mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Fix: game does not start in 'Data'-configuration due to missing xmls, scripts
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2433 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -3861,6 +3861,51 @@ ENEMYHELI_MANPADS_DAMAGE_VAR = 80
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Raid Settings]
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;******************************************************************************************************************************
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; These settings control whether randomized raids occur in player-controlled sectors
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; If the player doesn't defend his city sectors/SAM sites enough, opportunistic forces can attack them at night.
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; These attacks occur if these sectors have only very few mercenaries or militia present.
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; Raids can be done by
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; - bloodcats
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; - zombies (requires zombie feature to be active)
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; - bandits
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; These forces will attack anyone in a sector and can also fight in autoresolve. If your forces are defeated, this will result
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; in a severe morale loss.
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;
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; Whether a raid can happen in a sector at all is set in TableData\Maps\SectorNames.xml with the
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; <bloodcatraidpossible>/<zombieraidpossible>/<banditraidpossible>-tags.
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;
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; NOTE: THIS WILL MAKE THE GAME HARDER!!!
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;------------------------------------------------------------------------------------------------------------------------------
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; set to TRUE to enable raids
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RAID_BLOODCATS = FALSE
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RAID_ZOMBIES = FALSE
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RAID_BANDITS = FALSE
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; base value determining how fast the forces are replenished daily. Higher means more forces.
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; Values from 1 to 100, default 3.
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RAID_REPLENISH_BASEVALUE = 3
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; how many troops are allowed in a raid at maximum?
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; If the size of a bloodcat or bandit raid is lower than the defensive force' size, they will not attack.
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; Zombies have no such inclination and will attack regardless.
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RAID_MAXSIZE_BLOODCATS = 8
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RAID_MAXSIZE_ZOMBIES = 12
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RAID_MAXSIZE_BANDITS = 6
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; How many attacks can happen potentially in a single night? Note that if player forces are strong enough, no attack will occur.
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RAID_MAXATTACKSPERNIGHT_BLOODCATS = 3
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RAID_MAXATTACKSPERNIGHT_ZOMBIES = 3
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RAID_MAXATTACKSPERNIGHT_BANDITS = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Militia Training Settings]
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;******************************************************************************************************************************
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@@ -3950,15 +3995,16 @@ MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002
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[Militia Strategic Movement Settings]
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;------------------------------------------------------------------------------------------------------------------------------
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; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia jut like for merc groups or the heli.
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; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia just like for merc groups or the heli.
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; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it.
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; This requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator in an adjacent sector.
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;
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; : If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, ALLOW_MOBILE_MILITIA and its subsequent settings are IGNORED!
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE
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; if TRUE, this feature requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator
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; in an adjacent sector.
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MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -9,6 +9,7 @@ Facts =
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FACT_JOEY_NEAR_MARTHA = 110,
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FACT_JOHN_ALIVE = 190,
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FACT_MARY_OR_JOHN_ARRIVED = 192,
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FACT_CHALICE_STOLEN = 184,
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FACT_MARY_ALIVE = 187,
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FACT_FIRST_ROBOT_DESTROYED = 203,
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FACT_ROBOT_READY_SECOND_TIME = 205,
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@@ -17,7 +18,7 @@ Facts =
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FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
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FACT_PLAYER_REPAID_KINGPIN = 104,
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FACT_KINGPIN_NOT_IN_OFFICE = 256,
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FACT_PLAYER_KNOWS_ABOUT_BLOODCAT_LAIR = 335,
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}
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Attitude =
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@@ -66,21 +67,138 @@ Quests =
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}
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Profil =
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{
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{
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BARRY = 0,
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BLOOD = 1,
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LYNX = 2,
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GRIZZLY = 3,
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VICKI = 4,
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TREVOR = 5,
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GRUNTY = 6,
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IVAN = 7,
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STEROID = 8,
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IGOR = 9,
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SHADOW = 10,
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RED = 11,
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REAPER = 12,
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FIDEL = 13,
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FOX = 14,
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SIDNEY = 15,
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GUS = 16,
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BUNS = 17,
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ICE = 18,
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SPIDER = 19,
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CLIFF = 20,
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BULL = 21,
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HITMAN = 22,
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BUZZ = 23,
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RAIDER = 24,
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RAVEN = 25,
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STATIC = 26,
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LEN = 27,
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DANNY = 28,
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MAGIC = 29,
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STEPHEN = 30,
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SCULLY = 31,
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MALICE = 32,
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DRQ = 33,
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NAILS = 34,
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THOR = 35,
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SCOPE = 36,
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WOLF = 37,
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MD = 38,
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MELTDOWN = 39,
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BIFF = 40,
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HAYWIRE = 41,
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GASKET = 42,
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RAZOR = 43,
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FLO = 44,
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GUMPY = 45,
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LARRY = 46,
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LARRY_STONED = 47,
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COUGAR = 48,
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NUMB = 49,
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BUBBA = 50,
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MIGUEL = 57,
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CARLOS = 58,
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IRA = 59,
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DIMITRI = 60,
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DIMITRI = 60,
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DEVIN = 61,
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ROBOT = 62,
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HAMOUS = 63,
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SLAY = 64,
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DYNAMO = 66,
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SHANK = 67,
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IGGY = 68,
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VINCE = 69,
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CONRAD = 70,
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MADDOG = 72,
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DARREL = 73,
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PERKO = 74,
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DEIDRANNA = 75,
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AUNTIE = 76,
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CARMEN = 78,
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JOE = 79,
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STEVE = 80,
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RAT = 81,
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ANNIE = 82,
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CHRIS = 83,
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BOB = 84,
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BRENDA = 85,
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KINGPIN = 86,
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DARREN = 87,
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MARIA = 88,
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ANGEL = 89,
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JOEY = 90,
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JOEY = 90,
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TONY = 91,
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FRANK = 92,
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SPIKE = 93,
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DAMON = 94,
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KYLE = 95,
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MICKY = 96,
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SKYRIDER = 97,
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PABLO = 98,
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SAL = 99,
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FATHER = 100,
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FATIMA = 101,
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WARDEN = 102,
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GORDON = 103,
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GABBY = 104,
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ERNEST = 105,
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FRED = 106,
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MADAME = 107,
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YANNI = 108,
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MARTHA = 109,
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JOE = 110,
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JASMIN = 111,
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CHARLIE = 112,
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JAKE = 113,
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PACOS = 114,
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DAVE = 115,
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SKIPPER = 116,
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HANS = 117,
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JOHN = 118,
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MARY = 119,
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GENERAL = 120,
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SERGEANT = 121,
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ARMAND = 122,
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LORA = 123,
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FRANZ = 124,
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HOWARD = 125,
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SAM = 126,
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ELDIN = 127,
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ARNIE = 128,
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TINA = 129,
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FREDO = 130,
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WALTER = 131,
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JENNY = 132,
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BILLY = 133,
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BREWSTER = 134,
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ELLIOT = 135,
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DEREK = 136,
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OLIVER = 137,
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WALDO = 138,
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DOREEN = 139,
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JIM = 140,
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JACK = 141,
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OLAF = 142,
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@@ -88,6 +206,18 @@ Profil =
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OLGA = 144,
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TYRONE = 145,
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MADLAB = 146,
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KEITH = 147,
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MATT = 148,
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MIKE = 149,
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DARYL = 150,
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HERVE = 151,
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PETER = 152,
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ALBERTO = 153,
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CARLO = 154,
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MANNY = 155,
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OSWALD = 156,
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CALVIN = 157,
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CARL = 158,
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}
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What =
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@@ -387,10 +517,303 @@ function HandleAtNewGridNo( ProfileId )
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end -- End team
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end
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ActionTypes =
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{
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ACTIONTYPE_INVALID = 0,
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ACTIONTYPE_HACKING = 1,
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ACTIONTYPE_READFILE = 2,
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ACTIONTYPE_WATERTAP = 3,
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ACTIONTYPE_SODAMACHINE = 4,
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ACTIONTYPE_MINIGAME = 5,
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}
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InfoTypes =
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{
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INFO_TYPE_NORMAL = 0,
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INFO_TYPE_VIP = 1,
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}
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ScreenTypes =
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{
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MINIGAME = 30,
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}
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MiniGames =
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{
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TETRIS = 0,
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PONG = 1,
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}
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-- We have an array of 1000 signed integers that a modder can use to set whatever data he wants.
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-- We simply set up some enums here to make it easier for us to remember what is what
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ModSpecificActions =
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{
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-- |||||||||||||||||||||||||||||||||| computers |||||||||||||||||||||||||||||||||||||
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-- Orta sublevel 1
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COMPUTER_ORTA_BASEMENT_LAB1_SERVER = 0,
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COMPUTER_ORTA_BASEMENT_LAB2_SERVER = 1,
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COMPUTER_ORTA_BASEMENT_HALLWAY_SERVER = 2,
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COMPUTER_ORTA_BASEMENT_LAB1_PC = 3,
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COMPUTER_ORTA_BASEMENT_LAB2_PC = 4,
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COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_1 = 5,
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COMPUTER_ORTA_BASEMENT_CONTROL_CONSOLE_2 = 6,
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COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_1 = 7,
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COMPUTER_ORTA_BASEMENT_ENTRANCE_CONSOLE_2 = 8,
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-- Orta
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COMPUTER_ORTA_SERVER_1 = 9,
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COMPUTER_ORTA_PC_1 = 10,
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-- Balime
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COMPUTER_BALIME_L12_MUSEUM_CONSOLE_1 = 11,
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COMPUTER_BALIME_L12_MUSEUM_CONSOLE_2 = 12,
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-- Drassen SAM
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COMPUTER_DRASSENSAM_PC_1 = 13,
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COMPUTER_DRASSENSAM_COMMANDCONSOLE = 14,
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-- Chitzena SAM
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COMPUTER_CHITZENASAM_PC_1 = 15,
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COMPUTER_CHITZENASAM_PC_2 = 16,
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COMPUTER_CHITZENASAM_COMMANDCONSOLE = 17,
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-- central SAM
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COMPUTER_CENTRALSAM_PC_1 = 18,
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COMPUTER_CENTRALSAM_PC_2 = 19,
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COMPUTER_CENTRALSAM_PC_3 = 20,
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COMPUTER_CENTRALSAM_COMMANDCONSOLE = 21,
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-- Meduna SAM
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COMPUTER_MEDUNASAM_PC_1 = 22,
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COMPUTER_MEDUNASAM_COMPUTERBANK_1 = 23,
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COMPUTER_MEDUNASAM_COMMANDCONSOLE = 24,
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-- Meduna palace
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COMPUTER_MEDUNAPALACE_PC_1 = 25,
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COMPUTER_MEDUNAPALACE_PC_2 = 26,
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COMPUTER_MEDUNAPALACE_CONSOLE_1 = 27,
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COMPUTER_MEDUNAPALACE_SERVER_1 = 28,
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-- Alma storage
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COMPUTER_ALMASTORAGE_PC_1 = 29,
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-- Alma prison
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COMPUTER_ALMAPRISON_PC_1 = 30,
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COMPUTER_ALMAPRISON_PC_2 = 31,
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COMPUTER_ALMAPRISON_PC_3 = 32,
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-- Alma base
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COMPUTER_ALMABASE_PC_KROTT = 33,
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COMPUTER_ALMABASE_PC_BUREAU = 34,
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COMPUTER_ALMABASE_PC_FILEROOM = 35,
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COMPUTER_ALMABASE_CONSOLE_1 = 36,
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COMPUTER_ALMABASE_CONSOLE_2 = 37,
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COMPUTER_ALMABASE_CONSOLE_3 = 38,
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COMPUTER_ALMABASE_CONSOLE_4 = 39,
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COMPUTER_ALMABASE_CONSOLE_5 = 40,
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COMPUTER_ALMABASE_CONSOLE_6 = 41,
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-- |||||||||||||||||||||||||||||||||| computers |||||||||||||||||||||||||||||||||||||
|
||||
|
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-- |||||||||||||||||||||||||||||||||| books |||||||||||||||||||||||||||||||||||||
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-- Orta sublevel 1
|
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READING_ORTA_BASEMENT_BOOKSHELF_1 = 45,
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READING_ORTA_BASEMENT_BOOKSHELF_2 = 46,
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READING_ORTA_BASEMENT_BOOKSHELF_3 = 47,
|
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|
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-- Orta
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READING_ORTA_BOOKSHELF_1 = 48,
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|
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-- San Mona
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READING_SANMONA_KINGPIN_BOOKSHELF_1 = 49,
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-- |||||||||||||||||||||||||||||||||| books |||||||||||||||||||||||||||||||||||||
|
||||
|
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-- |||||||||||||||||||||||||||||||||| minigames |||||||||||||||||||||||||||||||||||||
|
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MINIGAME_TETRIS = 50,
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||||
MINIGAME_PONG = 51,
|
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-- |||||||||||||||||||||||||||||||||| minigames |||||||||||||||||||||||||||||||||||||
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-- |||||||||||||||||||||||||||||||||| photo data |||||||||||||||||||||||||||||||||||||
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PHOTO_FLAGS_BEGIN = 60,
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|
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PHOTO_FLAGS_GENERAL = 61,
|
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PHOTO_FLAGS_WARDEN = 62,
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PHOTO_FLAGS_ERNEST = 63,
|
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PHOTO_FLAGS_ARMAND = 64,
|
||||
PHOTO_FLAGS_KINGPIN = 65,
|
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PHOTO_FLAGS_DARREN = 66,
|
||||
PHOTO_FLAGS_TONY = 67,
|
||||
PHOTO_FLAGS_JOE = 68,
|
||||
PHOTO_FLAGS_MADLAB = 69,
|
||||
PHOTO_FLAGS_MIKE = 70,
|
||||
PHOTO_FLAGS_DEVIN = 71,
|
||||
PHOTO_FLAGS_MICKY = 72,
|
||||
PHOTO_FLAGS_CARMEN = 73,
|
||||
|
||||
PHOTO_FLAGS_CAMBRIA_HOSPITAL_MORGUE = 80,
|
||||
PHOTO_FLAGS_ALMA_HQ_CONTROLROOM = 81,
|
||||
PHOTO_FLAGS_ALMA_STORAGE_ROCKETS = 82,
|
||||
PHOTO_FLAGS_ALMA_PRISON_TORTURE = 83,
|
||||
PHOTO_FLAGS_TIXA_TORTURE = 84,
|
||||
PHOTO_FLAGS_TIXA_TORTURE_DOWNSTAIRS = 85,
|
||||
PHOTO_FLAGS_CREATURE_LVL3 = 86,
|
||||
PHOTO_FLAGS_ORTA_LABS = 87,
|
||||
PHOTO_FLAGS_ORTA_STORAGE = 88,
|
||||
PHOTO_FLAGS_ORTA_MANUFACTURING = 89,
|
||||
PHOTO_FLAGS_BALIME_MUSEUM = 90,
|
||||
PHOTO_FLAGS_GRUMM_RADIOACTIVE = 91,
|
||||
PHOTO_FLAGS_MEDUNA_ARENA = 92,
|
||||
PHOTO_FLAGS_MEDUNA_BUNKER = 93,
|
||||
|
||||
PHOTO_FLAGS_SAM_DRASSEN = 94,
|
||||
PHOTO_FLAGS_SAM_CHITZENA = 95,
|
||||
PHOTO_FLAGS_SAM_CENTRAL = 96,
|
||||
PHOTO_FLAGS_SAM_MEDUNA = 97,
|
||||
|
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PHOTO_FLAGS_END = 100,
|
||||
-- |||||||||||||||||||||||||||||||||| photo data |||||||||||||||||||||||||||||||||||||
|
||||
|
||||
}
|
||||
|
||||
-- General defines for various states
|
||||
ActionState =
|
||||
{
|
||||
-- hacking
|
||||
STATE_OK = 0, -- starting state, we can hack this
|
||||
STATE_END = 1, -- computer is shut down and cannot be used
|
||||
STATE_GAVEREWARD_OK = 2, -- computer is still useable, we already got whatever reward there was
|
||||
STATE_GAVEREWARD_END = 3, -- computer is shut down and cannot be used, we already got whatever reward there was
|
||||
}
|
||||
|
||||
-- handle the result of an interactive action that has a special id set for lua
|
||||
-- for more info, see InteractiveActions.xml
|
||||
function HandleInteractiveActionResult(sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubID, usActionType, sLuaactionid, difficulty, skill )
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- states of a photo fact
|
||||
PhotoFlag =
|
||||
{
|
||||
NONE = 0,
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||||
TAKEN = 1,
|
||||
UPLOADED = 2,
|
||||
VERIFIED = 3, -- the code only has one value for verification, but we use several ones for different results
|
||||
VERIFIED_RESULT_2 = 4,
|
||||
}
|
||||
|
||||
-- In this function we can define what and how many items a intel-based dealer should trade with, and how much an item is worth in intel
|
||||
-- AddArmsDealerAdditionalIntelData takes 4 arguments:
|
||||
-- usDealer: shopkeeper this is intended for
|
||||
-- usItem: number of item
|
||||
-- sIntelPrice: price of item in intel
|
||||
-- sOptimalNumber: how many items the trader should have at maximum
|
||||
function AddArmsDealerAdditionalIntelData()
|
||||
|
||||
|
||||
end
|
||||
|
||||
function SetPhotoState( aIndex, aState )
|
||||
|
||||
if ( (aIndex >= ModSpecificActions.PHOTO_FLAGS_BEGIN) and (aIndex <= ModSpecificActions.PHOTO_FLAGS_END) and (aState >= PhotoFlag.NONE) and (aState <= PhotoFlag.VERIFIED_RESULT_2) ) then
|
||||
|
||||
SetModderLUAFact( 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 )
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
function GetPhotoData( aType )
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
function VerifyPhotoState(aIndex)
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- types of weather
|
||||
Weather =
|
||||
{
|
||||
WEATHER_FORECAST_NORMAL = 0,
|
||||
WEATHER_FORECAST_RAIN = 1,
|
||||
WEATHER_FORECAST_THUNDERSHOWERS = 2,
|
||||
WEATHER_FORECAST_SANDSTORM = 3,
|
||||
WEATHER_FORECAST_SNOW = 4,
|
||||
};
|
||||
|
||||
-- skills
|
||||
Skill =
|
||||
{
|
||||
-- radio operator
|
||||
SKILLS_RADIO_ARTILLERY = 0,
|
||||
SKILLS_RADIO_JAM = 1,
|
||||
SKILLS_RADIO_SCAN_FOR_JAM = 2,
|
||||
SKILLS_RADIO_LISTEN = 3,
|
||||
SKILLS_RADIO_CALLREINFORCEMENTS = 4,
|
||||
SKILLS_RADIO_TURNOFF = 5,
|
||||
|
||||
SKILLS_INTEL_CONCEAL = 6,
|
||||
SKILLS_INTEL_GATHERINTEL = 7,
|
||||
|
||||
-- various
|
||||
SKILLS_SPOTTER = 8,
|
||||
SKILLS_FOCUS = 9,
|
||||
SKILLS_DRAG = 10,
|
||||
};
|
||||
|
||||
-- different dialogue action events
|
||||
DialogueActionEvent =
|
||||
{
|
||||
ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event
|
||||
ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to
|
||||
ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing
|
||||
ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first)
|
||||
ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
|
||||
ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button
|
||||
ADE_DIALOGUE_NPC_DIRECT = 6,
|
||||
ADE_DIALOGUE_NPC_THREATEN = 7,
|
||||
ADE_DIALOGUE_NPC_RECRUIT = 8,
|
||||
ADE_DIALOGUE_NPC_REPEAT = 9,
|
||||
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that
|
||||
ADE_SEX = 11, -- does exactly what you think it does
|
||||
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, aData1 is the itemnumber of the grenade
|
||||
ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
|
||||
ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
|
||||
}
|
||||
|
||||
-- functions used here:
|
||||
-- ubProfile: profile number of merc (don't change that unless you know what to do)
|
||||
-- iFaceIndex: index (don't change that unless you know what to do)
|
||||
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
|
||||
-- text: "Text that should appear"
|
||||
-- SetAdditionalDialogue(ubProfile, iFaceIndex, path, text)
|
||||
-- Do not use this function in any lua calls outside of HandleAdditionalDialogue(..)!
|
||||
--
|
||||
-- path: path and name of soundfile we want to play (in .wav or .ogg format)
|
||||
-- volume: optional sound volume (65: medium volume, 127: loud), default 65
|
||||
-- PlaySound(path, volume)
|
||||
|
||||
-- handle
|
||||
-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
|
||||
-- ubProfile is the merc for whom this is called
|
||||
-- iFaceIndex is the face of the merc. DON'T CHANGE THIS UNLESS YOU KNOW WHAT YOU ARE DOING!
|
||||
-- usEventNr indicates which event from DialogueActionEvent is used here
|
||||
-- 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
|
||||
|
||||
@@ -73,9 +73,14 @@ Quests =
|
||||
}
|
||||
|
||||
Facts = {
|
||||
FACT_JOEY_ESCORTED = 108,
|
||||
FACT_MARIA_ESCORTED = 116,
|
||||
FACT_ANGEL_LEFT_DEED = 120,
|
||||
FACT_CHALICE_STOLEN = 184,
|
||||
FACT_MUSEUM_ALARM_WENT_OFF = 278,
|
||||
FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
|
||||
FACT_KINGPIN_DEAD = 308,
|
||||
FACT_KINGPIN_IS_ENEMY = 359,
|
||||
FACT_ALL_TERRORISTS_KILLED = 156,
|
||||
}
|
||||
|
||||
@@ -161,17 +166,29 @@ History = {
|
||||
}
|
||||
|
||||
Profil =
|
||||
{
|
||||
MARIA = 88,
|
||||
ANGEL = 89,
|
||||
ELLIOT = 135,
|
||||
{
|
||||
MIGUEL = 57,
|
||||
CARLOS = 58,
|
||||
IRA = 59,
|
||||
DIMITRI = 60,
|
||||
ROBOT = 62,
|
||||
DYNAMO = 66,
|
||||
SHANK = 67,
|
||||
CONRAD = 70,
|
||||
DARREL = 73,
|
||||
QUEEN = 75,
|
||||
CARMEN = 78,
|
||||
KINGPIN = 86,
|
||||
MADLAB = 146,
|
||||
ROBOT = 62,
|
||||
MIGUEL = 57,
|
||||
MARIA = 88,
|
||||
ANGEL = 89,
|
||||
KYLE = 95,
|
||||
FATIMA = 101,
|
||||
YANNI = 108,
|
||||
MARTHA = 109,
|
||||
JAKE = 113,
|
||||
ELDIN = 127,
|
||||
ELLIOT = 135,
|
||||
MADLAB = 146,
|
||||
}
|
||||
|
||||
SoldierClass =
|
||||
@@ -359,5 +376,252 @@ end
|
||||
|
||||
-- this function is called whenever we enter a sector in tactical
|
||||
function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled )
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- these colours can be used in the map
|
||||
-- if you want to know how they look, test them on the map
|
||||
-- if you want more colours, check whether you feel lucky and ask a coder
|
||||
MapColour = {
|
||||
MAP_SHADE_BLACK = 0,
|
||||
|
||||
MAP_SHADE_LT_GREEN = 1,
|
||||
MAP_SHADE_MD_GREEN = 2,
|
||||
MAP_SHADE_DK_GREEN = 3,
|
||||
|
||||
MAP_SHADE_LT_RED = 4,
|
||||
MAP_SHADE_MD_RED = 5,
|
||||
MAP_SHADE_DK_RED = 6,
|
||||
|
||||
MAP_SHADE_LT_YELLOW = 7,
|
||||
MAP_SHADE_MD_YELLOW = 8,
|
||||
MAP_SHADE_DK_YELLOW = 9,
|
||||
|
||||
MAP_SHADE_LT_CYAN = 10,
|
||||
MAP_SHADE_MD_CYAN = 11,
|
||||
MAP_SHADE_DK_CYAN = 12,
|
||||
|
||||
MAP_SHADE_LT_GREY = 13,
|
||||
MAP_SHADE_MD_GREY = 14,
|
||||
MAP_SHADE_DK_GREY = 15,
|
||||
|
||||
MAP_SHADE_LT_BLUE = 16,
|
||||
MAP_SHADE_MD_BLUE = 17,
|
||||
MAP_SHADE_DK_BLUE = 18,
|
||||
|
||||
MAP_SHADE_LT_PINK = 19,
|
||||
MAP_SHADE_ORANGE = 20,
|
||||
|
||||
MAP_SHADE_MIX_RED = 21,
|
||||
MAP_SHADE_MIX_GREEN = 22,
|
||||
MAP_SHADE_MIX_BLUE = 23,
|
||||
MAP_SHADE_MIX_YELLOW = 24,
|
||||
|
||||
MAP_SHADE_MIX_RED_GREEN = 25,
|
||||
MAP_SHADE_MIX_RED_BLUE = 26,
|
||||
MAP_SHADE_MIX_RED_YELLOW = 27,
|
||||
MAP_SHADE_MIX_GREEN_BLUE = 28,
|
||||
MAP_SHADE_MIX_GREEN_YELLOW = 29,
|
||||
MAP_SHADE_MIX_BLUE_YELLOW = 30,
|
||||
|
||||
MAP_SHADE_MIX_RED_GREEN_BLUE = 31,
|
||||
MAP_SHADE_MIX_RED_GREEN_YELLOW = 32,
|
||||
MAP_SHADE_MIX_RED_BLUE_YELLOW = 33,
|
||||
|
||||
MAP_SHADE_MIX_GREEN_BLUE_YELLOW = 34,
|
||||
MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW = 35,
|
||||
}
|
||||
|
||||
|
||||
-- These symbols are stored in Interface/IntelMapSymbols.sti
|
||||
-- if you want more symbols, add them
|
||||
MapSymbols = {
|
||||
BLOODCAT_ATTACK = 0,
|
||||
ZOMBIE_ATTACK = 1,
|
||||
BANDIT_ATTACK = 2,
|
||||
TERRORIST_LOCATION = 3,
|
||||
CHALICE = 4,
|
||||
ASSASSINATION_TARGET = 5,
|
||||
HELI = 6,
|
||||
PRISON = 7,
|
||||
CHURCH = 8,
|
||||
RECRUITMENT = 9,
|
||||
FLAG = 10,
|
||||
QUESTIONMARK_BLUE = 11, -- sector might be relevant for a quest
|
||||
EXCLAMATIONMARK_BLUE = 12, -- sector is definetely relevant for a quest
|
||||
QUESTIONMARK_GREEN = 13, -- alternate colours for other uses?
|
||||
EXCLAMATIONMARK_GREEN = 14,
|
||||
QUESTIONMARK_RED = 15,
|
||||
EXCLAMATIONMARK_RED = 16,
|
||||
QUESTIONMARK_YELLOW = 17,
|
||||
EXCLAMATIONMARK_YELLOW = 18,
|
||||
}
|
||||
|
||||
-- this function allows us to data for the intel/quest map
|
||||
-- aLevel is the world level (0: surface)
|
||||
-- set data by using SetIntelAndQuestMapDataForSector(sectorx, sextory, MapColour, symbol, text for description window, short text for map)
|
||||
function GetIntelAndQuestMapData( aLevel )
|
||||
|
||||
-- surface
|
||||
if ( aLevel == 0 ) then
|
||||
|
||||
-- mark sectors related to quests
|
||||
if ( gubQuest( Quests.QUEST_DELIVER_LETTER ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.FATIMA), GetCharacterSectorY(Profil.FATIMA), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Deliver letter to rebels", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_FOOD_ROUTE ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
-- list possible locations of Father Walker
|
||||
SetIntelAndQuestMapDataForSector(13, 3, -1, MapSymbols.CHURCH, "Find Father Walker", "")
|
||||
SetIntelAndQuestMapDataForSector(13, 4, -1, MapSymbols.CHURCH, "Find Father Walker", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_KINGPIN_IDOL ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
if ( (CheckFact( Facts.FACT_CHALICE_STOLEN, 0 ) == true) ) then
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KINGPIN), GetCharacterSectorY(Profil.KINGPIN), -1, MapSymbols.CHALICE, "Return chalice to Kingpin", "")
|
||||
else
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ELDIN), GetCharacterSectorY(Profil.ELDIN), -1, MapSymbols.CHALICE, "Steal Chalice from museum", "")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_KINGPIN_MONEY ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KINGPIN), GetCharacterSectorY(Profil.KINGPIN), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return money to Kingpin", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_RUNAWAY_JOEY ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
if ( (CheckFact( Facts.FACT_JOEY_ESCORTED, 0 ) == true) ) then
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MARTHA), GetCharacterSectorY(Profil.MARTHA), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return Joey to Martha", "")
|
||||
else
|
||||
-- we list all locations Martha mentions... even though he will never be present at some of them. Misdirection!
|
||||
SetIntelAndQuestMapDataForSector(6, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
SetIntelAndQuestMapDataForSector(2, 1, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
SetIntelAndQuestMapDataForSector(5, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
SetIntelAndQuestMapDataForSector(6, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
SetIntelAndQuestMapDataForSector(5, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
SetIntelAndQuestMapDataForSector(4, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find Joey", "")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
if ( (CheckFact( Facts.FACT_MARIA_ESCORTED, 0 ) == true) ) then
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ANGEL), GetCharacterSectorY(Profil.ANGEL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Return Maria to Angel", "")
|
||||
else
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MARIA), GetCharacterSectorY(Profil.MARIA), -1, MapSymbols.PRISON, "Free Maria", "")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_CHITZENA_IDOL ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
if ( (CheckFact( Facts.FACT_CHALICE_STOLEN, 0 ) == true) ) then
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.YANNI), GetCharacterSectorY(Profil.YANNI), -1, MapSymbols.CHALICE, "Return chalice to Yanni", "")
|
||||
else
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ELDIN), GetCharacterSectorY(Profil.ELDIN), -1, MapSymbols.CHALICE, "Steal Chalice from museum", "")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_ARMY_FARM ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.DARREL), GetCharacterSectorY(Profil.DARREL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Pacify the Hicks clan", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_FIND_SCIENTIST ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
-- list all possible sectors where Madlab might hide
|
||||
SetIntelAndQuestMapDataForSector(7, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "")
|
||||
SetIntelAndQuestMapDataForSector(16, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "")
|
||||
SetIntelAndQuestMapDataForSector(11, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "")
|
||||
SetIntelAndQuestMapDataForSector(4, 5, -1, MapSymbols.QUESTIONMARK_BLUE, "Find scientist", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_DELIVER_VIDEO_CAMERA ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
-- list all possible sectors where Madlab might hide
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Give gun & camera to Madlab", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_BLOODCATS ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
-- Annie only mentions that the bloodcat nest is 'east of her house', so we are rather liberal with hints here
|
||||
SetIntelAndQuestMapDataForSector(15, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "")
|
||||
SetIntelAndQuestMapDataForSector(16, 8, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "")
|
||||
SetIntelAndQuestMapDataForSector(15, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "")
|
||||
SetIntelAndQuestMapDataForSector(16, 9, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "")
|
||||
SetIntelAndQuestMapDataForSector(15, 10, -1, MapSymbols.QUESTIONMARK_BLUE, "Destroy bloodcat nest", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_CHOPPER_PILOT ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
-- list all possible sectors where Skyrider might hide
|
||||
SetIntelAndQuestMapDataForSector(15, 2, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "")
|
||||
SetIntelAndQuestMapDataForSector(14, 5, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "")
|
||||
SetIntelAndQuestMapDataForSector(12, 4, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "")
|
||||
SetIntelAndQuestMapDataForSector(16, 3, -1, MapSymbols.QUESTIONMARK_BLUE, "Find chopper pilot", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_ESCORT_SKYRIDER ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(13, 2, -1, MapSymbols.HELI, "Escort Skyrider here", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_FREE_DYNAMO ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.DYNAMO), GetCharacterSectorY(Profil.DYNAMO), -1, MapSymbols.PRISON, "Free Dynamo", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_ESCORT_TOURISTS ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(13, 2, -1, MapSymbols.HELI, "Escort John & Mary here", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_FREE_CHILDREN ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(13, 3, -1, MapSymbols.PRISON, "Free factory children", "")
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
if ( (CheckFact( Facts.FACT_ANGEL_LEFT_DEED, 0 ) == true) ) then
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.KYLE), GetCharacterSectorY(Profil.KYLE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Give deed to Kyle", "")
|
||||
else
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.ANGEL), GetCharacterSectorY(Profil.ANGEL), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Get deed from Angel", "")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if ( gubQuest( Quests.QUEST_ESCORT_SHANK ) == qStatus.QUESTINPROGRESS ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.JAKE), GetCharacterSectorY(Profil.JAKE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Escort Shank to Jake", "")
|
||||
|
||||
end
|
||||
|
||||
if ( not (gubQuest( Quests.QUEST_KILL_DEIDRANNA ) == qStatus.QUESTDONE) ) then
|
||||
|
||||
SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.QUEEN), GetCharacterSectorY(Profil.QUEEN), -1, MapSymbols.ASSASSINATION_TARGET, "Kill Deidranna", "")
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<FOODOPINIONSLIST>
|
||||
<FOODOPINION>
|
||||
|
||||
</FOODOPINION>
|
||||
</FOODOPINIONSLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<!-- the inventory of this merchant (black market, 68) is set exclusively in Overhead.lua in AddArmsDealerAdditionalIntelData() -->
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<INVENTORYLIST>
|
||||
<INVENTORY>
|
||||
<uiIndex>0</uiIndex>
|
||||
<sItemIndex>0</sItemIndex>
|
||||
<ubOptimalNumber>0</ubOptimalNumber>
|
||||
</INVENTORY>
|
||||
</INVENTORYLIST>
|
||||
Reference in New Issue
Block a user