alma
elseif ( sSectorX == 14 and sSectorY == SectorY.MAP_ROW_I) then
if ( currenthour > 7 and currenthour < 19 ) 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)
end
-- 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
if ( currenthour > 7 and currenthour < 19 ) 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)
end
-- Grumm
elseif ( sSectorX == 1 and sSectorY == SectorY.MAP_ROW_H) then
if ( currenthour > 7 and currenthour < 19 ) 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)
end
-- Balime
elseif ( sSectorX == 12 and sSectorY == SectorY.MAP_ROW_L) then
if ( currenthour > 7 and currenthour < 19 ) then
-- luxury store
CreateCivilian(9653, CivGroup.LOYAL_CIV_GROUP, 64, Bodytype.MANCIV, -1, -1, -1, -1, 212, 264, -1, -1)
end
-- gas station near Balime
elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_L) then
if ( currenthour > 7 and currenthour < 19 ) then
-- restaurant
CreateCivilian(11932, 0, 51, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1)
end
-- 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
if ( currenthour > 7 and currenthour < 19 ) 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
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
if ( currenthour > 7 and currenthour < 19 ) 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
end
-- Chitzena
-- Meduna
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then
if ( currenthour > 7 and currenthour < 19 ) 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
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,
MAP_SHADE_MIX_GREEN_YELLOW = 29,
MAP_SHADE_MIX_BLUE_YELLOW = 30,
MAP_SHADE_MIX_RED_GREEN_BLUE = 31,
MAP_SHADE_MIX_RED_GREEN_YELLOW = 32,
MAP_SHADE_MIX_RED_BLUE_YELLOW = 33,
MAP_SHADE_MIX_GREEN_BLUE_YELLOW = 34,
MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW = 35,
}
-- These symbols are stored in Interface/IntelMapSymbols.sti
-- if you want more symbols, add them
MapSymbols = {
BLOODCAT_ATTACK = 0,
ZOMBIE_ATTACK = 1,
BANDIT_ATTACK = 2,
TERRORIST_LOCATION = 3,
CHALICE = 4,
ASSASSINATION_TARGET = 5,
HELI = 6,
PRISON = 7,
CHURCH = 8,
RECRUITMENT = 9,
FLAG = 10,
QUESTIONMARK_BLUE = 11, -- sector might be relevant for a quest
EXCLAMATIONMARK_BLUE = 12, -- sector is definetely relevant for a quest
QUESTIONMARK_GREEN = 13, -- alternate colours for other uses
EXCLAMATIONMARK_GREEN = 14,
QUESTIONMARK_RED = 15,
EXCLAMATIONMARK_RED = 16,
QUESTIONMARK_YELLOW = 17,
EXCLAMATIONMARK_YELLOW = 18,
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