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Additional dialogue can be used for consuming specific items
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2408 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -1626,7 +1626,7 @@ function AddArmsDealerAdditionalIntelData()
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-- price is affected by player progress - on higher progress items get cheaper (as they are less useful at that point)
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progress = CurrentPlayerProgressPercentage()
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ratio = (200 - progress) / 100.0
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ratio = (200.0 - progress) / 100.0
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-- black market:
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-- guns
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@@ -1687,7 +1687,7 @@ function AddArmsDealerAdditionalIntelData()
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AddArmsDealerAdditionalIntelDataItem(68, 1025, 20 * ratio, 2) -- NVG Gen IV
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-- Misc
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AddArmsDealerAdditionalIntelDataItem(68, 216, 10 * ratio, 3) -- Compound 18
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AddArmsDealerAdditionalIntelDataItem(68, 216, 6 * ratio, 3) -- Compound 18
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AddArmsDealerAdditionalIntelDataItem(68, 235, 2 * ratio, 4) -- Regeneration Booster
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AddArmsDealerAdditionalIntelDataItem(68, 324, 50 * ratio, 1) -- X-Ray Detector
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AddArmsDealerAdditionalIntelDataItem(68, 327, 11 * ratio, 2) -- Tank of gas
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@@ -1707,6 +1707,12 @@ function SetPhotoState( aIndex, aState )
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end
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end
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-- sSectorX, sSectorY, bSectorZ: sector coordinates
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-- sGridNo: tile that we photographed. When we take a photo this function is run on all tiles we see in a 2-tile radius around where we clicked
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-- bLevel: height level (floor or roof)
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-- ubPhotographerProfile: profile of the merc taking the photo
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-- room: if > 0, this tile is inside this room
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-- usTargetProfile: if we photographed a NPC, this will be their profile number, otherwise NO_PROFILE
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function AddPhotoData( sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubPhotographerProfile, room, usTargetProfile )
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if ( usTargetProfile ~= NO_PROFILE ) then
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@@ -2780,6 +2786,7 @@ DialogueActionEvent =
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
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ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
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ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
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}
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-- functions used here:
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@@ -2802,4 +2809,4 @@ DialogueActionEvent =
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-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
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function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
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end
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end
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