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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
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@@ -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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