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New Feature: Different Mineral Types for Mines (by Jazz & Buggler)
- Instead of only having Gold and Silver for Mines, we can now add more mineral types (-> TableData\Map\Minerals.xml) - The initialization of the mineral types of the mines is done in LUA (Scripts\initmines.lua) - Example: https://ja2svn.dyndns.org/source/ja2/trunk/Documents/1.13%20Modding/Modding%20Examples/New%20Minerals-Mines%20Example.zip o In this example we have a new mineral type (Oil) and the Cambria Mine (H8) becomes a Refinery git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6584 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -447,7 +447,8 @@ void AddTextToMineBox( void )
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ubMineIndex = GetMineIndexForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY );
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// name of town followed by "mine"
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swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], pwMineStrings[ 0 ] );
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//swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], pwMineStrings[ 0 ] );
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swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
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AddMonoString( &hStringHandle, wString );
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// blank line
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@@ -551,7 +552,8 @@ void AddTextToMineBox( void )
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// ore type (silver/gold
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swprintf( wString, L"%s:", pwMineStrings[ 11 ]);
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AddMonoString( &hStringHandle, wString );
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AddSecondColumnMonoString( &hStringHandle, (gMineStatus[ubMineIndex].ubMineType == SILVER_MINE) ? pwMineStrings[ 1 ] : pwMineStrings[ 2 ] );
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AddSecondColumnMonoString( &hStringHandle, MineralsName[gMineStatus[ubMineIndex].ubMineType].sMinerals );
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//AddSecondColumnMonoString( &hStringHandle, (gMineStatus[ubMineIndex].ubMineType == SILVER_MINE) ? pwMineStrings[ 1 ] : pwMineStrings[ 2 ] );
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}
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