- 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 @@
<mBig0Status>0</mBig0Status> <mBig0Status>0</mBig0Status>
<mBig0Quantity>0</mBig0Quantity> <mBig0Quantity>0</mBig0Quantity>
<mBig0Drop>1</mBig0Drop> <mBig0Drop>1</mBig0Drop>
<mBig1>1362</mBig1> <mBig1>0</mBig1>
<mBig1Status>100</mBig1Status> <mBig1Status>0</mBig1Status>
<mBig1Quantity>1</mBig1Quantity> <mBig1Quantity>0</mBig1Quantity>
<mBig1Drop>1</mBig1Drop> <mBig1Drop>1</mBig1Drop>
<mBig2>116</mBig2> <mBig2>116</mBig2>
<mBig2Status>100</mBig2Status> <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] [Unfinished Business Items]
TEX_MOVIE_ATTACK_CLYDESDALES = 1356 TEX_MOVIE_ATTACK_CLYDESDALES = 340
TEX_MOVIE_WILD_EAST = 1357 TEX_MOVIE_WILD_EAST = 341
TEX_MOVIE_HAVE_HONDA = 1358 TEX_MOVIE_HAVE_HONDA = 342
LAPTOP_TRANSMITTER = 1355 LAPTOP_TRANSMITTER = 339
CHE_GUEVARA_CANTEEN = 1359 CHE_GUEVARA_CANTEEN = 343
MERC_WRISTWATCH = 1360 MERC_WRISTWATCH = 344
SAM_GARVER_COMBAT_KNIFE = 1353 SAM_GARVER_COMBAT_KNIFE = 337
MERC_UMBRELLA_OLD = 336 MERC_UMBRELLA_OLD = 345
MORRIS_INSTRUCTION_NOTE = 1362 MORRIS_INSTRUCTION_NOTE = 346
HAND_CANNON = 1352 HAND_CANNON = 336
HARTFORD_6_SHOOTER = 66 HARTFORD_6_SHOOTER = 66
MERC_UMBRELLA = 336 MERC_UMBRELLA = 345
CLIP_CANNON_BALL = 1354 CLIP_CANNON_BALL = 338
BARRETT_UB = 335 BARRETT_UB = 335
CALICO_960_UB = 69 CALICO_960_UB = 69
PSG1_UB = 334 PSG1_UB = 334
Binary file not shown.
+10 -10
View File
@@ -323,12 +323,12 @@ end
-- BIGGENS BOMBS -- BIGGENS BOMBS
if ActionID == 25 then 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 -- 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 end
@@ -337,12 +337,12 @@ end
-- BIGGENS WARNING -- BIGGENS WARNING
if ActionID == 26 then 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 -- 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 end
@@ -351,14 +351,14 @@ end
-- SEE FORTIFIED DOOR -- SEE FORTIFIED DOOR
if ActionID == 27 then if ActionID == 27 then
HandleSeeingFortifiedDoor( sGridNo ) UB_HandleSeeingFortifiedDoor( sGridNo )
end end
-- OPEN FORTIFED DOOR -- OPEN FORTIFED DOOR
if ActionID == 28 then if ActionID == 28 then
HandleSwitchToOpenFortifiedDoor( sGridNo ) UB_HandleSwitchToOpenFortifiedDoor( sGridNo )
end end
@@ -368,12 +368,12 @@ if ActionID == 29 then
-- if the player is in the power plant -- if the player is in the power plant
if( gWorldSectorX == 13 and gWorldSectorY == 10 and gbWorldSectorZ == 0 ) then 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 elseif( gWorldSectorX == 15 and gWorldSectorY == 12 and gbWorldSectorZ == 3 ) then
-- The player is hitting the switch to launch the missles -- The player is hitting the switch to launch the missles
HandlePlayerHittingSwitchToLaunchMissles() UB_HandlePlayerHittingSwitchToLaunchMissles()
end end
end end
+138 -104
View File
@@ -404,35 +404,36 @@ ShopID = {
} }
local function AddTexsVideosToBettysInventory() local function AddTexsVideosToBettysInventory()
GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, itemTEX_MOVIE_ATTACK_CLYDESDALES, 1 ) -- Attack of the Clydesdales GuaranteeAtLeastXItemsOfIndex( ShopID.ARMS_DEALER_BETTY, UB_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, UB_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_HAVE_HONDA, 1 ) -- Have Honda, Will Travel
end end
function InitStrategicLayer() function InitStrategicLayer()
InitialHeliCrash(iniINGAMEHELICRASH) UB_InitialHeliCrash(UB_iniINGAMEHELICRASH)
if ( iniJERRY == true ) then if ( UB_iniJERRY == true ) then
InitialProfile ( Profil.JerryMilo, iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y,0, iniJERRYGRIDNO ) 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 end
InitialJerryQuotes(iniJERRYQUOTES) UB_InitialJerryQuotes(iniJERRYQUOTES)
InitialLaptopQuest(iniLAPTOP_QUEST) UB_InitialLaptopQuest(iniLAPTOP_QUEST)
InitialHeliGridNo1(iniINITIALHELIGRIDNO1) UB_InitialHeliGridNo1(iniINITIALHELIGRIDNO1)
InitialHeliGridNo2(iniINITIALHELIGRIDNO2) UB_InitialHeliGridNo2(iniINITIALHELIGRIDNO2)
InitialHeliGridNo3(iniINITIALHELIGRIDNO3) UB_InitialHeliGridNo3(iniINITIALHELIGRIDNO3)
InitialHeliGridNo4(iniINITIALHELIGRIDNO4) UB_InitialHeliGridNo4(iniINITIALHELIGRIDNO4)
InitialHeliGridNo5(iniINITIALHELIGRIDNO5) UB_InitialHeliGridNo5(iniINITIALHELIGRIDNO5)
InitialHeliGridNo6(iniINITIALHELIGRIDNO6) UB_InitialHeliGridNo6(iniINITIALHELIGRIDNO6)
InitialHeliGridNo7(iniINITIALHELIGRIDNO7) UB_InitialHeliGridNo7(iniINITIALHELIGRIDNO7)
-- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini -- get DEFAULT_ARRIVAL_SECTOR_X and DEFAULT_ARRIVAL_SECTOR_Y from UB_Options.ini
SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y ) SetDefaultArrivalSector( iniDEFAULT_ARRIVAL_SECTOR_X, iniDEFAULT_ARRIVAL_SECTOR_Y )
-- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini -- get NEW_MERC_ARRIVAL_LOCATION from UB_Options.ini
InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION ) UB_InternalLocateGridNo( iniNEW_MERC_ARRIVAL_LOCATION )
end end
@@ -444,7 +445,7 @@ local ubNumElites = 0
local Test = false local Test = false
local JohnKulbaText = true local JohnKulbaText = true
if ( RandomManuelText == true ) then if ( UB_RandomManuelText == true ) then
-- Miguel is dead -- Miguel is dead
Dead = math.random(1, 2) Dead = math.random(1, 2)
@@ -478,13 +479,13 @@ if ( RandomManuelText == true ) then
end end
-- Random John or Tex -- Random John or Tex
if ( enabledJohnAndTex == false) then if ( UB_enabledJohnAndTex == false) then
ran = math.random(1, 2) ran = math.random(1, 2)
if ( ran == 1 ) then if ( ran == 1 ) then
if ( JohnKulbaText == true ) then if ( UB_JohnKulbaText == true ) then
-- Mary is dead -- Mary is dead
MaryDead = math.random(1, 2) MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then if ( MaryDead == 1 ) then
@@ -493,37 +494,42 @@ ran = math.random(1, 2)
end end
--John is available --John is available
Ja25JohnKulbaIsInGame (true) UB_JohnKulbaIsInGame (true)
--Tex is not available --Tex is not available
SetFactFalse( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) 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 -- Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then 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 else
Ja25JohnKulbaInitialSectorX (11) UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end end
else else
--John is not available --John is not available
Ja25JohnKulbaIsInGame (false) UB_JohnKulbaIsInGame (false)
-- added video to Betty Shop -- added video to Betty Shop
if ( Ja25CheckJohnKulbaIsInGame() == false ) then if ( UB_CheckJohnKulbaIsInGame() == false ) then
AddTexsVideosToBettysInventory() AddTexsVideosToBettysInventory()
end end
--Tex is available --Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) 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 end
-- John and Tex in game -- 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 -- Mary is dead
MaryDead = math.random(1, 2) MaryDead = math.random(1, 2)
if ( MaryDead == 1 ) then if ( MaryDead == 1 ) then
@@ -532,328 +538,356 @@ elseif ( enabledJohnAndTex == true) then
end end
--John is available --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 --Randomly choose John's starting sector
if( math.random(1, 100 ) < 50 ) then if( math.random(1, 100 ) < 50 ) then
Ja25JohnKulbaInitialSectorX (10) UB_JohnKulbaInitialSectorX (10)
else AddProfileToMap (UB_GetJohnID(),10,9,0,10503) -- get id from UB_Options.ini
Ja25JohnKulbaInitialSectorX (11) else
end UB_JohnKulbaInitialSectorX (11)
AddProfileToMap (UB_GetJohnID(),11,9,0,17674) -- get id from UB_Options.ini
end
-- added video to Betty Shop -- added video to Betty Shop
AddTexsVideosToBettysInventory() AddTexsVideosToBettysInventory()
--Tex is available --Tex is available
SetFactTrue( Facts.FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ) 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 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 -- Added enemy to sector
if ( Test == false ) then if ( Test == false ) then
-- H7 -- H7
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
end end
SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 7, 8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H8 -- H8
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 4 ) ubNumTroops = 6 + math.random( 1, 4 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 3 ) ubNumTroops = 13 + math.random( 1, 3 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 6 ) ubNumTroops = 16 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1,2 ) ubNumElites = 2 + math.random( 1,2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 9 ) ubNumTroops = 19 + math.random( 1, 9 )
ubNumElites = 2 + math.random( 1, 2 ) ubNumElites = 2 + math.random( 1, 2 )
end end
SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 8,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- Guard Post -- Guard Post
-- H9 -- H9
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 5 ) ubNumTroops = 10 + math.random( 1, 5 )
ubNumElites = 1 ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 ) ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1 ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 4 ) ubNumTroops = 19 + math.random( 1, 4 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 19 + math.random( 1, 6 ) ubNumTroops = 19 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
end end
SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 9,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H10 -- H10
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 ) ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 3 ) ubNumTroops = 9 + math.random( 1, 3 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 ) ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + 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 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 ) ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 4 ) ubNumElites = 2 + math.random( 1, 4 )
end end
SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 10,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- H11 -- H11
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 3 ) ubNumTroops = 6 + math.random( 1, 3 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 3 ) ubNumTroops = 8 + math.random( 1, 3 )
ubNumElites = 2 + math.random( 1, 2 ) ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 ) ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 4 + math.random( 1, 3 ) ubNumElites = 4 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 ) ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 2 + math.random( 1, 3 ) ubNumElites = 2 + math.random( 1, 3 )
end end
SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 11,8, ubNumAdmins, ubNumTroops, ubNumElites )
-- I9 -- I9
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 6 + math.random( 1, 5 ) ubNumTroops = 6 + math.random( 1, 5 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 9 + math.random( 1, 4 ) ubNumTroops = 9 + math.random( 1, 4 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 ) ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 2 + 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 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 ) ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 2 + math.random( 1, 4 ) ubNumElites = 2 + math.random( 1, 4 )
end end
SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 9,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- First part of town -- First part of town
-- I10 -- I10
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 13 + math.random( 1, 6 ) ubNumTroops = 13 + math.random( 1, 6 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 4 ) ubNumTroops = 16 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 3 ) ubNumElites = 1 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 ) ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 ) ubNumElites = 5 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 4 ) ubNumTroops = 20 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 3 ) ubNumElites = 5 + math.random( 1, 3 )
end end
SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 10,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Second part of town -- Second part of town
-- I11 -- I11
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 7 ) ubNumTroops = 14 + math.random( 1, 7 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 ) ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 ) ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 4 ) ubNumTroops = 14 + math.random( 1, 4 )
ubNumElites = 5 + 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 ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 4 ) ubNumTroops = 17 + math.random( 1, 4 )
ubNumElites = 5 + math.random( 1, 4 ) ubNumElites = 5 + math.random( 1, 4 )
end end
SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 11,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- I12 -- I12
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 8 + math.random( 1, 6 ) ubNumTroops = 8 + math.random( 1, 6 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 5 ) ubNumTroops = 12 + math.random( 1, 5 )
ubNumElites = 2 + math.random( 1, 2 ) ubNumElites = 2 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 6 ) ubNumTroops = 12 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 6 ) ubNumTroops = 20 + math.random( 1, 6 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
end end
SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 12,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- Abandoned mine -- Abandoned mine
-- I13 -- I13
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 0 ubNumTroops = 0
ubNumElites = 0 ubNumElites = 0
end end
SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 13,9, ubNumAdmins, ubNumTroops, ubNumElites )
-- J11 -- J11
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 6 ) ubNumTroops = 10 + math.random( 1, 6 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 3 ) ubNumTroops = 10 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 5 ) ubNumTroops = 11 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 ) ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 20 + math.random( 1, 5 ) ubNumTroops = 20 + math.random( 1, 5 )
ubNumElites = 6 + math.random( 1, 3 ) ubNumElites = 6 + math.random( 1, 3 )
end end
SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 11,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- J12 -- J12
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 12 + math.random( 1, 4 ) ubNumTroops = 12 + math.random( 1, 4 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 10 + math.random( 1, 4 ) ubNumTroops = 10 + math.random( 1, 4 )
ubNumElites = 1 + math.random( 1, 2 ) ubNumElites = 1 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 11 + math.random( 1, 3 ) ubNumTroops = 11 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 21 + math.random( 1, 3 ) ubNumTroops = 21 + math.random( 1, 3 )
ubNumElites = 3 + math.random( 1, 2 ) ubNumElites = 3 + math.random( 1, 2 )
end end
SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 12,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Power Generator, Ground Level -- Power Generator, Ground Level
-- J13 -- J13
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 15 + math.random( 1, 6 ) ubNumTroops = 15 + math.random( 1, 6 )
ubNumElites = 1 ubNumElites = 1
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 16 + math.random( 1, 5 ) ubNumTroops = 16 + math.random( 1, 5 )
ubNumElites = 5 + math.random( 1, 2 ) ubNumElites = 5 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 ) ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 6 + math.random( 1, 3 ) ubNumElites = 6 + math.random( 1, 3 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 4 ) ubNumTroops = 18 + math.random( 1, 4 )
ubNumElites = 7 + math.random( 1, 3 ) ubNumElites = 7 + math.random( 1, 3 )
end end
SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 13,10, ubNumAdmins, ubNumTroops, ubNumElites )
-- Complex, Ground Level -- Complex, Ground Level
-- K15 -- K15
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 14 + math.random( 1, 5 ) ubNumTroops = 14 + math.random( 1, 5 )
ubNumElites = 0 ubNumElites = 0
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 18 + math.random( 1, 3 ) ubNumTroops = 18 + math.random( 1, 3 )
ubNumElites = 4 + math.random( 1, 2 ) ubNumElites = 4 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 ) ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 ) ubNumElites = 8 + math.random( 1, 2 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
ubNumAdmins = 0 ubNumAdmins = 0
ubNumTroops = 17 + math.random( 1, 3 ) ubNumTroops = 17 + math.random( 1, 3 )
ubNumElites = 8 + math.random( 1, 2 ) ubNumElites = 8 + math.random( 1, 2 )
end end
SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites ) UB_SetNumberJa25EnemiesInSurfaceSector( 15,11, ubNumAdmins, ubNumTroops, ubNumElites )
end end
-- init hospital variables -- init hospital variables
@@ -8,14 +8,14 @@ local DIF_LEVEL_INSANE = 4
function InitStrategicLayer () function InitStrategicLayer ()
-- I10 BloodCats -- I10 BloodCats
if ( difficultyLevel == DIF_LEVEL_EASY ) then if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 ) UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 3, 5 )
elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 ) UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 4, 5 )
elseif ( difficultyLevel == DIF_LEVEL_HARD ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 ) UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 ) UB_SetNumberOfJa25BloodCatsInSector ( 10, 9, 5, 5 )
end end
end end
+12 -154
View File
@@ -161,165 +161,23 @@ SectorY =
MAP_ROW_P = 16, 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 ) 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) TeamSoldier = FindSoldierTeam (ProfileId)
if ( TeamSoldier == Team.OUR_TEAM ) then -- Team 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 -- End team
]]
end end
+35
View File
@@ -39,6 +39,28 @@ nQuests =
-- max Quests 254 -- 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 = { qStatus = {
QUESTNOTSTARTED = 0, QUESTNOTSTARTED = 0,
QUESTINPROGRESS = 1, QUESTINPROGRESS = 1,
@@ -65,6 +87,15 @@ nFacts = {
local NO_PROFILE = 200 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 ) function InternalStartQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then if ( CheckQuest(ubQuest) == qStatus.QUESTNOTSTARTED ) then
@@ -145,6 +176,10 @@ function InternalEndQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory )
GiveQuestRewardPoint( sSectorX, sSectorY, 25, NO_PROFILE ) GiveQuestRewardPoint( sSectorX, sSectorY, 25, NO_PROFILE )
elseif ( ubQuest == nQuests.QUEST_ESCORT_SHANK ) then elseif ( ubQuest == nQuests.QUEST_ESCORT_SHANK ) then
GiveQuestRewardPoint( sSectorX, sSectorY, 5, NO_PROFILE ) GiveQuestRewardPoint( sSectorX, sSectorY, 5, NO_PROFILE )
-- UB
elseif ( ubQuest == nQuests.QUEST_GET_RID_BLOODCATS_AT_BETTYS ) then
AddLaptopTransmitterToBettysInventory()
-- end UB
else else
GiveQuestRewardPoint( sSectorX, sSectorY, 4, NO_PROFILE ) GiveQuestRewardPoint( sSectorX, sSectorY, 4, NO_PROFILE )
end end
+1 -1
View File
@@ -80,7 +80,7 @@ function PrepareToExitIntroScreen()
SetIntroExitScreen ( ScreenTypes.GAME_SCREEN ) SetIntroExitScreen ( ScreenTypes.GAME_SCREEN )
SetCurrentWorldSector( iniDEFAULT_END_SECTOR_X, iniDEFAULT_END_SECTOR_Y, iniDEFAULT_END_SECTOR_Z ) SetCurrentWorldSector( iniDEFAULT_END_SECTOR_X, iniDEFAULT_END_SECTOR_Y, iniDEFAULT_END_SECTOR_Z )
EnterTacticalInFinalSector() UB_EnterTacticalInFinalSector()
-- Dont leave tactical -- Dont leave tactical
SetEnteringMapScreen (false) SetEnteringMapScreen (false)
+22 -17
View File
@@ -186,6 +186,11 @@ local gsRobotGridNo
function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ ) 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 end
function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ ) function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
@@ -216,49 +221,49 @@ local pSoldier
if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then if ( sOldSectorX == 7 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 ) then
-- remove Jerry from the map -- remove Jerry from the map
SetCharacterSectorX( 76, 0) SetCharacterSectorX( UB_GetJerryID(), 0)
SetCharacterSectorY( 76, 0) SetCharacterSectorY( UB_GetJerryID(), 0)
end end
-- if the player is leaving a sector with Tex in it -- 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 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 --remove Tex from the map
SetCharacterSectorX( 64, 0) SetCharacterSectorX( UB_GetTexID(), 0)
SetCharacterSectorY( 64, 0) SetCharacterSectorY( UB_GetTexID(), 0)
end end
end end
-- if the player is leaving a sector with John kulba in it -- 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 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 --remove Tex from the map
SetCharacterSectorX( 62, 0) SetCharacterSectorX( UB_GetJohnID(), 0)
SetCharacterSectorY( 62, 0) SetCharacterSectorY( UB_GetJohnID(), 0)
end end
end end
-- if the player is leaving a sector with Manuel in it -- 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 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 --remove Tex from the map
SetCharacterSectorX( 60, 0) SetCharacterSectorX( UB_GetManuelID(), 0)
SetCharacterSectorY( 60, 0) SetCharacterSectorY( UB_GetManuelID(), 0)
end end
end end
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@@ -235,4 +235,9 @@
<AmmoCaliber>.30-06</AmmoCaliber> <AmmoCaliber>.30-06</AmmoCaliber>
<BRCaliber>.30-06</BRCaliber> <BRCaliber>.30-06</BRCaliber>
</AMMO> </AMMO>
<AMMO>
<uiIndex>47</uiIndex>
<AmmoCaliber>Cannon Ball</AmmoCaliber>
<BRCaliber>Cannon Ball</BRCaliber>
</AMMO>
</AMMOLIST> </AMMOLIST>
+241 -2
View File
@@ -9244,7 +9244,6 @@
<nasLayoutClass>1</nasLayoutClass> <nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>335</ubClassIndex> <ubClassIndex>335</ubClassIndex>
<ubCursor>3</ubCursor> <ubCursor>3</ubCursor>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>55</ubGraphicNum> <ubGraphicNum>55</ubGraphicNum>
<ubWeight>129</ubWeight> <ubWeight>129</ubWeight>
<ItemSize>9</ItemSize> <ItemSize>9</ItemSize>
@@ -9271,6 +9270,226 @@
</ITEM> </ITEM>
<ITEM> <ITEM>
<uiIndex>336</uiIndex> <uiIndex>336</uiIndex>
<szItemName>Hand Mortar</szItemName>
<szLongItemName>Hand Mortar</szLongItemName>
<szItemDesc>Just your standard 18th century hand mortar with a stubby brass barrel and JOURSON engraved on the lock. Worth a fortune on the collector's market.</szItemDesc>
<szBRName>Hand Mortar</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>336</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicNum>367</ubGraphicNum>
<ubWeight>24</ubWeight>
<ItemSize>6</ItemSize>
<usPrice>500</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>-4</bReliability>
<bRepairEase>-4</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BR_ROF>10</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>337</uiIndex>
<szItemName>Garver Knife</szItemName>
<szLongItemName>Sam Garver Combat Knife</szLongItemName>
<szItemDesc>This limited edition, Sam Garver combat knife, is authenticated with a serial number and signed by Sam himself. It's galvanized steel blade and gator-skinned elegance have made it a highly sought-after collectable.</szItemDesc>
<szBRName>Sam Garver Combat Knife</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>4</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>337</ubClassIndex>
<ubCursor>4</ubCursor>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>85</ubGraphicNum>
<ubWeight>9</ubWeight>
<ubPerPocket>2</ubPerPocket>
<ItemSize>24</ItemSize>
<usPrice>350</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>1</bReliability>
<bRepairEase>1</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<Attachment>1</Attachment>
<BR_ROF>28</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>338</uiIndex>
<szItemName>Cannon Ball</szItemName>
<szLongItemName>Cannon Ball</szLongItemName>
<szItemDesc>A hand-crafted cast-iron projectile for a hand mortar.</szItemDesc>
<szBRName>Cannon Ball</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>1024</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>61</ubClassIndex>
<ubGraphicNum>368</ubGraphicNum>
<ubWeight>25</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>10</ItemSize>
<usPrice>5</usPrice>
<ubCoolness>2</ubCoolness>
<Metal>1</Metal>
<Sinks>1</Sinks>
<BigGunList>1</BigGunList>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>339</uiIndex>
<szItemName>Transmitter</szItemName>
<szLongItemName>Laptop Transmitter</szLongItemName>
<szItemDesc>This satellite transmitter enables a laptop computer to connect to the Internet from anywhere in the world. N.B. Works with operating system other than Windows.</szItemDesc>
<szBRName>Laptop Transmitter</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>81</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>1</ubPerPocket>
<ItemSize>18</ItemSize>
<usPrice>100</usPrice>
<ubCoolness>5</ubCoolness>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Electronic>1</Electronic>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>340</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Attack of the Clydesdales</szLongItemName>
<szItemDesc>A sushi-western classic. All Hell breaks loose in a small mid-western town when a full-team of eight Clydesdales knock over the beer wagon and get into the suds.</szItemDesc>
<szBRName>Attack of the Clydesdales</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>78</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>341</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Wild, Wild East</szLongItemName>
<szItemDesc>Not to be confused with the American film Wild, Wild West, which was a dud, this Sushi-western, starring Will Smithero and Tex Colburn, is a hilarious romp through time.</szItemDesc>
<szBRName>Wild, Wild East</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>79</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>342</uiIndex>
<szItemName>Video</szItemName>
<szLongItemName>Have Honda, Will Travel</szLongItemName>
<szItemDesc>Perhaps one of the greatest films ever directed by Francis Honda Copella, this sushi-western replaces the horse as a means of travel with raw sub-compact horsepower.</szItemDesc>
<szBRName>Have Honda, Will Travel</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>80</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>21</ItemSize>
<usPrice>20</usPrice>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>343</uiIndex>
<szItemName>Canteen</szItemName>
<szLongItemName>Che Guevara Canteen</szLongItemName>
<szItemDesc>This rebel essential is made from hand-crafted tin and enclosed in insulated Mayan wool. Filled to capacity with fresh spring water from the French Alps, no guerrilla campaign would be complete without one.</szItemDesc>
<szBRName>Che Guevara Canteen</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>82</ubGraphicNum>
<ubWeight>10</ubWeight>
<ubPerPocket>4</ubPerPocket>
<ItemSize>22</ItemSize>
<usPrice>25</usPrice>
<ubCoolness>1</ubCoolness>
<Damageable>1</Damageable>
<Attachment>1</Attachment>
<Hardware>1</Hardware>
<Canteen>1</Canteen>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>344</uiIndex>
<szItemName>Wrist Watch</szItemName>
<szLongItemName>MERC Wrist Watch</szLongItemName>
<szItemDesc>This is a timepiece like no other. An official M.E.R.C. wristwatch with Flo, in the skimpiest of bikinis, showing you the exact time with her limbs. It's even water resistant, so she'll never fog up.</szItemDesc>
<szBRName>MERC Wrist Watch</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>83</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>11</ItemSize>
<usPrice>50</usPrice>
<ubCoolness>2</ubCoolness>
<bRepairEase>-4</bRepairEase>
<Damageable>1</Damageable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>345</uiIndex>
<szItemName>Umbrella</szItemName> <szItemName>Umbrella</szItemName>
<szLongItemName>MERC Umbrella</szLongItemName> <szLongItemName>MERC Umbrella</szLongItemName>
<szItemDesc>From formal wear to fatigues, this highly versatile umbrella will accompany you anywhere in style. It is also extremely durable; boasting a teflon-treated cloth guaranteed to withstand hail and sleet.</szItemDesc> <szItemDesc>From formal wear to fatigues, this highly versatile umbrella will accompany you anywhere in style. It is also extremely durable; boasting a teflon-treated cloth guaranteed to withstand hail and sleet.</szItemDesc>
@@ -9278,7 +9497,7 @@
<szBRDesc>Not for sale through BR.</szBRDesc> <szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>4</usItemClass> <usItemClass>4</usItemClass>
<nasLayoutClass>1</nasLayoutClass> <nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>336</ubClassIndex> <ubClassIndex>346</ubClassIndex>
<ubCursor>4</ubCursor> <ubCursor>4</ubCursor>
<ubGraphicType>2</ubGraphicType> <ubGraphicType>2</ubGraphicType>
<ubGraphicNum>84</ubGraphicNum> <ubGraphicNum>84</ubGraphicNum>
@@ -9301,4 +9520,24 @@
<CROUCH_MODIFIERS /> <CROUCH_MODIFIERS />
<PRONE_MODIFIERS /> <PRONE_MODIFIERS />
</ITEM> </ITEM>
<ITEM>
<uiIndex>346</uiIndex>
<szItemName>Instructions</szItemName>
<szLongItemName>Morris' Launch Instructions</szLongItemName>
<szItemDesc>The note contains origin and destination coordinates as well as precise instructions to launch missiles. It includes a number of towns in Arulco and the launch facility in Tracona.</szItemDesc>
<szBRName>Morris' Launch Instructions</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>86</ubGraphicNum>
<ubWeight>1</ubWeight>
<ubPerPocket>8</ubPerPocket>
<ItemSize>10</ItemSize>
<Unaerodynamic>1</Unaerodynamic>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
</ITEMLIST> </ITEMLIST>
+8 -1
View File
@@ -424,6 +424,13 @@
<ubCalibre>0</ubCalibre> <ubCalibre>0</ubCalibre>
<ubMagSize>0</ubMagSize> <ubMagSize>0</ubMagSize>
<ubAmmoType>0</ubAmmoType> <ubAmmoType>0</ubAmmoType>
<ubMagType>0</ubMagType> <ubMagType>0</ubMagType>
</MAGAZINE>
<MAGAZINE>
<uiIndex>61</uiIndex>
<ubCalibre>47</ubCalibre>
<ubMagSize>1</ubMagSize>
<ubAmmoType>1</ubAmmoType>
<ubMagType>1</ubMagType>
</MAGAZINE> </MAGAZINE>
</MAGAZINELIST> </MAGAZINELIST>
+42
View File
@@ -2258,6 +2258,48 @@
</WEAPON> </WEAPON>
<WEAPON> <WEAPON>
<uiIndex>336</uiIndex> <uiIndex>336</uiIndex>
<szWeaponName>Hand Mortar</szWeaponName>
<ubWeaponClass>5</ubWeaponClass>
<ubWeaponType>8</ubWeaponType>
<ubCalibre>47</ubCalibre>
<ubReadyTime>11</ubReadyTime>
<ubShotsPer4Turns>7.57</ubShotsPer4Turns>
<ubBulletSpeed>30</ubBulletSpeed>
<ubImpact>50</ubImpact>
<ubDeadliness>23</ubDeadliness>
<bAccuracy>4</bAccuracy>
<ubMagSize>1</ubMagSize>
<usRange>100</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>100</BurstAniDelay>
<ubAttackVolume>90</ubAttackVolume>
<ubHitVolume>30</ubHitVolume>
<sSound>146</sSound>
<sReloadSound>103</sReloadSound>
<sLocknLoadSound>109</sLocknLoadSound>
<SilencedSound>157</SilencedSound>
<bBurstAP>20</bBurstAP>
<APsToReload>20</APsToReload>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
<ManualReloadSound>480</ManualReloadSound>
<Handling>11</Handling>
<usOverheatingJamThreshold>4000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>5000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>1200</usOverheatingSingleShotTemperature>
</WEAPON>
<WEAPON>
<uiIndex>337</uiIndex>
<szWeaponName>Sam Garver Combat Knife</szWeaponName>
<ubWeaponClass>6</ubWeaponClass>
<ubShotsPer4Turns>14</ubShotsPer4Turns>
<ubImpact>20</ubImpact>
<ubDeadliness>7</ubDeadliness>
<usReloadDelay>200</usReloadDelay>
<ubAttackVolume>2</ubAttackVolume>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
</WEAPON>
<WEAPON>
<uiIndex>345</uiIndex>
<szWeaponName>MERC Umbrella</szWeaponName> <szWeaponName>MERC Umbrella</szWeaponName>
<ubWeaponClass>6</ubWeaponClass> <ubWeaponClass>6</ubWeaponClass>
<ubShotsPer4Turns>10.46</ubShotsPer4Turns> <ubShotsPer4Turns>10.46</ubShotsPer4Turns>
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