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- 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:
@@ -404,35 +404,36 @@ ShopID = {
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}
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local function AddTexsVideosToBettysInventory()
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_WILD_EAST, 1 ) -- Wild, Wild East
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GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_itemTEX_MOVIE_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
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end
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function InitStrategicLayer()
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InitialHeliCrash(iniINGAMEHELICRASH)
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UB_InitialHeliCrash(UB_iniINGAMEHELICRASH)
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if ( iniJERRY == true ) then
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InitialProfile ( Profil.JerryMilo, iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, iniJERRYGRIDNO )
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if ( UB_iniJERRY == true ) then
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AddProfileToMap (UB_GetJerryID(),iniDEFAULT_ARRIVAL_SECTOR_X,iniDEFAULT_ARRIVAL_SECTOR_Y,0,UB_iniJERRYGRIDNO) -- get id from UB_Options.ini
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--InitialProfile ( UB_GetJerryID(), iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, UB_iniJERRYGRIDNO )
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end
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InitialJerryQuotes(iniJERRYQUOTES)
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InitialLaptopQuest(iniLAPTOP_QUEST)
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UB_InitialJerryQuotes(iniJERRYQUOTES)
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UB_InitialLaptopQuest(iniLAPTOP_QUEST)
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InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
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InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
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InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
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InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
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InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
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InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
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InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
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UB_InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
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UB_InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
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UB_InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
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UB_InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
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UB_InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
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UB_InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
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UB_InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
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-- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini
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SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y )
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-- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini
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InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
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UB_InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
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end
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@@ -444,7 +445,7 @@ local ubNumElites = 0
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local Test = false
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local JohnKulbaText = true
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if ( RandomManuelText == true ) then
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if ( UB_RandomManuelText == true ) then
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-- Miguel is dead
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Dead = math.random(1, 2)
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@@ -478,13 +479,13 @@ if ( RandomManuelText == true ) then
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end
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-- Random John or Tex
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if ( enabledJohnAndTex == false) then
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if ( UB_enabledJohnAndTex == false) then
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ran = math.random(1, 2)
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if ( ran == 1 ) then
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if ( JohnKulbaText == true ) then
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if ( UB_JohnKulbaText == true ) then
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-- Mary is dead
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MaryDead = math.random(1, 2)
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if ( MaryDead == 1 ) then
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@@ -493,37 +494,42 @@ ran = math.random(1, 2)
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end
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--John is available
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Ja25JohnKulbaIsInGame (true)
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UB_JohnKulbaIsInGame (true)
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--Tex is not available
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SetFactFalse( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
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Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
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UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
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-- Randomly choose John's starting sector
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if( math.random(1, 100 ) < 50 ) then
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Ja25JohnKulbaInitialSectorX (10)
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UB_JohnKulbaInitialSectorX (10)
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AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
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else
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Ja25JohnKulbaInitialSectorX (11)
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UB_JohnKulbaInitialSectorX (11)
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AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
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end
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else
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--John is not available
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Ja25JohnKulbaIsInGame (false)
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UB_JohnKulbaIsInGame (false)
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-- added video to Betty Shop
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if ( Ja25CheckJohnKulbaIsInGame() == false ) then
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if ( UB_CheckJohnKulbaIsInGame() == false ) then
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AddTexsVideosToBettysInventory()
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end
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--Tex is available
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SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
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AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
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end
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-- John and Tex in game
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elseif ( enabledJohnAndTex == true) then
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elseif ( UB_enabledJohnAndTex == true) then
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if ( JohnKulbaText == true ) then
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if ( UB_JohnKulbaText == true ) then
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-- Mary is dead
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MaryDead = math.random(1, 2)
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if ( MaryDead == 1 ) then
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@@ -532,328 +538,356 @@ elseif ( enabledJohnAndTex == true) then
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end
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--John is available
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Ja25JohnKulbaIsInGame (true)
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UB_JohnKulbaIsInGame (true)
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Ja25JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
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UB_JohnKulbaInitialSectorY (SectorY.MAP_ROW_I)
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--Randomly choose John's starting sector
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if( math.random(1, 100 ) < 50 ) then
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Ja25JohnKulbaInitialSectorX (10)
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else
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Ja25JohnKulbaInitialSectorX (11)
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end
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if( math.random(1, 100 ) < 50 ) then
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UB_JohnKulbaInitialSectorX (10)
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AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
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else
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UB_JohnKulbaInitialSectorX (11)
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AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
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end
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-- added video to Betty Shop
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AddTexsVideosToBettysInventory()
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--Tex is available
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SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE )
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AddProfileToMap (UB_GetTexID(),10,9,0,12890) -- get id from UB_Options.ini
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end
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-- Add UB profiles
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AddProfileToMap (UB_GetManuelID(),9,9,0,15758) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetBiggensID(),13,9,0,14824) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetBettyID(),10,9,0,12897) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetRaulID(),11,9,0,10630) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetMorrisID(),15,12,3,14752) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetRudyID(),13,10,0,18320) -- get id from UB_Options.ini
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-- Add test UB profiles
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--[[
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AddProfileToMap (UB_GetManuelID(),7,8,0,15108) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetBiggensID(),7,8,0,15107) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetJohnID(),7,8,0,15106) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetTexID(),7,8,0,15105) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetGastonID(),7,8,0,15104) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetJerryID(),7,8,0,15103) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetPgmale4ID(),7,8,0,15102) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetBettyID(),7,8,0,15101) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetRaulID(),7,8,0,15109) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetMorrisID(),7,8,0,15110) -- get id from UB_Options.ini
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AddProfileToMap (UB_GetRudyID(),7,8,0,15111) -- get id from UB_Options.ini
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]]
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-- Added enemy to sector
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if ( Test == false ) then
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-- H7
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 0
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 0
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 0
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 0
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ubNumElites = 0
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end
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SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
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-- H8
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 6 + math.random( 1, 4 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 13 + math.random( 1, 3 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 16 + math.random( 1, 6 )
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ubNumElites = 2 + math.random( 1,2 )
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 19 + math.random( 1, 9 )
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ubNumElites = 2 + math.random( 1, 2 )
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end
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SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
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-- Guard Post
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-- H9
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 10 + math.random( 1, 5 )
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ubNumElites = 1
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 16 + math.random( 1, 4 )
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ubNumElites = 1
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 19 + math.random( 1, 4 )
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ubNumElites = 3 + math.random( 1, 2 )
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 19 + math.random( 1, 6 )
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ubNumElites = 3 + math.random( 1, 2 )
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end
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SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
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-- H10
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 6 + math.random( 1, 5 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 9 + math.random( 1, 3 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 10 + math.random( 1, 4 )
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ubNumElites = 2 + math.random( 1, 4 )
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 20 + math.random( 1, 4 )
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ubNumElites = 2 + math.random( 1, 4 )
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end
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SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
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-- H11
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 6 + math.random( 1, 3 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 8 + math.random( 1, 3 )
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ubNumElites = 2 + math.random( 1, 2 )
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 10 + math.random( 1, 4 )
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ubNumElites = 4 + math.random( 1, 3 )
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 20 + math.random( 1, 4 )
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ubNumElites = 2 + math.random( 1, 3 )
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end
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SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
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-- I9
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 6 + math.random( 1, 5 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 9 + math.random( 1, 4 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 10 + math.random( 1, 4 )
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ubNumElites = 2 + math.random( 1, 4 )
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elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
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ubNumAdmins = 0
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ubNumTroops = 20 + math.random( 1, 6 )
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ubNumElites = 2 + math.random( 1, 4 )
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end
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SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
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UB_SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
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-- First part of town
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-- I10
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if ( difficultyLevel == DIF_LEVEL_EASY ) then
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if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
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ubNumAdmins = 0
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ubNumTroops = 13 + math.random( 1, 6 )
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ubNumElites = 0
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elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
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ubNumAdmins = 0
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ubNumTroops = 16 + math.random( 1, 4 )
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ubNumElites = 1 + math.random( 1, 3 )
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elseif ( difficultyLevel == DIF_LEVEL_HARD ) then
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elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
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ubNumAdmins = 0
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ubNumTroops = 14 + math.random( 1, 4 )
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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
|
||||
|
||||
Reference in New Issue
Block a user