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
This commit is contained in:
Flugente
2018-02-28 20:33:00 +00:00
parent 8206a7b467
commit 68c1de68c7
+10 -3
View File
@@ -1626,7 +1626,7 @@ function AddArmsDealerAdditionalIntelData()
-- price is affected by player progress - on higher progress items get cheaper (as they are less useful at that point)
progress = CurrentPlayerProgressPercentage()
ratio = (200 - progress) / 100.0
ratio = (200.0 - progress) / 100.0
-- black market:
-- guns
@@ -1687,7 +1687,7 @@ function AddArmsDealerAdditionalIntelData()
AddArmsDealerAdditionalIntelDataItem(68, 1025, 20 * ratio, 2) -- NVG Gen IV
-- Misc
AddArmsDealerAdditionalIntelDataItem(68, 216, 10 * ratio, 3) -- Compound 18
AddArmsDealerAdditionalIntelDataItem(68, 216, 6 * ratio, 3) -- Compound 18
AddArmsDealerAdditionalIntelDataItem(68, 235, 2 * ratio, 4) -- Regeneration Booster
AddArmsDealerAdditionalIntelDataItem(68, 324, 50 * ratio, 1) -- X-Ray Detector
AddArmsDealerAdditionalIntelDataItem(68, 327, 11 * ratio, 2) -- Tank of gas
@@ -1707,6 +1707,12 @@ function SetPhotoState( aIndex, aState )
end
end
-- sSectorX, sSectorY, bSectorZ: sector coordinates
-- 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
-- bLevel: height level (floor or roof)
-- ubPhotographerProfile: profile of the merc taking the photo
-- room: if > 0, this tile is inside this room
-- usTargetProfile: if we photographed a NPC, this will be their profile number, otherwise NO_PROFILE
function AddPhotoData( sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubPhotographerProfile, room, usTargetProfile )
if ( usTargetProfile ~= NO_PROFILE ) then
@@ -2780,6 +2786,7 @@ DialogueActionEvent =
ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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)
ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning
ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
}
-- functions used here:
@@ -2802,4 +2809,4 @@ DialogueActionEvent =
-- aData1, aData2, aData3 are additional data, see event description on what they do in each event
function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 )
end
end