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Updated /Data folder
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2364 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -48,8 +48,8 @@
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**************
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** Examples **
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**************
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if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX (13,4) ) == false ) then
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if ( SectorEnemyControlled ( CALCULATE_STRATEGIC_INDEX(13,4) ) ) == false then
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-- instructions
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else
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-- instructions
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@@ -116,22 +116,22 @@ CreatureMusic = {
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local sectorList = {
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-- Miguel's basement
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{ location = "A10-1", loadscreen = "LS_Basement", },
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{ location = "A10-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
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-- Tixa
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{ location = "J9-1", loadscreen = "LS_Basement", },
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{ location = "J9-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
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-- feeding zone
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{ location = "J9-2", loadscreen = "LS_Cave", },
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-- Orta
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{ location = "K4-1", loadscreen = "LS_Basement", },
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{ location = "K4-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
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-- Meduna
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{ location = "O3-1", loadscreen = "LS_Basement", },
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{ location = "P3-1", loadscreen = "LS_Basement", },
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{ location = "O3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
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{ location = "P3-1", loadscreens = { "LS_Basement", "LS_Upstairs" }, },
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-- San Mona mine
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@@ -352,18 +352,34 @@ Return values
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function GetLoadscreen(location, timeOfDay)
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local function Return(name)
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return "Loadscreens\\" .. name, "sti"
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end
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local s = sectorList[location]
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if s ~= nil and s.loadscreen ~= nil then
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return "Loadscreens\\" .. s.loadscreen, "sti"
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else
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-- resorting to defaults
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if s ~= nil then
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-- multiple screens to choose from?
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if s.loadscreens ~= nil and #s.loadscreens > 0 then
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local screen = s.loadscreens[math.random(#s.loadscreens)]
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return Return(screen)
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end
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-- single screen?
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if s.loadscreen ~= nil then
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return Return(s.loadscreen)
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end
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end
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-- resorting to defaults
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do
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-- get last character, aka z level
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level = location:sub(#location, #location)
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local level = location:sub(#location, #location)
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if level == "1" then
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return "Loadscreens\\LS_Mine", "sti"
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return Return("LS_Mine")
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else
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return "Loadscreens\\LS_Cave", "sti"
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return Return("LS_Cave")
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end
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end
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end
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@@ -79,8 +79,6 @@ Facts = {
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FACT_ALL_TERRORISTS_KILLED = 156,
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}
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local NOBODY = 254
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History = {
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HISTORY_ENTERED_HISTORY_MODE = 0,
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HISTORY_HIRED_MERC_FROM_AIM = 1,
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@@ -169,9 +167,93 @@ Profil =
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ELLIOT = 135,
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CONRAD = 70,
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CARMEN = 78,
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KINGPIN = 86,
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MADLAB = 146,
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ROBOT = 62,
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MIGUEL = 57,
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KYLE = 95,
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}
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SoldierClass =
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{
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SOLDIER_CLASS_NONE = 0,
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SOLDIER_CLASS_ADMINISTRATOR = 1,
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SOLDIER_CLASS_ELITE = 2,
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SOLDIER_CLASS_ARMY = 3,
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}
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CivGroup =
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{
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REBEL_CIV_GROUP = 1,
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KINGPIN_CIV_GROUP = 2,
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WARDEN_CIV_GROUP = 11,
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BOUNTYHUNTER_CIV_GROUP = 25,
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SCIENTIST_GROUP = 27,
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RADAR_TECHNICIAN_GROUP = 28,
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AIRPORT_STAFF_GROUP = 29,
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BARRACK_STAFF_GROUP = 30,
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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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}
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Bodytype =
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{
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REGMALE = 0,
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BIGMALE = 1,
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STOCKYMALE = 2,
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REGFEMALE = 3,
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FATCIV = 11,
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MANCIV = 12,
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MINICIV = 13,
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DRESSCIV = 14,
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HATKIDCIV = 15,
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KIDCIV = 16,
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CRIPPLECIV = 17,
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}
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Skin =
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{
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PINKSKIN = 0,
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TANSKIN = 1,
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DARKSKIN = 2,
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BLACKSKIN = 3,
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}
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Hair =
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{
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WHITEHEAD = 0,
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BLACKHEAD = 1,
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BROWNHEAD = 2,
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BLONDEHEAD = 3,
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REDHEAD = 4,
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}
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Vest =
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{
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WHITEVEST = 0,
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GYELLOWSHIRT = 1,
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YELLOWVEST = 2,
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GREYVEST = 3,
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BROWNVEST = 4,
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PURPLESHIRT = 5,
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BLUEVEST = 6,
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JEANVEST = 7,
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GREENVEST = 8,
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REDVEST = 9,
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BLACKSHIRT = 10,
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}
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Pants =
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{
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BLUEPANTS = 0,
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BLACKPANTS = 1,
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JEANPANTS = 2,
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TANPANTS = 3,
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BEIGEPANTS = 4,
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GREENPANTS = 5,
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}
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local gsRobotGridNo
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function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
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@@ -183,11 +265,9 @@ function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ )
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SetCharacterSectorX(Profil.ANGEL, 0)
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SetCharacterSectorY(Profil.ANGEL, 0)
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end
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if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then
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gubBoxerID( 0, NOBODY )
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gubBoxerID( 1, NOBODY )
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gubBoxerID( 2, NOBODY )
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ResetBoxers()
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end
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if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then
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@@ -235,4 +315,4 @@ function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ )
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-- reset the state of the museum alarm for Eldin's quotes
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SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF )
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end
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end
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