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- Added new additional dialogue events for commenting upon other merc's skill/kills, comment during bandaging
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23604&goto=356522&#msg_356522 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2458 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -778,10 +778,10 @@ Skill =
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DialogueActionEvent =
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{
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ADE_DISCOVER_ROOM = 0, -- merc is the 1st one to explore this room, aData1 indicates the room in this event
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ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to
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ADE_OMERTA_ENTRY = 2, -- similar to an IMP, we can comment upon the initial Omerta landing
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ADE_DIALOGUE_REACTION = 1, -- someone else used a line, and we might answer to that, aData1 indicates the profile number in this event, aData2 indicates the specific voice line we react to, aData3 indicates whether this person has been recruited (1) or not(0)
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ADE_MERC_ARRIVES = 2, -- a mercenary arrives in Arulco. aData1 is the profile of the arriving merc, aData2 is 1 if the player hasn't made contact with the rebels yet
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ADE_SECTOR_COMMENTARY = 3, -- similar to the rebel's quotes, this is called upon visiting a sector for the first time (if no rebel does their quote first)
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ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
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ADE_MERCHANT_CHAT = 4, -- we greet a merchant (used with non-profile merchants, in order to be a bit more lively), aData1 is the id of the merchant
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ADE_DIALOGUE_NPC_FRIENDLY = 5, -- in a conversation, we can say something when clicking on a button
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ADE_DIALOGUE_NPC_DIRECT = 6,
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ADE_DIALOGUE_NPC_THREATEN = 7,
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@@ -789,11 +789,16 @@ DialogueActionEvent =
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ADE_DIALOGUE_NPC_REPEAT = 9,
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ADE_DIALOGUE_RPC_RECRUIT_SUCCESS = 10, -- we've successfully recruited an RPC, and might comment on that
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ADE_SEX = 11, -- does exactly what you think it does
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is of Weather
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ADE_WEATHERCHANGE = 12, -- the weather has changed in the current sector, and we can warn the player about that, aData1 is type of Weather
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ADE_SKILL_RESULT = 13, -- we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
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ADE_GRENADEWARNING = 14, -- a delayed enemy grenade was dropped nearby, and we can shout a warning, aData1 is the itemnumber of the grenade
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ADE_CONSUMEITEM = 15, -- we applied an item to us, aData1 is the item index
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ADE_CONSUMEITEM = 15, -- we consumed an item, aData1 is the item index
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ADE_NPC_DEATH = 16, -- someone died, aData1 is the profile of the dead NPC, aData2 the profile of the killer, aData3 the bodytype of the dead
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ADE_WITNESS_GOOD = 17, -- similar to comment upon buddy doing good. aData1 is the profile of person, aData2 is 0 if we saw a kill, 1 if they passed a skill check (and we're less than 15 tiles away)
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ADE_BANDAGE_PERFORM_BEGIN = 18, -- we bandage someone, aData1 is the profile of person
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ADE_BANDAGE_PERFORM_END = 19, -- we finished bandaging someone, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_BEGIN = 20, -- someone bandages us, aData1 is the profile of person
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ADE_BANDAGE_RECEIVE_END = 21, -- someone finished bandaging us, aData1 is the profile of person
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}
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-- functions used here:
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