- UB Improvements / Cleanup (by Jazz)

o added the lacking items of UB to files "the "Data\TableData\Items\Items.xml". 
o Necessary "Hand Cannon" were moved to the task Raul, to files H11_0_ExtraItems_xxx.xml. 
o The instruction Morrisa will be generated after destruction of Morrisa automatically. 
o All scripts lua were modified for UB

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1743 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-08-29 11:56:11 +00:00
parent b5494fc168
commit 56b081d0ca
44 changed files with 6994 additions and 315 deletions
@@ -6248,9 +6248,9 @@
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<mBig0Quantity>0</mBig0Quantity>
<mBig0Drop>1</mBig0Drop>
<mBig1>1362</mBig1>
<mBig1Status>100</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mBig1>0</mBig1>
<mBig1Status>0</mBig1Status>
<mBig1Quantity>0</mBig1Quantity>
<mBig1Drop>1</mBig1Drop>
<mBig2>116</mBig2>
<mBig2Status>100</mBig2Status>
@@ -0,0 +1,19 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,18 @@
<!-- This is just an empty template for the addition extra sector items -->
<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
<ExtraItems>
<Item>
<uiIndex>1354</uiIndex>
<quantity>3</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
<Item>
<uiIndex>1352</uiIndex>
<quantity>1</quantity>
<condition>100</condition>
<gridno>5366</gridno>
<visible>1</visible>
</Item>
</ExtraItems>
@@ -0,0 +1,268 @@
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File diff suppressed because it is too large Load Diff
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File diff suppressed because it is too large Load Diff
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@@ -271,19 +271,19 @@ BOBBY_SITE_ACCESSED = FALSE
[Unfinished Business Items]
TEX_MOVIE_ATTACK_CLYDESDALES = 1356
TEX_MOVIE_WILD_EAST = 1357
TEX_MOVIE_HAVE_HONDA = 1358
LAPTOP_TRANSMITTER = 1355
CHE_GUEVARA_CANTEEN = 1359
MERC_WRISTWATCH = 1360
SAM_GARVER_COMBAT_KNIFE = 1353
MERC_UMBRELLA_OLD = 336
MORRIS_INSTRUCTION_NOTE = 1362
HAND_CANNON = 1352
TEX_MOVIE_ATTACK_CLYDESDALES = 340
TEX_MOVIE_WILD_EAST = 341
TEX_MOVIE_HAVE_HONDA = 342
LAPTOP_TRANSMITTER = 339
CHE_GUEVARA_CANTEEN = 343
MERC_WRISTWATCH = 344
SAM_GARVER_COMBAT_KNIFE = 337
MERC_UMBRELLA_OLD = 345
MORRIS_INSTRUCTION_NOTE = 346
HAND_CANNON = 336
HARTFORD_6_SHOOTER = 66
MERC_UMBRELLA = 336
CLIP_CANNON_BALL = 1354
MERC_UMBRELLA = 345
CLIP_CANNON_BALL = 338
BARRETT_UB = 335
CALICO_960_UB = 69
PSG1_UB = 334
Binary file not shown.
+10 -10
View File
@@ -323,12 +323,12 @@ end
-- BIGGENS BOMBS
if ActionID == 25 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then
if ( UB_ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 17 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
UB_HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 17 )
TriggerNPCRecord( UB_GetBiggensID() , 17 ) -- get id from UB_Options.ini
end
@@ -337,12 +337,12 @@ end
-- BIGGENS WARNING
if ActionID == 26 then
if ( ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then
if ( UB_ShouldThePlayerStopWhenWalkingOnBiggensActionItem( 16 ) == true ) then
HavePersonAtGridnoStop( sGridNo )
UB_HavePersonAtGridnoStop( sGridNo )
-- Make Biggens run for cover and then detonate the explosives
TriggerNPCRecord( Profil.BIGGENS , 16 )
TriggerNPCRecord( UB_GetBiggensID() , 16 ) -- get id from UB_Options.ini
end
@@ -351,14 +351,14 @@ end
-- SEE FORTIFIED DOOR
if ActionID == 27 then
HandleSeeingFortifiedDoor( sGridNo )
UB_HandleSeeingFortifiedDoor( sGridNo )
end
-- OPEN FORTIFED DOOR
if ActionID == 28 then
HandleSwitchToOpenFortifiedDoor( sGridNo )
UB_HandleSwitchToOpenFortifiedDoor( sGridNo )
end
@@ -368,12 +368,12 @@ if ActionID == 29 then
-- if the player is in the power plant
if( gWorldSectorX == 13 and gWorldSectorY == 10 and gbWorldSectorZ == 0 ) then
HandleSeeingPowerGenFan( sGridNo )
UB_HandleSeeingPowerGenFan( sGridNo )
elseif( gWorldSectorX == 15 and gWorldSectorY == 12 and gbWorldSectorZ == 3 ) then
-- The player is hitting the switch to launch the missles
HandlePlayerHittingSwitchToLaunchMissles()
UB_HandlePlayerHittingSwitchToLaunchMissles()
end
end
+138 -104
View File
@@ -404,35 +404,36 @@ ShopID = {
}
local function AddTexsVideosToBettysInventory()
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
end
function InitStrategicLayer()
InitialHeliCrash(iniINGAMEHELICRASH)
UB_InitialHeliCrash(UB_iniINGAMEHELICRASH)
if ( iniJERRY == true ) then
InitialProfile ( Profil.JerryMilo, iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, iniJERRYGRIDNO )
if ( UB_iniJERRY == true ) then
AddProfileToMap (UB_GetJerryID(),iniDEFAULT_ARRIVAL_SECTOR_X,iniDEFAULT_ARRIVAL_SECTOR_Y,0,UB_iniJERRYGRIDNO) -- get id from UB_Options.ini
--InitialProfile ( UB_GetJerryID(), iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, UB_iniJERRYGRIDNO )
end
InitialJerryQuotes(iniJERRYQUOTES)
InitialLaptopQuest(iniLAPTOP_QUEST)
UB_InitialJerryQuotes(iniJERRYQUOTES)
UB_InitialLaptopQuest(iniLAPTOP_QUEST)
InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
UB_InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
UB_InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
UB_InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
UB_InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
UB_InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
UB_InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
UB_InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
-- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini
SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y )
-- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini
InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
UB_InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
end
@@ -444,7 +445,7 @@ local ubNumElites = 0
local Test = false
local JohnKulbaText = true
if ( RandomManuelText == true ) then
if ( UB_RandomManuelText == true ) then
-- Miguel is dead
Dead = math.random(1, 2)
@@ -478,13 +479,13 @@ if ( RandomManuelText == true ) then
end
-- Random John or Tex
if ( enabledJohnAndTex == false) then
if ( UB_enabledJohnAndTex == false) then
ran = math.random(1, 2)
if ( ran == 1 ) then
if ( JohnKulbaText == true ) then
if ( UB_JohnKulbaText == true ) then
-- Mary is dead
MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then
@@ -493,37 +494,42 @@ ran = math.random(1, 2)
end
--John is available
Ja25JohnKulbaIsInGame (true)
UB_JohnKulbaIsInGame (true)
--Tex is not available
SetFactFalse( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
-- Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then
Ja25JohnKulbaInitialSectorX (10)
UB_JohnKulbaInitialSectorX (10)
AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
else
Ja25JohnKulbaInitialSectorX (11)
UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end
else
--John is not available
Ja25JohnKulbaIsInGame (false)
UB_JohnKulbaIsInGame (false)
-- added video to Betty Shop
if ( Ja25CheckJohnKulbaIsInGame() == false ) then
if ( UB_CheckJohnKulbaIsInGame() == false ) then
AddTexsVideosToBettysInventory()
end
--Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
end
-- John and Tex in game
elseif ( enabledJohnAndTex == true) then
elseif ( UB_enabledJohnAndTex == true) then
if ( JohnKulbaText == true ) then
if ( UB_JohnKulbaText == true ) then
-- Mary is dead
MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then
@@ -532,328 +538,356 @@ elseif ( enabledJohnAndTex == true) then
end
--John is available
Ja25JohnKulbaIsInGame (true)
UB_JohnKulbaIsInGame (true)
Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
--Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then
Ja25JohnKulbaInitialSectorX (10)
else
Ja25JohnKulbaInitialSectorX (11)
end
if( math.random(1, 100 ) < 50 ) then
UB_JohnKulbaInitialSectorX (10)
AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
else
UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end
-- added video to Betty Shop
AddTexsVideosToBettysInventory()
--Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
end
-- Add UB profiles
AddProfileToMap (UB_GetManuelID(),9,9,0,15758) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBiggensID(),13,9,0,14824) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBettyID(),10,9,0,12897) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRaulID(),11,9,0,10630) -- get id from UB_Options.ini
AddProfileToMap (UB_GetMorrisID(),15,12,3,14752) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRudyID(),13,10,0,18320) -- get id from UB_Options.ini
-- Add test UB profiles
--[[
AddProfileToMap (UB_GetManuelID(),7,8,0,15108) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBiggensID(),7,8,0,15107) -- get id from UB_Options.ini
AddProfileToMap (UB_GetJohnID(),7,8,0,15106) -- get id from UB_Options.ini
AddProfileToMap (UB_GetTexID(),7,8,0,15105) -- get id from UB_Options.ini
AddProfileToMap (UB_GetGastonID(),7,8,0,15104) -- get id from UB_Options.ini
AddProfileToMap (UB_GetJerryID(),7,8,0,15103) -- get id from UB_Options.ini
AddProfileToMap (UB_GetPgmale4ID(),7,8,0,15102) -- get id from UB_Options.ini
AddProfileToMap (UB_GetBettyID(),7,8,0,15101) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRaulID(),7,8,0,15109) -- get id from UB_Options.ini
AddProfileToMap (UB_GetMorrisID(),7,8,0,15110) -- get id from UB_Options.ini
AddProfileToMap (UB_GetRudyID(),7,8,0,15111) -- get id from UB_Options.ini
]]
-- Added enemy to sector
if ( Test == false ) then
-- H7
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
end
SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H8
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1,2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 9 )
ubNumElites = 2 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- Guard Post
-- H9
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 5 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 4 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H10
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 3 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 3 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 4 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- I9
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- First part of town
-- I10
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Second part of town
-- I11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 7 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 4 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 4 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- I12
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Abandoned mine
-- I13
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 0
ubNumElites = 0
end
SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- J11
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 6 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- J12
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 4 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 21 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Power Generator, Ground Level
-- J13
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 15 + math.random( 1, 6 )
ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 5 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 7 + math.random( 1, 3 )
end
SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Complex, Ground Level
-- K15
if ( difficultyLevel == DIF_LEVEL_EASY ) then
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 5 )
ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 3 )
ubNumElites = 4 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 )
end
SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites )
UB_SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites )
end
-- init hospital variables
@@ -8,14 +8,14 @@ local DIF_LEVEL_INSANE = 4
function InitStrategicLayer ()
-- I10 BloodCats
if ( difficultyLevel == DIF_LEVEL_EASY ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 )
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
end
end
+12 -154
View File
@@ -161,165 +161,23 @@ SectorY =
MAP_ROW_P = 16,
}
-- JA2 Remove
--[[
-- local function
local function HandleJohnArrival( ID )
local ID2 = nil
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.JOHN)
if ( not ID ) then
return
end
end
if ( PythSpacesAway( ID,8228) < 40 ) then
if ( CheckFact( Facts.FACT_MARY_ALIVE, 0 ) == true ) then
ID2 = FindSoldierByProfileID( Profil.MARY )
if ( ID2 ) then
if ( PythSpacesAway( ID, GetNPCGridNo(ID2) ) > 8 ) then
-- Too far away!
return
end
end
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
-- If Mary is alive/dead
if ( ID2 ) then
ActionStopMerc(ID2)
TriggerNPCRecord( ID, 13 )
else
TriggerNPCRecord( ID, 12 )
end
end
end
-- end local function
-- local function
local function HandleMaryArrival( ID )
local sDist
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.MARY)
if ( not ID ) then
return
end
end
if ( CheckFact( Facts.FACT_JOHN_ALIVE,0) == true ) then
return
--new requirements: player close by
elseif ( PythSpacesAway( ID,8228) < 40 ) then
if ( not TileIsOutOfBounds ( ClosestPC( ID, sDist )) and sDist > NPC_TALK_RADIUS * 2 ) then
--too far away
return
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
TriggerNPCRecord( ID, 13 )
end
end
]]
-- end local function
function HandleAtNewGridNo( ProfileId )
-- Ja2 Remove
--[[
if ( FindSoldierByProfileID (UB_GetTexID()) == UB_GetTexID() ) then
SetKeyProfile (UB_GetTexID(),true)
end
if ( FindSoldierByProfileID (UB_GetBettyID()) == UB_GetBettyID() ) then
SetKeyProfile (UB_GetBettyID(),true)
end
TeamSoldier = FindSoldierTeam (ProfileId)
if ( TeamSoldier == Team.OUR_TEAM ) then -- Team
-- Kingping expecting visit from player (Sector D5)
-- The fact has to be TRUE. If FALSE then Kingpin attack the player.
if ( CheckFact( 98 ) == false ) then
if ( NPCInRoomRange( ProfileId, 30, 39 ) == true and gWorldSectorX == 5 and gWorldSectorY == SectorY.MAP_ROW_D and gWorldSectorZ == 0 )then
for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do
if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == 2 ) then
for aimLoop=GetTacticalStatusFirstID(Team.OUR_TEAM),GetTacticalStatusLastID(Team.OUR_TEAM) do
if ( CheckMercPtrsID1SeenID2(iLoop,aimLoop) == SEEN_CURRENTLY ) then
MakeMercPtrsHostile( iLoop )
end
end
end
end
if ( CheckCombatMode == false ) then
EnterTeamCombatMode(Team.CIV_TEAM)
end
end
end
if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC
-- Skyrider
if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER, 163 ) -- 163 helicopter
-- Mary & John
elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then
-- Mary
if ( ProfileId == Profil.MARY ) then
HandleMaryArrival( Profil.MARY )
-- John
elseif ( ProfileId == Profil.JOHN ) then
HandleJohnArrival( Profil.JOHN )
end
-- Maria
elseif ( ProfileId == Profil.MARIA and CheckNPCSectorBool( Profil.MARIA, 6, SectorY.MAP_ROW_C, 0) == true and CheckFact(Facts.FACT_MARIA_ESCORTED_AT_LEATHER_SHOP,Profil.MARIA) == true ) then
if ( NPCInRoom( Profil.ANGEL, 2 ) == true ) then
TriggerNPCRecord( Profil.ANGEL, 12 )
end
-- Joey
elseif ( ProfileId == Profil.JOEY and CheckNPCSectorBool( Profil.JOEY, 8, SectorY.MAP_ROW_G, 0) == true and CheckFact(Facts.FACT_JOEY_NEAR_MARTHA,0) == true ) then
ActionStopMerc(Profil.JOEY)
TriggerNPCRecord( Profil.JOEY, 9 )
end
-- Drassen stuff for John & Mary
elseif ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == pQuest.QUESTINPROGRESS and ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
if ( CheckFact( Facts.FACT_JOHN_ALIVE ) == true ) then
HandleJohnArrival( nil )
else
HandleMaryArrival( nil )
end
elseif ( TeamSoldier == Team.CIV_TEAM and ProfileId ~= NO_PROFILE and CheckSoldierNeutral( ProfileId ) == true ) then
if ( ProfileId == Profil.JIM or ProfileId == Profil.JACK or ProfileId == Profil.OLAF or ProfileId == Profil.RAY or ProfileId == Profil.OLGA or ProfileId == Profil.TYRONE ) then
if ( not TileIsOutOfBounds( ClosestPC( ProfileId, sDesiredMercDist )) ) then
if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) then
CancelAIAction ( ProfileId )
AddToShouldBecomeHostileOrSayQuoteList( GetPlayerMercID(ProfileId) )
end
end
end
end -- End what EPC
end -- End team
]]
end
+35
View File
@@ -39,6 +39,28 @@ nQuests =
-- max Quests 254
}
ShopID = {
ARMS_DEALER_TONY = 0,
ARMS_DEALER_FRANZ = 1,
ARMS_DEALER_KEITH = 2,
ARMS_DEALER_JAKE = 3,
ARMS_DEALER_GABBY = 4,
ARMS_DEALER_HOWARD = 5,
ARMS_DEALER_SAM = 6,
ARMS_DEALER_FRANK = 7,
ARMS_DEALER_BAR_BRO_1 = 8,
ARMS_DEALER_BAR_BRO_2 = 9,
ARMS_DEALER_BAR_BRO_3 = 10,
ARMS_DEALER_BAR_BRO_4 = 11,
ARMS_DEALER_MICKY = 12,
ARMS_DEALER_ARNIE = 13,
ARMS_DEALER_FREDO = 14,
ARMS_DEALER_RAUL = 15, -- Raul UB
ARMS_DEALER_ELGIN = 16,
ARMS_DEALER_MANNY = 17,
ARMS_DEALER_BETTY = 18, -- Betty UB
}
qStatus = {
QUESTNOTSTARTED = 0,
QUESTINPROGRESS = 1,
@@ -65,6 +87,15 @@ nFacts = {
local NO_PROFILE = 200
-- UB function
local function AddLaptopTransmitterToBettysInventory()
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemLAPTOP_TRANSMITTER, 1 ) -- Laptop transmitter
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 216, 1 )
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 202, 2 )
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, 201, 2 )
end
-- End UB
function InternalStartQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
@@ -145,6 +176,10 @@ function InternalEndQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
GiveQuestRewardPoint( sSectorX, sSectorY, 25, NO_PROFILE )
elseif ( ubQuest == nQuests.QUEST_ESCORT_SHANK ) then
GiveQuestRewardPoint( sSectorX, sSectorY, 5, NO_PROFILE )
-- UB
elseif ( ubQuest == nQuests.QUEST_GET_RID_BLOODCATS_AT_BETTYS ) then
AddLaptopTransmitterToBettysInventory()
-- end UB
else
GiveQuestRewardPoint( sSectorX, sSectorY, 4, NO_PROFILE )
end
+1 -1
View File
@@ -80,7 +80,7 @@ function PrepareToExitIntroScreen()
SetIntroExitScreen ( ScreenTypes.GAME_SCREEN )
SetCurrentWorldSector( iniDEFAULT_END_SECTOR_X, iniDEFAULT_END_SECTOR_Y, iniDEFAULT_END_SECTOR_Z )
EnterTacticalInFinalSector()
UB_EnterTacticalInFinalSector()
-- Dont leave tactical
SetEnteringMapScreen (false)
+22 -17
View File
@@ -186,6 +186,11 @@ local gsRobotGridNo
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
if ( sNewSectorX == 10 and sNewSectorY == 9 and bNewSectorZ == 0 ) then
SetKeyProfile (UB_GetTexID(),true)
SetKeyProfile (UB_GetBettyID(),true)
end
end
function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
@@ -216,49 +221,49 @@ local pSoldier
if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then
-- remove Jerry from the map
SetCharacterSectorX( 76, 0)
SetCharacterSectorY( 76, 0)
SetCharacterSectorX( UB_GetJerryID(), 0)
SetCharacterSectorY( UB_GetJerryID(), 0)
end
-- if the player is leaving a sector with Tex in it
if ( sOldSectorX == CheckCharacterSectorX(64) and sOldSectorY == CheckCharacterSectorY(64) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 64 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetTexID()) and sOldSectorY == CheckCharacterSectorY(UB_GetTexID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 64 ) -- TEX
pSoldier = FindSoldierByProfileID( UB_GetTexID() ) -- TEX
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 64 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetTexID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 64, 0)
SetCharacterSectorY( 64, 0)
SetCharacterSectorX( UB_GetTexID(), 0)
SetCharacterSectorY( UB_GetTexID(), 0)
end
end
-- if the player is leaving a sector with John kulba in it
if ( sOldSectorX == CheckCharacterSectorX(62) and sOldSectorY == CheckCharacterSectorY(62) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 62 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetJohnID()) and sOldSectorY == CheckCharacterSectorY(UB_GetJohnID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 62 ) -- John
pSoldier = FindSoldierByProfileID( UB_GetJohnID() ) -- John
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 62 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetJohnID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 62, 0)
SetCharacterSectorY( 62, 0)
SetCharacterSectorX( UB_GetJohnID(), 0)
SetCharacterSectorY( UB_GetJohnID(), 0)
end
end
-- if the player is leaving a sector with Manuel in it
if ( sOldSectorX == CheckCharacterSectorX(60) and sOldSectorY == CheckCharacterSectorY(60) and bOldSectorZ == 0 and CheckLastDateSpokenTot( 60 ) > 0 ) then
if ( sOldSectorX == CheckCharacterSectorX(UB_GetManuelID()) and sOldSectorY == CheckCharacterSectorY(UB_GetManuelID()) and bOldSectorZ == 0 and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
pSoldier = FindSoldierByProfileID( 60 ) -- John
pSoldier = FindSoldierByProfileID( UB_GetManuelID() ) -- Manuel
-- if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == nil and CheckLastDateSpokenTot( 60 ) > 0 ) then
if ( pSoldier == nil and CheckLastDateSpokenTot( UB_GetManuelID() ) > 0 ) then
--remove Tex from the map
SetCharacterSectorX( 60, 0)
SetCharacterSectorY( 60, 0)
SetCharacterSectorX( UB_GetManuelID(), 0)
SetCharacterSectorY( UB_GetManuelID(), 0)
end
end