mirror of
https://github.com/1dot13/source.git
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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:
@@ -6248,9 +6248,9 @@
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<mBig0Status>0</mBig0Status>
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<mBig0Status>0</mBig0Status>
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<mBig0Quantity>0</mBig0Quantity>
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<mBig0Quantity>0</mBig0Quantity>
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<mBig0Drop>1</mBig0Drop>
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<mBig0Drop>1</mBig0Drop>
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<mBig1>1362</mBig1>
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<mBig1>0</mBig1>
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<mBig1Status>100</mBig1Status>
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<mBig1Status>0</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mBig1Quantity>0</mBig1Quantity>
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<mBig1Drop>1</mBig1Drop>
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<mBig1Drop>1</mBig1Drop>
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<mBig2>116</mBig2>
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<mBig2>116</mBig2>
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<mBig2Status>100</mBig2Status>
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<mBig2Status>100</mBig2Status>
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@@ -0,0 +1,19 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,18 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,18 @@
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<!-- This is just an empty template for the addition extra sector items -->
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<!-- See "Docs\Extra Sector Items.txt" for additional informations -->
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<ExtraItems>
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<Item>
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<uiIndex>1354</uiIndex>
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<quantity>3</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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<Item>
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<uiIndex>1352</uiIndex>
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<quantity>1</quantity>
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<condition>100</condition>
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<gridno>5366</gridno>
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<visible>1</visible>
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</Item>
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</ExtraItems>
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@@ -0,0 +1,268 @@
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<?xml version="1.0" encoding="utf-8"?>
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<INVENTORYLIST>
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<INVENTORY>
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<uiIndex>0</uiIndex>
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<sItemIndex>1356</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>1</uiIndex>
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<sItemIndex>1357</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>2</uiIndex>
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<sItemIndex>1358</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>3</uiIndex>
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<sItemIndex>201</sItemIndex>
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<ubOptimalNumber>5</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>4</uiIndex>
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<sItemIndex>202</sItemIndex>
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<ubOptimalNumber>3</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>5</uiIndex>
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<sItemIndex>216</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>6</uiIndex>
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<sItemIndex>183</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>7</uiIndex>
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<sItemIndex>315</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>8</uiIndex>
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<sItemIndex>257</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>9</uiIndex>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>13</uiIndex>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>14</uiIndex>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>15</uiIndex>
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<sItemIndex>188</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>16</uiIndex>
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<ubOptimalNumber>3</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>17</uiIndex>
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<sItemIndex>213</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>18</uiIndex>
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<sItemIndex>211</sItemIndex>
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<ubOptimalNumber>3</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>19</uiIndex>
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<sItemIndex>210</sItemIndex>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>20</uiIndex>
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<sItemIndex>205</sItemIndex>
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<ubOptimalNumber>2</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>21</uiIndex>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>22</uiIndex>
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<sItemIndex>64</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>23</uiIndex>
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<sItemIndex>220</sItemIndex>
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<ubOptimalNumber>3</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>24</uiIndex>
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<sItemIndex>243</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>25</uiIndex>
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<sItemIndex>304</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>26</uiIndex>
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<sItemIndex>304</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>27</uiIndex>
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</INVENTORY>
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<INVENTORY>
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<uiIndex>28</uiIndex>
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</INVENTORY>
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<INVENTORY>
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<sItemIndex>203</sItemIndex>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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</INVENTORY>
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</INVENTORY>
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</INVENTORY>
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</INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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</INVENTORY>
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<INVENTORY>
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<ubOptimalNumber>3</ubOptimalNumber>
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</INVENTORY>
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<uiIndex>43</uiIndex>
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</INVENTORY>
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<uiIndex>44</uiIndex>
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</INVENTORY>
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<uiIndex>45</uiIndex>
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<sItemIndex>255</sItemIndex>
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<ubOptimalNumber>2</ubOptimalNumber>
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<uiIndex>46</uiIndex>
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<uiIndex>47</uiIndex>
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<sItemIndex>269</sItemIndex>
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<ubOptimalNumber>1</ubOptimalNumber>
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<uiIndex>48</uiIndex>
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<sItemIndex>1359</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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<uiIndex>49</uiIndex>
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<sItemIndex>1360</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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<uiIndex>50</uiIndex>
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<sItemIndex>1353</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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<uiIndex>51</uiIndex>
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<sItemIndex>1355</sItemIndex>
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<ubOptimalNumber>0</ubOptimalNumber>
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<uiIndex>52</uiIndex>
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<sItemIndex>1361</sItemIndex>
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</INVENTORY>
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</INVENTORYLIST>
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<uiIndex>0</uiIndex>
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>12</sItemIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>13</sItemIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>19</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>27</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>29</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>28</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>36</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>51</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>41</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>30</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>33</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>42</uiIndex>
|
||||||
|
<sItemIndex>61</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>72</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>45</uiIndex>
|
||||||
|
<sItemIndex>73</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>48</uiIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>49</uiIndex>
|
||||||
|
<sItemIndex>77</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>51</uiIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>52</uiIndex>
|
||||||
|
<sItemIndex>80</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>53</uiIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>55</uiIndex>
|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>56</uiIndex>
|
||||||
|
<sItemIndex>84</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>57</uiIndex>
|
||||||
|
<sItemIndex>85</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>86</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>59</uiIndex>
|
||||||
|
<sItemIndex>87</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>60</uiIndex>
|
||||||
|
<sItemIndex>88</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>61</uiIndex>
|
||||||
|
<sItemIndex>89</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>62</uiIndex>
|
||||||
|
<sItemIndex>90</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>63</uiIndex>
|
||||||
|
<sItemIndex>91</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>64</uiIndex>
|
||||||
|
<sItemIndex>92</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>66</uiIndex>
|
||||||
|
<sItemIndex>94</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>67</uiIndex>
|
||||||
|
<sItemIndex>95</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>68</uiIndex>
|
||||||
|
<sItemIndex>96</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>69</uiIndex>
|
||||||
|
<sItemIndex>97</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>70</uiIndex>
|
||||||
|
<sItemIndex>98</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>71</uiIndex>
|
||||||
|
<sItemIndex>99</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>72</uiIndex>
|
||||||
|
<sItemIndex>100</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>73</uiIndex>
|
||||||
|
<sItemIndex>101</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>74</uiIndex>
|
||||||
|
<sItemIndex>102</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>75</uiIndex>
|
||||||
|
<sItemIndex>103</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>76</uiIndex>
|
||||||
|
<sItemIndex>104</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>77</uiIndex>
|
||||||
|
<sItemIndex>105</sItemIndex>
|
||||||
|
<ubOptimalNumber>6</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>78</uiIndex>
|
||||||
|
<sItemIndex>106</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>79</uiIndex>
|
||||||
|
<sItemIndex>107</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>80</uiIndex>
|
||||||
|
<sItemIndex>108</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>81</uiIndex>
|
||||||
|
<sItemIndex>109</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>82</uiIndex>
|
||||||
|
<sItemIndex>110</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>83</uiIndex>
|
||||||
|
<sItemIndex>111</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>84</uiIndex>
|
||||||
|
<sItemIndex>112</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>85</uiIndex>
|
||||||
|
<sItemIndex>113</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>86</uiIndex>
|
||||||
|
<sItemIndex>114</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>87</uiIndex>
|
||||||
|
<sItemIndex>147</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>88</uiIndex>
|
||||||
|
<sItemIndex>148</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>89</uiIndex>
|
||||||
|
<sItemIndex>149</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>90</uiIndex>
|
||||||
|
<sItemIndex>150</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>91</uiIndex>
|
||||||
|
<sItemIndex>140</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>92</uiIndex>
|
||||||
|
<sItemIndex>37</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>93</uiIndex>
|
||||||
|
<sItemIndex>38</sItemIndex>
|
||||||
|
<ubOptimalNumber>6</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>94</uiIndex>
|
||||||
|
<sItemIndex>49</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>95</uiIndex>
|
||||||
|
<sItemIndex>54</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>96</uiIndex>
|
||||||
|
<sItemIndex>207</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>97</uiIndex>
|
||||||
|
<sItemIndex>208</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>98</uiIndex>
|
||||||
|
<sItemIndex>241</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>99</uiIndex>
|
||||||
|
<sItemIndex>209</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>100</uiIndex>
|
||||||
|
<sItemIndex>244</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>101</uiIndex>
|
||||||
|
<sItemIndex>131</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>102</uiIndex>
|
||||||
|
<sItemIndex>132</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>103</uiIndex>
|
||||||
|
<sItemIndex>133</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>104</uiIndex>
|
||||||
|
<sItemIndex>134</sItemIndex>
|
||||||
|
<ubOptimalNumber>6</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>105</uiIndex>
|
||||||
|
<sItemIndex>135</sItemIndex>
|
||||||
|
<ubOptimalNumber>4</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>106</uiIndex>
|
||||||
|
<sItemIndex>146</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>107</uiIndex>
|
||||||
|
<sItemIndex>151</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>108</uiIndex>
|
||||||
|
<sItemIndex>116</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>109</uiIndex>
|
||||||
|
<sItemIndex>117</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>110</uiIndex>
|
||||||
|
<sItemIndex>118</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>111</uiIndex>
|
||||||
|
<sItemIndex>119</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>112</uiIndex>
|
||||||
|
<sItemIndex>120</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>113</uiIndex>
|
||||||
|
<sItemIndex>66</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>114</uiIndex>
|
||||||
|
<sItemIndex>67</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>115</uiIndex>
|
||||||
|
<sItemIndex>68</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>116</uiIndex>
|
||||||
|
<sItemIndex>69</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>117</uiIndex>
|
||||||
|
<sItemIndex>330</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>118</uiIndex>
|
||||||
|
<sItemIndex>331</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>119</uiIndex>
|
||||||
|
<sItemIndex>332</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>120</uiIndex>
|
||||||
|
<sItemIndex>334</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>121</uiIndex>
|
||||||
|
<sItemIndex>335</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>122</uiIndex>
|
||||||
|
<sItemIndex>1352</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>123</uiIndex>
|
||||||
|
<sItemIndex>1354</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>124</uiIndex>
|
||||||
|
<sItemIndex>176</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>125</uiIndex>
|
||||||
|
<sItemIndex>164</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>126</uiIndex>
|
||||||
|
<sItemIndex>167</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>127</uiIndex>
|
||||||
|
<sItemIndex>173</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>128</uiIndex>
|
||||||
|
<sItemIndex>180</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>129</uiIndex>
|
||||||
|
<sItemIndex>177</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>130</uiIndex>
|
||||||
|
<sItemIndex>170</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>131</uiIndex>
|
||||||
|
<sItemIndex>161</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>132</uiIndex>
|
||||||
|
<sItemIndex>1353</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>133</uiIndex>
|
||||||
|
<sItemIndex>1007</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>134</uiIndex>
|
||||||
|
<sItemIndex>592</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>135</uiIndex>
|
||||||
|
<sItemIndex>948</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>136</uiIndex>
|
||||||
|
<sItemIndex>949</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>137</uiIndex>
|
||||||
|
<sItemIndex>950</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>138</uiIndex>
|
||||||
|
<sItemIndex>207</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>139</uiIndex>
|
||||||
|
<sItemIndex>999</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>140</uiIndex>
|
||||||
|
<sItemIndex>1000</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>141</uiIndex>
|
||||||
|
<sItemIndex>1003</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>142</uiIndex>
|
||||||
|
<sItemIndex>1004</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>143</uiIndex>
|
||||||
|
<sItemIndex>1030</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>144</uiIndex>
|
||||||
|
<sItemIndex>1006</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>145</uiIndex>
|
||||||
|
<sItemIndex>1012</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>146</uiIndex>
|
||||||
|
<sItemIndex>1029</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>147</uiIndex>
|
||||||
|
<sItemIndex>1005</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>148</uiIndex>
|
||||||
|
<sItemIndex>333</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
</INVENTORYLIST>
|
||||||
+2317
-3
File diff suppressed because it is too large
Load Diff
@@ -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>338</uiIndex>
|
||||||
|
<quantity>3</quantity>
|
||||||
|
<condition>100</condition>
|
||||||
|
<gridno>5366</gridno>
|
||||||
|
<visible>1</visible>
|
||||||
|
</Item>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>336</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>338</uiIndex>
|
||||||
|
<quantity>3</quantity>
|
||||||
|
<condition>100</condition>
|
||||||
|
<gridno>5366</gridno>
|
||||||
|
<visible>1</visible>
|
||||||
|
</Item>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>336</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>338</uiIndex>
|
||||||
|
<quantity>3</quantity>
|
||||||
|
<condition>100</condition>
|
||||||
|
<gridno>5366</gridno>
|
||||||
|
<visible>1</visible>
|
||||||
|
</Item>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>336</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>338</uiIndex>
|
||||||
|
<quantity>3</quantity>
|
||||||
|
<condition>100</condition>
|
||||||
|
<gridno>5366</gridno>
|
||||||
|
<visible>1</visible>
|
||||||
|
</Item>
|
||||||
|
<Item>
|
||||||
|
<uiIndex>336</uiIndex>
|
||||||
|
<quantity>1</quantity>
|
||||||
|
<condition>100</condition>
|
||||||
|
<gridno>5366</gridno>
|
||||||
|
<visible>1</visible>
|
||||||
|
</Item>
|
||||||
|
</ExtraItems>
|
||||||
@@ -0,0 +1,268 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<INVENTORYLIST>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>0</uiIndex>
|
||||||
|
<sItemIndex>340</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>1</uiIndex>
|
||||||
|
<sItemIndex>341</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>2</uiIndex>
|
||||||
|
<sItemIndex>342</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>3</uiIndex>
|
||||||
|
<sItemIndex>201</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>4</uiIndex>
|
||||||
|
<sItemIndex>202</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>5</uiIndex>
|
||||||
|
<sItemIndex>216</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>6</uiIndex>
|
||||||
|
<sItemIndex>183</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>7</uiIndex>
|
||||||
|
<sItemIndex>315</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>8</uiIndex>
|
||||||
|
<sItemIndex>257</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>9</uiIndex>
|
||||||
|
<sItemIndex>37</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>10</uiIndex>
|
||||||
|
<sItemIndex>38</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>11</uiIndex>
|
||||||
|
<sItemIndex>54</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>12</uiIndex>
|
||||||
|
<sItemIndex>161</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>13</uiIndex>
|
||||||
|
<sItemIndex>176</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>14</uiIndex>
|
||||||
|
<sItemIndex>176</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>15</uiIndex>
|
||||||
|
<sItemIndex>188</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>16</uiIndex>
|
||||||
|
<sItemIndex>212</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>17</uiIndex>
|
||||||
|
<sItemIndex>213</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>18</uiIndex>
|
||||||
|
<sItemIndex>211</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>19</uiIndex>
|
||||||
|
<sItemIndex>210</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>20</uiIndex>
|
||||||
|
<sItemIndex>205</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>21</uiIndex>
|
||||||
|
<sItemIndex>214</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>22</uiIndex>
|
||||||
|
<sItemIndex>64</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>23</uiIndex>
|
||||||
|
<sItemIndex>220</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>24</uiIndex>
|
||||||
|
<sItemIndex>243</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>25</uiIndex>
|
||||||
|
<sItemIndex>304</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>26</uiIndex>
|
||||||
|
<sItemIndex>304</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>27</uiIndex>
|
||||||
|
<sItemIndex>204</sItemIndex>
|
||||||
|
<ubOptimalNumber>4</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>28</uiIndex>
|
||||||
|
<sItemIndex>203</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>29</uiIndex>
|
||||||
|
<sItemIndex>203</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>30</uiIndex>
|
||||||
|
<sItemIndex>266</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>31</uiIndex>
|
||||||
|
<sItemIndex>267</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>32</uiIndex>
|
||||||
|
<sItemIndex>267</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>33</uiIndex>
|
||||||
|
<sItemIndex>318</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>34</uiIndex>
|
||||||
|
<sItemIndex>264</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>35</uiIndex>
|
||||||
|
<sItemIndex>265</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>36</uiIndex>
|
||||||
|
<sItemIndex>309</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>37</uiIndex>
|
||||||
|
<sItemIndex>316</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>38</uiIndex>
|
||||||
|
<sItemIndex>322</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>39</uiIndex>
|
||||||
|
<sItemIndex>146</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>40</uiIndex>
|
||||||
|
<sItemIndex>146</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>41</uiIndex>
|
||||||
|
<sItemIndex>194</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>42</uiIndex>
|
||||||
|
<sItemIndex>269</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>43</uiIndex>
|
||||||
|
<sItemIndex>320</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>44</uiIndex>
|
||||||
|
<sItemIndex>256</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>45</uiIndex>
|
||||||
|
<sItemIndex>255</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>46</uiIndex>
|
||||||
|
<sItemIndex>245</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>47</uiIndex>
|
||||||
|
<sItemIndex>269</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>48</uiIndex>
|
||||||
|
<sItemIndex>343</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>49</uiIndex>
|
||||||
|
<sItemIndex>344</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>50</uiIndex>
|
||||||
|
<sItemIndex>337</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>51</uiIndex>
|
||||||
|
<sItemIndex>339</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>52</uiIndex>
|
||||||
|
<sItemIndex>335</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
</INVENTORYLIST>
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,678 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<INVENTORYLIST>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>0</uiIndex>
|
||||||
|
<sItemIndex>55</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>1</uiIndex>
|
||||||
|
<sItemIndex>65</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>2</uiIndex>
|
||||||
|
<sItemIndex>56</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>3</uiIndex>
|
||||||
|
<sItemIndex>1</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>4</uiIndex>
|
||||||
|
<sItemIndex>2</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>5</uiIndex>
|
||||||
|
<sItemIndex>3</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>6</uiIndex>
|
||||||
|
<sItemIndex>4</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>7</uiIndex>
|
||||||
|
<sItemIndex>5</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>8</uiIndex>
|
||||||
|
<sItemIndex>6</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>9</uiIndex>
|
||||||
|
<sItemIndex>7</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
||||||
|
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|
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|
||||||
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|
||||||
|
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||||||
|
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|
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|
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|
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|
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|
||||||
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|
||||||
|
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|
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|
||||||
|
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|
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|
||||||
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|
||||||
|
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|
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|
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|
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|
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|
||||||
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||||||
|
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|
||||||
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|
||||||
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|
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|
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|
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|
||||||
|
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|
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|
||||||
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|
||||||
|
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|
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|
||||||
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|
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|
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|
||||||
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|
||||||
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||||||
|
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|
||||||
|
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|
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|
||||||
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|
||||||
|
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||||||
|
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|
||||||
|
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|
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|
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|
||||||
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|
||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
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<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>104</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>107</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>80</uiIndex>
|
||||||
|
<sItemIndex>108</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
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|
||||||
|
<sItemIndex>109</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>82</uiIndex>
|
||||||
|
<sItemIndex>110</sItemIndex>
|
||||||
|
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|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>83</uiIndex>
|
||||||
|
<sItemIndex>111</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>84</uiIndex>
|
||||||
|
<sItemIndex>112</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>85</uiIndex>
|
||||||
|
<sItemIndex>113</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>86</uiIndex>
|
||||||
|
<sItemIndex>114</sItemIndex>
|
||||||
|
<ubOptimalNumber>5</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>87</uiIndex>
|
||||||
|
<sItemIndex>147</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>88</uiIndex>
|
||||||
|
<sItemIndex>148</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>89</uiIndex>
|
||||||
|
<sItemIndex>149</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>90</uiIndex>
|
||||||
|
<sItemIndex>150</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>91</uiIndex>
|
||||||
|
<sItemIndex>140</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>92</uiIndex>
|
||||||
|
<sItemIndex>37</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>93</uiIndex>
|
||||||
|
<sItemIndex>38</sItemIndex>
|
||||||
|
<ubOptimalNumber>6</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>94</uiIndex>
|
||||||
|
<sItemIndex>49</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>95</uiIndex>
|
||||||
|
<sItemIndex>54</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>96</uiIndex>
|
||||||
|
<sItemIndex>207</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>97</uiIndex>
|
||||||
|
<sItemIndex>208</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>98</uiIndex>
|
||||||
|
<sItemIndex>241</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>99</uiIndex>
|
||||||
|
<sItemIndex>209</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>100</uiIndex>
|
||||||
|
<sItemIndex>244</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>101</uiIndex>
|
||||||
|
<sItemIndex>131</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>102</uiIndex>
|
||||||
|
<sItemIndex>132</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>103</uiIndex>
|
||||||
|
<sItemIndex>133</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>104</uiIndex>
|
||||||
|
<sItemIndex>134</sItemIndex>
|
||||||
|
<ubOptimalNumber>6</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>105</uiIndex>
|
||||||
|
<sItemIndex>135</sItemIndex>
|
||||||
|
<ubOptimalNumber>4</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>106</uiIndex>
|
||||||
|
<sItemIndex>146</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>107</uiIndex>
|
||||||
|
<sItemIndex>151</sItemIndex>
|
||||||
|
<ubOptimalNumber>2</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>108</uiIndex>
|
||||||
|
<sItemIndex>116</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>109</uiIndex>
|
||||||
|
<sItemIndex>117</sItemIndex>
|
||||||
|
<ubOptimalNumber>3</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>110</uiIndex>
|
||||||
|
<sItemIndex>118</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>111</uiIndex>
|
||||||
|
<sItemIndex>119</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>112</uiIndex>
|
||||||
|
<sItemIndex>120</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>113</uiIndex>
|
||||||
|
<sItemIndex>66</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>114</uiIndex>
|
||||||
|
<sItemIndex>67</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>115</uiIndex>
|
||||||
|
<sItemIndex>68</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>116</uiIndex>
|
||||||
|
<sItemIndex>69</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>117</uiIndex>
|
||||||
|
<sItemIndex>330</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>118</uiIndex>
|
||||||
|
<sItemIndex>331</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>119</uiIndex>
|
||||||
|
<sItemIndex>332</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>120</uiIndex>
|
||||||
|
<sItemIndex>334</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>121</uiIndex>
|
||||||
|
<sItemIndex>335</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>122</uiIndex>
|
||||||
|
<sItemIndex>336</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>123</uiIndex>
|
||||||
|
<sItemIndex>338</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>124</uiIndex>
|
||||||
|
<sItemIndex>176</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>125</uiIndex>
|
||||||
|
<sItemIndex>164</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>126</uiIndex>
|
||||||
|
<sItemIndex>167</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>127</uiIndex>
|
||||||
|
<sItemIndex>173</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>128</uiIndex>
|
||||||
|
<sItemIndex>180</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>129</uiIndex>
|
||||||
|
<sItemIndex>177</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>130</uiIndex>
|
||||||
|
<sItemIndex>170</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>131</uiIndex>
|
||||||
|
<sItemIndex>161</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>132</uiIndex>
|
||||||
|
<sItemIndex>337</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>133</uiIndex>
|
||||||
|
<sItemIndex>207</sItemIndex>
|
||||||
|
<ubOptimalNumber>1</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
<INVENTORY>
|
||||||
|
<uiIndex>134</uiIndex>
|
||||||
|
<sItemIndex>333</sItemIndex>
|
||||||
|
<ubOptimalNumber>0</ubOptimalNumber>
|
||||||
|
</INVENTORY>
|
||||||
|
</INVENTORYLIST>
|
||||||
@@ -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.
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -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
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
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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>
|
||||||
@@ -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>
|
||||||
@@ -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>
|
||||||
@@ -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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Reference in New Issue
Block a user