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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:
@@ -460,6 +460,11 @@ AP_WATERTAP = 20
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;***********************************************************************
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AP_SODAMACHINE = 30
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;***********************************************************************
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;* The APs to take a photo *
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;***********************************************************************
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AP_CAMERA = 30
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[BPConstants]
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;***********************************************************************
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;* Ratio of breath points to 1 energy (default = 100) *
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@@ -3417,21 +3417,12 @@ PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
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PRISONER_DEFECT_CHANCE = 25
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 25
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; if they give info, chance that interrogated soldiers can give info on enemy numbers
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PRISONER_INFO_NUMBER_CHANCE = 30
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; if they give info, chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers give us intel (see Intel Settings)
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PRISONER_INTEL_CHANCE = 25
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 25
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; chance that you get nothing
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PRISONER_NOTHING_CHANCE = 25
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; 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
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; 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
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PRISONER_INTERROGATION_POINTS_ADMIN = 30
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@@ -3441,15 +3432,6 @@ PRISONER_INTERROGATION_POINTS_OFFICER = 150
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PRISONER_INTERROGATION_POINTS_GENERAL = 250
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PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
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; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
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; See also Tactical Enemy Role Settings for what generals are
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_CIVILIAN = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Helicopter Repair
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -4347,6 +4329,33 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Intel Settings]
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;------------------------------------------------------------------------------------------------------------------------------
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; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
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; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
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;
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; Intel can be gained in several ways:
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; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
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; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
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; - interrogating prisoners can give us intel, the amount depends on prisoner type
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; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
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; attempting to do so have the covert trait.
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; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
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; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
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; - Recruiting some NPCs gives you tiny bits of intel.
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;
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; You can spend intel in several ways:
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; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
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; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
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; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
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;------------------------------------------------------------------------------------------------------------------------------
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RESOURCE_INTEL = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Shopkeeper Inventory Settings]
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;******************************************************************************************************************************
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File diff suppressed because it is too large
Load Diff
@@ -177,6 +177,9 @@ Profil =
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MADLAB = 146,
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ROBOT = 62,
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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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KYLE = 95,
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}
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@@ -201,6 +204,7 @@ CivGroup =
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FACTORY_GROUP = 31,
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ADMINISTRATIVE_STAFF_GROUP = 32,
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LOYAL_CIV_GROUP = 33,
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BLACKMARKET_GROUP = 34,
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}
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Bodytype =
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@@ -387,7 +391,7 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
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-- inform us that there is a sublevel
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if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED) == 0) ) then
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inamtes are held.")
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inmates are held.")
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end
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-- if we haven't yet freed the Alma prisoners, give us a tip about that
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@@ -395,6 +399,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in Alma!")
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end
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AddIntel( 5 )
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SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED, 1)
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-- Alma
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@@ -408,6 +414,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
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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.")
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end
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AddIntel( 5 )
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SetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED, 1)
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end
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end
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@@ -421,6 +429,8 @@ function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTi
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SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.")
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AddIntel( 5 )
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SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED, 1)
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end
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end
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@@ -429,9 +439,18 @@ end
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-- this function is called whenever we recruit a RPC
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function RecruitRPCAdditionalHandling( usProfile )
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-- if Miguel joins us, the rest of the rebels joins us too
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-- as the rebels join us, we gradually get more volunteers
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if ( usProfile == Profil.MIGUEL ) then
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AddVolunteers( 10 )
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AddVolunteers( 4 )
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AddIntel( 10 )
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elseif ( usProfile == Profil.CARLOS ) then
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AddVolunteers( 2 )
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elseif ( usProfile == Profil.DIMITRI ) then
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AddVolunteers( 2 )
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AddIntel( 2 )
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elseif ( usProfile == Profil.IRA ) then
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AddVolunteers( 2 )
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AddIntel( 5 )
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end
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end
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@@ -698,6 +717,20 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
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-- hunting store
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CreateCivilian(11098, CivGroup.KINGPIN_CIV_GROUP, 62, Bodytype.REGMALE, Vest.BROWNVEST, Pants.GREENPANTS, -1, -1, 763, 135, 288, 284)
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end
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-- if we haven't pissed of the black market, spawn dealer
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if ( CheckCivGroupHostile(CivGroup.BLACKMARKET_GROUP) == false ) then
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-- unlock the door so we can enter
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ACTION_ITEM_UNLOCK_DOOR(12834)
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-- black market dealer and bodyguards
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CreateCivilian(12992, CivGroup.BLACKMARKET_GROUP, 68, Bodytype.MANCIV, Vest.GREYVEST, Pants.JEANPANTS, Hair.WHITEHEAD, Skin.BLACKSKIN, 337, 264, -1, -1)
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CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12672, 0)
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CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13312, 0)
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CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12995, 0)
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end
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elseif ( sSectorX == 5 and sSectorY == SectorY.MAP_ROW_C) then
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-- only add merchants if Kingpin is alive and not hostile towards us
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if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and
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@@ -712,6 +745,7 @@ function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPl
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-- wine store
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CreateCivilian(10804, CivGroup.KINGPIN_CIV_GROUP, 59, Bodytype.REGFEMALE, -1, -1, -1, -1, 340, 107, 302, 284)
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end
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-- Chitzena
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-- Meduna
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elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then
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@@ -262,12 +262,14 @@
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<Loyalty>1</Loyalty>
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<fCanBeCaptured>0</fCanBeCaptured>
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</NAME>
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<!-- black market dealer and bodyguards -->
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<NAME>
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<uiIndex>34</uiIndex>
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<Enabled>0</Enabled>
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<szGroup>Empty Slot34</szGroup>
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<AddToBattle>0</AddToBattle>
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<Enabled>1</Enabled>
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<szGroup>Black Market</szGroup>
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<AddToBattle>1</AddToBattle>
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<Loyalty>0</Loyalty>
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<fCanBeCaptured>0</fCanBeCaptured>
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</NAME>
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<NAME>
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<uiIndex>35</uiIndex>
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@@ -24787,7 +24787,7 @@
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<mWeaponStatus>86</mWeaponStatus>
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<mBig0>77</mBig0>
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<mBig0Status>100</mBig0Status>
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<mBig0Quantity>2</mBig0Quantity>
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<mBig0Quantity>4</mBig0Quantity>
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<mBig0Drop>0</mBig0Drop>
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<mBig1>0</mBig1>
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<mBig1Status>0</mBig1Status>
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@@ -24842,40 +24842,29 @@
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<mWeaponStatus>86</mWeaponStatus>
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<mBig0>77</mBig0>
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<mBig0Status>100</mBig0Status>
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<mBig0Quantity>2</mBig0Quantity>
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<mBig0Quantity>4</mBig0Quantity>
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<mBig1>201</mBig1>
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<mBig1Status>99</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mSmall0>1627</mSmall0>
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<mSmall0Status>98</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>1628</mSmall1>
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<mSmall1Status>100</mSmall1Status>
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<mSmall1Quantity>1</mSmall1Quantity>
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<lVest>1090</lVest>
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<lVestStatus>84</lVestStatus>
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<lRightThigh>1200</lRightThigh>
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<lRightThighStatus>88</lRightThighStatus>
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</GEARKIT>
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<GEARKIT>
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<mAbsolutePrice>-1</mAbsolutePrice>
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<mWeapon>3</mWeapon>
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<mWeaponStatus>86</mWeaponStatus>
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<mBig0>71</mBig0>
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<mBig0Status>100</mBig0Status>
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<mBig0Quantity>3</mBig0Quantity>
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<mBig1>201</mBig1>
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<mBig1Status>99</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mSmall0>1627</mSmall0>
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<mSmall0Status>98</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>214</mSmall1>
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<mSmall1Status>100</mSmall1Status>
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<mSmall1Quantity>1</mSmall1Quantity>
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<mSmall2>1751</mSmall2>
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<lVest>1090</lVest>
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<lVestStatus>84</lVestStatus>
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<lRightThigh>1091</lRightThigh>
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<lRightThighStatus>88</lRightThighStatus>
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</GEARKIT>
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<GEARKIT>
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<mAbsolutePrice>-1</mAbsolutePrice>
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@@ -24888,16 +24877,11 @@
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<mBig0Quantity>3</mBig0Quantity>
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<mBig1>201</mBig1>
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<mBig1Status>99</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mSmall0>1627</mSmall0>
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<mSmall0Status>98</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<lVest>1090</lVest>
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<lVestStatus>84</lVestStatus>
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<lLeftThigh>1204</lLeftThigh>
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<lLeftThighStatus>90</lLeftThighStatus>
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<lRightThigh>1092</lRightThigh>
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<lRightThighStatus>88</lRightThighStatus>
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</GEARKIT>
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<GEARKIT>
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<mAbsolutePrice>-1</mAbsolutePrice>
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@@ -24910,22 +24894,14 @@
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<mBig0Quantity>3</mBig0Quantity>
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<mBig1>201</mBig1>
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<mBig1Status>99</mBig1Status>
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<mBig1Quantity>1</mBig1Quantity>
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<mBig2>210</mBig2>
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<mBig2Status>90</mBig2Status>
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<mBig2Quantity>1</mBig2Quantity>
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<mSmall0>1627</mSmall0>
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<mSmall0Status>98</mSmall0Status>
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<mSmall0Quantity>1</mSmall0Quantity>
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<mSmall1>1628</mSmall1>
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<mSmall1Status>100</mSmall1Status>
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<mSmall1Quantity>1</mSmall1Quantity>
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<lVest>1090</lVest>
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<lVestStatus>84</lVestStatus>
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<lLeftThigh>1204</lLeftThigh>
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<lLeftThighStatus>90</lLeftThighStatus>
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<lRightThigh>1092</lRightThigh>
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<lRightThighStatus>88</lRightThighStatus>
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</GEARKIT>
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</MERCGEAR>
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<MERCGEAR>
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@@ -7767,6 +7767,7 @@
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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<Electronic>1</Electronic>
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<ItemFlag>8</ItemFlag>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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@@ -52033,4 +52034,32 @@
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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<ITEM>
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<uiIndex>1751</uiIndex>
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<szItemName>Camera</szItemName>
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<szLongItemName>Camera</szLongItemName>
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<szItemDesc>You can use this camera to document the highlights of your holidays. Or whatever else you want documented.</szItemDesc>
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<szBRName>Camera</szBRName>
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<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>
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<usItemClass>268435456</usItemClass>
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<nasLayoutClass>1</nasLayoutClass>
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<ItemFlag>8</ItemFlag>
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<ubGraphicType>1</ubGraphicType>
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<ubGraphicNum>903</ubGraphicNum>
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<ubWeight>8</ubWeight>
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<ubPerPocket>4</ubPerPocket>
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<ItemSize>16</ItemSize>
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<usPrice>200</usPrice>
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<ubCoolness>2</ubCoolness>
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<Sinks>1</Sinks>
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<Damageable>1</Damageable>
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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<Electronic>1</Electronic>
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<BR_NewInventory>3</BR_NewInventory>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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</ITEMLIST>
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@@ -160,7 +160,6 @@
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<szDetailedExploredName>Omerta</szDetailedExploredName>
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<sWaterType>0</sWaterType>
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<usNaturalDirt>150</usNaturalDirt>
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<usCurfewValue>2</usCurfewValue>
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<usCivilianPopulation>4</usCivilianPopulation>
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<rainchance>50</rainchance>
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<sandstormchance>0</sandstormchance>
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@@ -173,7 +172,6 @@
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<szDetailedExploredName>Omerta</szDetailedExploredName>
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<sWaterType>0</sWaterType>
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<usNaturalDirt>150</usNaturalDirt>
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<usCurfewValue>2</usCurfewValue>
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||||
<usCivilianPopulation>30</usCivilianPopulation>
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||||
<rainchance>50</rainchance>
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||||
<sandstormchance>0</sandstormchance>
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@@ -1089,7 +1087,6 @@
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<szDetailedExploredName>Cambria</szDetailedExploredName>
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<sWaterType>1</sWaterType>
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<usNaturalDirt>100</usNaturalDirt>
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<usCurfewValue>1</usCurfewValue>
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<usCivilianPopulation>100</usCivilianPopulation>
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||||
<rainchance>40</rainchance>
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<sandstormchance>0</sandstormchance>
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@@ -1192,7 +1189,7 @@
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<szDetailedExploredName>Grumm</szDetailedExploredName>
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<sWaterType>3</sWaterType>
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||||
<usNaturalDirt>100</usNaturalDirt>
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||||
<usCurfewValue>2</usCurfewValue>
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||||
<usCurfewValue>1</usCurfewValue>
|
||||
<usCivilianPopulation>150</usCivilianPopulation>
|
||||
<rainchance>50</rainchance>
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||||
<sandstormchance>0</sandstormchance>
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||||
@@ -1382,7 +1379,6 @@
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<szDetailedExploredName>Grumm</szDetailedExploredName>
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||||
<sWaterType>3</sWaterType>
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||||
<usNaturalDirt>100</usNaturalDirt>
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||||
<usCurfewValue>1</usCurfewValue>
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||||
<usCivilianPopulation>200</usCivilianPopulation>
|
||||
<rainchance>55</rainchance>
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||||
<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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Reference in New Issue
Block a user