- 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
+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