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New feature (by rftr): Mini events are a feature where the player can receive short text blurbs, and pick one of two outcomes.
Based on game implementations like Gloomhaven (road/city events) or Battletech (travel events). For more info, see https://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24865&goto=363481&#msg_363481 Requires GameDir >= r2599 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9137 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1913,7 +1913,7 @@ void UpdateCharRegionHelpText( void )
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pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ];
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// health/energy/morale
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if( pSoldier->bAssignment != ASSIGNMENT_POW )
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if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
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{
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if ( pSoldier->stats.bLife != 0 )
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{
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@@ -1955,7 +1955,7 @@ void UpdateCharRegionHelpText( void )
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}
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else
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{
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// POW - stats unknown
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// POW/mini event - stats unknown
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swprintf( sString, L"%s: ??, %s: ??, %s: ??", pMapScreenStatusStrings[ 0 ], pMapScreenStatusStrings[ 1 ], pMapScreenStatusStrings[ 2 ] );
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}
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@@ -3688,7 +3688,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
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if( ( pSoldier->bActive ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
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( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == sSectorZ ) )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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@@ -5961,6 +5961,13 @@ BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbErrorNumber
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return( FALSE );
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}
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// mini event?
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if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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{
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*pbErrorNumber = 29;
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return( FALSE );
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}
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// underground? (can't move strategically, must use tactical traversal )
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if( pSoldier->bSectorZ != 0 )
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{
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