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We can play external dialogue lines for NPC merchants via the lua function HandleNPCMerchantQuote(...)
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20611&goto=360388&#msg_360388 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2550 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -357,6 +357,22 @@ Teams =
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CIV_TEAM = 4,
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}
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-- (relevant) bodytypes
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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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local iLoop
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local aimLoop
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@@ -2807,16 +2823,45 @@ Skill =
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SKILLS_RADIO_LISTEN = 3,
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SKILLS_RADIO_CALLREINFORCEMENTS = 4,
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SKILLS_RADIO_TURNOFF = 5,
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SKILLS_RADIO_ACTIVATE_TURNCOATS_ALL = 6,
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SKILLS_INTEL_CONCEAL = 6,
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SKILLS_INTEL_GATHERINTEL = 7,
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SKILLS_INTEL_CONCEAL = 7,
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SKILLS_INTEL_GATHERINTEL = 8,
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SKILLS_CREATE_TURNCOAT = 9,
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SKILLS_ACTIVATE_TURNCOATS = 10,
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SKILLS_ACTIVATE_TURNCOATS_ALL = 11,
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-- various
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SKILLS_SPOTTER = 8,
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SKILLS_FOCUS = 9,
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SKILLS_DRAG = 10,
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SKILLS_SPOTTER = 12,
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SKILLS_FOCUS = 13,
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SKILLS_DRAG = 14,
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};
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-- Look up voicelines in Dialogue Control.h, only listing notable ones often used here
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Voiceline =
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{
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QUOTE_SEE_ENEMY = 0,
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QUOTE_HEARD_SOMETHING = 6,
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QUOTE_SPOTTED_SOMETHING_ONE = 11,
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QUOTE_SPOTTED_SOMETHING_TWO = 12,
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QUOTE_OUT_OF_AMMO = 13,
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QUOTE_TAKEN_A_BREATING = 21, -- took a lot of hits this turn
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QUOTE_CLOSE_CALL = 22, -- almost hit by a projectile
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QUOTE_NO_LINE_OF_FIRE = 23, -- really bad chance to hit target
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QUOTE_KILLED_AN_ENEMY = 27,
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QUOTE_HEADSHOT = 33,
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QUOTE_STARTING_TO_WHINE = 40, -- complain: low morale
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-- these three lines are played at random when we talk to one of our mercs. Despite the name they don't have any special meaning
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QUOTE_NEGATIVE_COMPANY = 41,
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QUOTE_SOCIAL_TRAIT = 44,
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QUOTE_PASSING_DISLIKE = 45,
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QUOTE_ENEMY_PRESENCE = 59,
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QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT = 60,
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QUOTE_SECTOR_SAFE = 65,
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}
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-- different dialogue action events
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DialogueActionEvent =
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{
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@@ -2846,6 +2891,7 @@ DialogueActionEvent =
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ADE_SEXUALHARASSMENT = 23, -- the player wants to take the 'strip' command further than we are comfortable with
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ADE_LOCKBOMB = 24, -- merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
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ADE_SNIPERWARNING = 25, -- merc warns of sniper presence in this sector
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ADE_BOMB_HAS_BEEN_PLANTED = 26, -- we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0)
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}
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-- functions used here:
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@@ -2888,7 +2934,8 @@ function HandleAdditionalDialogue(sSectorX, sSectorY, bSectorZ, ubProfile, iFace
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end
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end
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-- 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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elseif ( usEventNr == DialogueActionEvent.ADE_SECTOR_COMMENTARY ) then
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-- surface sectors
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@@ -2976,3 +3023,20 @@ function HandleReplaceQuote( ubProfile, usQuoteNum )
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end
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-- functions used here:
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--
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-- path: path and name of soundfile we want to play (in .wav, .ogg or .mp3 format)
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-- volume: optional sound volume (65: medium volume, 127: loud), default 65
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-- PlaySound(path, volume)
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-- handle
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-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
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-- ubMerchantID is the ID of the merchant for whom this is called
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-- ubBodyType is the character model the merchant uses
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-- usQuoteNum is the event of the dialogue that is supposed to be called
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function HandleNPCMerchantQuote(sSectorX, sSectorY, bSectorZ, ubMerchantID, ubBodyType, usQuoteNum )
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end
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