- Externalized heli refuel sites (Map/HeliSites.xml)

- Added more default tags to empty startinggearkits
- Added comments to minerals.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1871 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-11-15 19:37:06 +00:00
parent 63ebacb730
commit c9d626d004
5 changed files with 1815 additions and 20 deletions
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<!--
This file defines helicopter refuel sites in game.
Fields index:
refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
to be available on top of usual conditions of freeing enemy sector and airspace control.
refuelSector - refuel site coordinates.
refuelHidden - code not used/saved at the moment.
refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
to display correctly. Else, will show tiles that occupies the same tile index.
refuelSkyriderGridNo - Skyrider standing gridno
NOTE:
Helicopter can be initialized in Overhead.lua script.
Maximum 2 refuel sites can be used in game.
-->
<HELI_INFO>
<REFUELLIST>
<REFUEL>
<refuelIndex>1</refuelIndex>
<refuelSector>
<x>13</x>
<y>2</y>
</refuelSector>
<refuelHeliGridNo>9001</refuelHeliGridNo>
<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
</REFUEL>
<REFUEL>
<refuelIndex>2</refuelIndex>
<refuelSector>
<x>6</x>
<y>9</y>
</refuelSector>
<refuelHeliGridNo>13067</refuelHeliGridNo>
<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
</REFUEL>
</REFUELLIST>
</HELI_INFO>
+23 -10
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@@ -1,13 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file defines the mine name on strategic screen and resource type name in mine infobox.
Fields index:
uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
e.g. MineType = { Silver = 0, Gold = 1.... }
MineType assignment for each mines is done at function InitializeMines()
within the same LUA script.
sNameType - mine name to be displayed on strategic screen.
sMineral - resource type name to be displayed in mine infobox
-->
<MINERALS>
<TYPE>
<uiIndex>0</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Silver</sMineral>
</TYPE>
<TYPE>
<uiIndex>1</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Gold</sMineral>
</TYPE>
<TYPE>
<uiIndex>0</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Silver</sMineral>
</TYPE>
<TYPE>
<uiIndex>1</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Gold</sMineral>
</TYPE>
</MINERALS>
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<!--
This file defines helicopter refuel sites in game.
Fields index:
refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
to be available on top of usual conditions of freeing enemy sector and airspace control.
refuelSector - refuel site coordinates.
refuelHidden - code not used/saved at the moment.
refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
to display correctly. Else, will show tiles that occupies the same tile index.
refuelSkyriderGridNo - Skyrider standing gridno
NOTE:
Helicopter can be initialized in Overhead.lua script.
Maximum 2 refuel sites can be used in game.
-->
<HELI_INFO>
<REFUELLIST>
<REFUEL>
<refuelIndex>1</refuelIndex>
<refuelSector>
<x>13</x>
<y>2</y>
</refuelSector>
<refuelHeliGridNo>9001</refuelHeliGridNo>
<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
</REFUEL>
<REFUEL>
<refuelIndex>2</refuelIndex>
<refuelSector>
<x>6</x>
<y>9</y>
</refuelSector>
<refuelHeliGridNo>13067</refuelHeliGridNo>
<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
</REFUEL>
</REFUELLIST>
</HELI_INFO>
+23 -10
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@@ -1,13 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file defines the mine name on strategic screen and resource type name in mine infobox.
Fields index:
uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
e.g. MineType = { Silver = 0, Gold = 1.... }
MineType assignment for each mines is done at function InitializeMines()
within the same LUA script.
sNameType - mine name to be displayed on strategic screen.
sMineral - resource type name to be displayed in mine infobox
-->
<MINERALS>
<TYPE>
<uiIndex>0</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Silver</sMineral>
</TYPE>
<TYPE>
<uiIndex>1</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Gold</sMineral>
</TYPE>
<TYPE>
<uiIndex>0</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Silver</sMineral>
</TYPE>
<TYPE>
<uiIndex>1</uiIndex>
<sNameType>Mine</sNameType>
<sMineral>Gold</sMineral>
</TYPE>
</MINERALS>