New feature: Getting and using intel allows for more spy-related roleplay

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2401 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2018-02-18 23:12:21 +00:00
parent 30759b3e7f
commit 9cf666a038
13 changed files with 1608 additions and 384 deletions
+5
View File
@@ -460,6 +460,11 @@ AP_WATERTAP = 20
;***********************************************************************
AP_SODAMACHINE = 30
;***********************************************************************
;* The APs to take a photo *
;***********************************************************************
AP_CAMERA = 30
[BPConstants]
;***********************************************************************
;* Ratio of breath points to 1 energy (default = 100) *
+29 -20
View File
@@ -3417,21 +3417,12 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
PRISONER_DEFECT_CHANCE = 25
; chance that interrogated soldiers can give info on enemy positions
PRISONER_INFO_BASECHANCE = 25
; if they give info, chance that interrogated soldiers can give info on enemy numbers
PRISONER_INFO_NUMBER_CHANCE = 30
; if they give info, chance that interrogated soldiers can give info on enemy movement directions
PRISONER_INFO_DIRECTION_CHANCE = 40
; chance that interrogated soldiers give us intel (see Intel Settings)
PRISONER_INTEL_CHANCE = 25
; chance that interrogated soldiers get you ransom money
PRISONER_RANSOM_CHANCE = 25
; chance that you get nothing
PRISONER_NOTHING_CHANCE = 25
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
PRISONER_INTERROGATION_POINTS_ADMIN = 30
@@ -3441,15 +3432,6 @@ PRISONER_INTERROGATION_POINTS_OFFICER = 150
PRISONER_INTERROGATION_POINTS_GENERAL = 250
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
; See also Tactical Enemy Role Settings for what generals are
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
;------------------------------------------------------------------------------------------------------------------------------
@@ -4347,6 +4329,33 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Intel Settings]
;------------------------------------------------------------------------------------------------------------------------------
; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
;
; Intel can be gained in several ways:
; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
; - interrogating prisoners can give us intel, the amount depends on prisoner type
; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
; attempting to do so have the covert trait.
; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
; - Recruiting some NPCs gives you tiny bits of intel.
;
; You can spend intel in several ways:
; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
;------------------------------------------------------------------------------------------------------------------------------
RESOURCE_INTEL = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
File diff suppressed because it is too large Load Diff
+37 -3
View File
@@ -177,6 +177,9 @@ Profil =
MADLAB = 146,
ROBOT = 62,
MIGUEL = 57,
CARLOS = 58,
IRA = 59,
DIMITRI = 60,
KYLE = 95,
}
@@ -201,6 +204,7 @@ CivGroup =
FACTORY_GROUP = 31,
ADMINISTRATIVE_STAFF_GROUP = 32,
LOYAL_CIV_GROUP = 33,
BLACKMARKET_GROUP = 34,
}
Bodytype =
@@ -387,7 +391,7 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
-- inform us that there is a sublevel
if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED) == 0) ) then
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inamtes are held.")
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inmates are held.")
end
-- if we haven't yet freed the Alma prisoners, give us a tip about that
@@ -395,6 +399,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in Alma!")
end
AddIntel( 5 )
SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED, 1)
-- Alma
@@ -408,6 +414,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in a place called Tixa. They aren't sure where it is though.")
end
AddIntel( 5 )
SetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED, 1)
end
end
@@ -421,6 +429,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.")
AddIntel( 5 )
SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED, 1)
end
end
@@ -429,9 +439,18 @@ end
-- this function is called whenever we recruit a RPC
function RecruitRPCAdditionalHandling( usProfile )
-- if Miguel joins us, the rest of the rebels joins us too
-- as the rebels join us, we gradually get more volunteers
if ( usProfile == Profil.MIGUEL ) then
AddVolunteers( 10 )
AddVolunteers( 4 )
AddIntel( 10 )
elseif ( usProfile == Profil.CARLOS ) then
AddVolunteers( 2 )
elseif ( usProfile == Profil.DIMITRI ) then
AddVolunteers( 2 )
AddIntel( 2 )
elseif ( usProfile == Profil.IRA ) then
AddVolunteers( 2 )
AddIntel( 5 )
end
end
@@ -698,6 +717,20 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
-- hunting store
CreateCivilian(11098, CivGroup.KINGPIN_CIV_GROUP, 62, Bodytype.REGMALE, Vest.BROWNVEST, Pants.GREENPANTS, -1, -1, 763, 135, 288, 284)
end
-- if we haven't pissed of the black market, spawn dealer
if ( CheckCivGroupHostile(CivGroup.BLACKMARKET_GROUP) == false ) then
-- unlock the door so we can enter
ACTION_ITEM_UNLOCK_DOOR(12834)
-- black market dealer and bodyguards
CreateCivilian(12992, CivGroup.BLACKMARKET_GROUP, 68, Bodytype.MANCIV, Vest.GREYVEST, Pants.JEANPANTS, Hair.WHITEHEAD, Skin.BLACKSKIN, 337, 264, -1, -1)
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12672, 0)
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13312, 0)
CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12995, 0)
end
elseif ( sSectorX == 5 and sSectorY == SectorY.MAP_ROW_C) then
-- only add merchants if Kingpin is alive and not hostile towards us
if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and
@@ -712,6 +745,7 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
-- wine store
CreateCivilian(10804, CivGroup.KINGPIN_CIV_GROUP, 59, Bodytype.REGFEMALE, -1, -1, -1, -1, 340, 107, 302, 284)
end
-- Chitzena
-- Meduna
elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then
@@ -262,12 +262,14 @@
<Loyalty>1</Loyalty>
<fCanBeCaptured>0</fCanBeCaptured>
</NAME>
<!-- black market dealer and bodyguards -->
<NAME>
<uiIndex>34</uiIndex>
<Enabled>0</Enabled>
<szGroup>Empty Slot34</szGroup>
<AddToBattle>0</AddToBattle>
<Enabled>1</Enabled>
<szGroup>Black Market</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>0</Loyalty>
<fCanBeCaptured>0</fCanBeCaptured>
</NAME>
<NAME>
<uiIndex>35</uiIndex>
@@ -24787,7 +24787,7 @@
<mWeaponStatus>86</mWeaponStatus>
<mBig0>77</mBig0>
<mBig0Status>100</mBig0Status>
<mBig0Quantity>2</mBig0Quantity>
<mBig0Quantity>4</mBig0Quantity>
<mBig0Drop>0</mBig0Drop>
<mBig1>0</mBig1>
<mBig1Status>0</mBig1Status>
@@ -24842,40 +24842,29 @@
<mWeaponStatus>86</mWeaponStatus>
<mBig0>77</mBig0>
<mBig0Status>100</mBig0Status>
<mBig0Quantity>2</mBig0Quantity>
<mBig0Quantity>4</mBig0Quantity>
<mBig1>201</mBig1>
<mBig1Status>99</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mSmall0>1627</mSmall0>
<mSmall0Status>98</mSmall0Status>
<mSmall0Quantity>1</mSmall0Quantity>
<mSmall1>1628</mSmall1>
<mSmall1Status>100</mSmall1Status>
<mSmall1Quantity>1</mSmall1Quantity>
<lVest>1090</lVest>
<lVestStatus>84</lVestStatus>
<lRightThigh>1200</lRightThigh>
<lRightThighStatus>88</lRightThighStatus>
</GEARKIT>
<GEARKIT>
<mAbsolutePrice>-1</mAbsolutePrice>
<mWeapon>3</mWeapon>
<mWeaponStatus>86</mWeaponStatus>
<mBig0>71</mBig0>
<mBig0Status>100</mBig0Status>
<mBig0Quantity>3</mBig0Quantity>
<mBig1>201</mBig1>
<mBig1Status>99</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mSmall0>1627</mSmall0>
<mSmall0Status>98</mSmall0Status>
<mSmall0Quantity>1</mSmall0Quantity>
<mSmall1>214</mSmall1>
<mSmall1Status>100</mSmall1Status>
<mSmall1Quantity>1</mSmall1Quantity>
<mSmall2>1751</mSmall2>
<lVest>1090</lVest>
<lVestStatus>84</lVestStatus>
<lRightThigh>1091</lRightThigh>
<lRightThighStatus>88</lRightThighStatus>
</GEARKIT>
<GEARKIT>
<mAbsolutePrice>-1</mAbsolutePrice>
@@ -24888,16 +24877,11 @@
<mBig0Quantity>3</mBig0Quantity>
<mBig1>201</mBig1>
<mBig1Status>99</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mSmall0>1627</mSmall0>
<mSmall0Status>98</mSmall0Status>
<mSmall0Quantity>1</mSmall0Quantity>
<lVest>1090</lVest>
<lVestStatus>84</lVestStatus>
<lLeftThigh>1204</lLeftThigh>
<lLeftThighStatus>90</lLeftThighStatus>
<lRightThigh>1092</lRightThigh>
<lRightThighStatus>88</lRightThighStatus>
</GEARKIT>
<GEARKIT>
<mAbsolutePrice>-1</mAbsolutePrice>
@@ -24910,22 +24894,14 @@
<mBig0Quantity>3</mBig0Quantity>
<mBig1>201</mBig1>
<mBig1Status>99</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mBig2>210</mBig2>
<mBig2Status>90</mBig2Status>
<mBig2Quantity>1</mBig2Quantity>
<mSmall0>1627</mSmall0>
<mSmall0Status>98</mSmall0Status>
<mSmall0Quantity>1</mSmall0Quantity>
<mSmall1>1628</mSmall1>
<mSmall1Status>100</mSmall1Status>
<mSmall1Quantity>1</mSmall1Quantity>
<lVest>1090</lVest>
<lVestStatus>84</lVestStatus>
<lLeftThigh>1204</lLeftThigh>
<lLeftThighStatus>90</lLeftThighStatus>
<lRightThigh>1092</lRightThigh>
<lRightThighStatus>88</lRightThighStatus>
</GEARKIT>
</MERCGEAR>
<MERCGEAR>
@@ -7767,6 +7767,7 @@
<Repairable>1</Repairable>
<Metal>1</Metal>
<Electronic>1</Electronic>
<ItemFlag>8</ItemFlag>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
@@ -52033,4 +52034,32 @@
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>1751</uiIndex>
<szItemName>Camera</szItemName>
<szLongItemName>Camera</szLongItemName>
<szItemDesc>You can use this camera to document the highlights of your holidays. Or whatever else you want documented.</szItemDesc>
<szBRName>Camera</szBRName>
<szBRDesc>Use this simple to use camera to take pictures of all the funny shenanigans/gruesome atrocities you come across during your holidays/tour of duty. Whatever works.</szBRDesc>
<usItemClass>268435456</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ItemFlag>8</ItemFlag>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>903</ubGraphicNum>
<ubWeight>8</ubWeight>
<ubPerPocket>4</ubPerPocket>
<ItemSize>16</ItemSize>
<usPrice>200</usPrice>
<ubCoolness>2</ubCoolness>
<Sinks>1</Sinks>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Electronic>1</Electronic>
<BR_NewInventory>3</BR_NewInventory>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
</ITEMLIST>
@@ -160,7 +160,6 @@
<szDetailedExploredName>Omerta</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>150</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCivilianPopulation>4</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
@@ -173,7 +172,6 @@
<szDetailedExploredName>Omerta</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>150</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCivilianPopulation>30</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
@@ -1089,7 +1087,6 @@
<szDetailedExploredName>Cambria</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>100</usCivilianPopulation>
<rainchance>40</rainchance>
<sandstormchance>0</sandstormchance>
@@ -1192,7 +1189,7 @@
<szDetailedExploredName>Grumm</szDetailedExploredName>
<sWaterType>3</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>150</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
@@ -1382,7 +1379,6 @@
<szDetailedExploredName>Grumm</szDetailedExploredName>
<sWaterType>3</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>200</usCivilianPopulation>
<rainchance>55</rainchance>
<sandstormchance>0</sandstormchance>
@@ -1395,7 +1391,6 @@
<szDetailedExploredName>Grumm Mine</szDetailedExploredName>
<sWaterType>3</sWaterType>
<usNaturalDirt>150</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>200</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
@@ -1456,7 +1451,6 @@
<szDetailedExploredName>Cambria Mine</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>130</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>200</usCivilianPopulation>
<rainchance>35</rainchance>
<sandstormchance>2</sandstormchance>
@@ -2341,7 +2335,7 @@
<szDetailedExploredName>Coastal, road</szDetailedExploredName>
<sWaterType>2</sWaterType>
<usNaturalDirt>140</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<rainchance>80</rainchance>
<sandstormchance>0</sandstormchance>
</SECTOR>
@@ -2353,7 +2347,7 @@
<szDetailedExploredName>Swamp, road</szDetailedExploredName>
<sWaterType>3</sWaterType>
<usNaturalDirt>450</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<rainchance>90</rainchance>
<sandstormchance>0</sandstormchance>
<snakechance>50</snakechance>
@@ -2380,7 +2374,7 @@
<szDetailedExploredName>Forest, road</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>160</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
</SECTOR>
@@ -2392,7 +2386,7 @@
<szDetailedExploredName>Forest, road</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>160</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
</SECTOR>
@@ -2538,7 +2532,6 @@
<szDetailedExploredName>Meduna Airport</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<sRadioScanModifier>2</sRadioScanModifier>
<usCivilianPopulation>100</usCivilianPopulation>
<rainchance>60</rainchance>
@@ -2552,7 +2545,7 @@
<szDetailedExploredName>Meduna, SAM Site</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<sRadioScanModifier>2</sRadioScanModifier>
<usCivilianPopulation>50</usCivilianPopulation>
<rainchance>60</rainchance>
@@ -2566,7 +2559,7 @@
<szDetailedExploredName>Meduna</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>100</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
@@ -2579,7 +2572,7 @@
<szDetailedExploredName>Tropical, road</szDetailedExploredName>
<sWaterType>0</sWaterType>
<usNaturalDirt>250</usNaturalDirt>
<usCurfewValue>2</usCurfewValue>
<usCurfewValue>1</usCurfewValue>
<rainchance>70</rainchance>
<sandstormchance>0</sandstormchance>
</SECTOR>
@@ -2738,7 +2731,6 @@
<szDetailedExploredName>Meduna</szDetailedExploredName>
<sWaterType>1</sWaterType>
<usNaturalDirt>100</usNaturalDirt>
<usCurfewValue>1</usCurfewValue>
<usCivilianPopulation>300</usCivilianPopulation>
<rainchance>50</rainchance>
<sandstormchance>0</sandstormchance>
File diff suppressed because it is too large Load Diff
@@ -1,5 +1,6 @@
<?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>
@@ -1632,4 +1632,26 @@ uiFlags must be of
<allInventoryAlwaysAvailable>0</allInventoryAlwaysAvailable>
<nonprofile_loyaltyrequired>0</nonprofile_loyaltyrequired> <!-- no loyalty required -->
</MERCHANT>
<MERCHANT>
<uiIndex>68</uiIndex>
<szName>Black Market dealer San Mona (C6)</szName>
<dBuyModifier>1.0</dBuyModifier>
<dSellModifier>1.0</dSellModifier>
<ubShopKeeperID>200</ubShopKeeperID> <!-- Important: no profile -->
<ubTypeOfArmsDealer>1</ubTypeOfArmsDealer>
<iInitialCash>400</iInitialCash>
<uiFlags>16777216</uiFlags> <!-- accepts only intel, no money -->
<dailyIncrement>400</dailyIncrement>
<dailyMaximum>800</dailyMaximum>
<dailyRetained>400</dailyRetained>
<minCoolness>1</minCoolness>
<maxCoolness>10</maxCoolness>
<addToCoolness>10</addToCoolness>
<coolnessProgressRate>100</coolnessProgressRate>
<daysDelayMin>1</daysDelayMin>
<daysDelayMax>2</daysDelayMax>
<useBRSetting>0</useBRSetting>
<allInventoryAlwaysAvailable>1</allInventoryAlwaysAvailable> <!-- doesn't always have everything -->
<nonprofile_loyaltyrequired>0</nonprofile_loyaltyrequired> <!-- needs to trust you somewhat before he trades with you -->
</MERCHANT>
</MERCHANTSLIST>
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