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Creature Externalization (by Buggler)
- externalized creature feeding sector CREPITUS_FEEDING_SECTOR to Mod_Settings.xml - added more comments to CreaturePlacements.xml git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1909 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -121,7 +121,7 @@ ADD_RAT_SECTOR_Y = 7
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ADD_RAT_SECTOR_Z = 0
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[San Mona]
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;some rooms in the porn shop and Hans' location (I think this is before moving)
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;some rooms in the porn shop and Hans' location before moving
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PORN_SHOP_ROOM_HANS = 49
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HANS_POSTION = 13523
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PORN_SHOP_ROOM_BRENDA = 47
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@@ -255,4 +255,10 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE
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;victory celebration stuff
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VICTORY_SECTOR_X = 3
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VICTORY_SECTOR_Y = 16
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VICTORY_POSITION = 5687
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VICTORY_POSITION = 5687
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[Creatures]
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;Crepitus feeding sector. Will initiate creature quest if not started upon entering sector
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CREPITUS_FEEDING_SECTOR_X = 9
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CREPITUS_FEEDING_SECTOR_Y = 10
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CREPITUS_FEEDING_SECTOR_Z = 2
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@@ -3,7 +3,8 @@ This file defines creatures placement & composition for SCI-FI MODE, when ENABLE
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Fields index:
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Placement
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Index - it is UNIQUE number for possible creature site. Max 10.
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Index - UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
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activated based on 'Infectible' status, mine control and not attacking its headminer.
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ATTACKSOURCE - sector where creature surfaces to attack town.
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Its associated B1 underground sector MUST be defined as a habitat/queen sector.
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@@ -11,17 +12,19 @@ Placement
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ALTERNATEMAP - sector using alternate map when creature quest is initiated.
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WARPTOSECTOR - warp destination on tactical screen exit after creature quest completion.
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Works only when in habitat/queen sector and SectorZ >= 2.
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QUEENSECTOR - come to Mama!
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HABITATSECTOR - linked underground sectors where creatures will be guests. Max 50 per site.
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HABITATSECTOR - linked underground sectors where creatures will be guests. Max 255 per site.
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For dungeon crawling, dead-ends can be set; spawning will take time to fill though.
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Composition
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CompIndex - Max 30. The 6 percentage tags MUST add up to 100.
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CompIndex - Max 50 compositions. The 6 percentage tags MUST add up to 100.
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MaxPopulation - limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
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Default Composition.
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Default Vanilla Composition.
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0 - QUEEN_LAIR, where the queen lives. Highly protected.
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Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
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1 - LAIR, part of the queen's lair; lots of babies and defending mothers
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@@ -32,14 +35,18 @@ Composition
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6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
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NOTE:
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Quest initialized by InitCreatureQuest in StrategicTownLoyalty.lua script.
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All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
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Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
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CREPITUS_FEEDING_SECTOR in Mod_Settings.ini
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Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua.
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All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList'.
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Non-linked sites can only be initialized at ' PopulateSectors' in initunderground.lua script on game start.
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Creatures will obediently stay in sector like the underground enemies.
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-->
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<CREATURE_INFO>
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<PLACEMENT_LIST>
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<PLACEMENT>
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<!-- Drassen -->
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<Index>1</Index>
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<!-- Drassen -->
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<ATTACKSOURCE>
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<SectorGrid>D13</SectorGrid>
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<GridNo>20703</GridNo>
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@@ -91,8 +98,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Alma -->
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<Index>2</Index>
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<!-- Alma -->
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<ATTACKSOURCE>
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<SectorGrid>I14</SectorGrid>
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<GridNo>9726</GridNo>
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@@ -139,8 +146,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Cambria -->
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<Index>3</Index>
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<!-- Cambria -->
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<ATTACKSOURCE>
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<SectorGrid>H8</SectorGrid>
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<GridNo>13005</GridNo>
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@@ -192,8 +199,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Grumm -->
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<Index>4</Index>
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<!-- Grumm -->
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<ATTACKSOURCE>
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<SectorGrid>H3</SectorGrid>
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<GridNo>10303</GridNo>
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@@ -247,6 +254,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</PLACEMENT_LIST>
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<COMPOSITION_LIST>
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<COMPOSITION>
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<!-- Queen Lair -->
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<CompIndex>0</CompIndex>
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<LarvaePercent>20</LarvaePercent>
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<InfantPercent>40</InfantPercent>
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@@ -257,6 +265,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>32</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair -->
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<CompIndex>1</CompIndex>
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<LarvaePercent>15</LarvaePercent>
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<InfantPercent>35</InfantPercent>
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@@ -267,6 +276,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>18</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair Entrance -->
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<CompIndex>2</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>15</InfantPercent>
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@@ -277,6 +287,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Inner MIne -->
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<CompIndex>3</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -287,6 +298,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>12</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Outer Mine -->
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<CompIndex>4</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -297,6 +309,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>10</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Feeding Grounds -->
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<CompIndex>5</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -307,6 +320,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Mine Exit -->
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<CompIndex>6</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -121,7 +121,7 @@ ADD_RAT_SECTOR_Y = 7
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ADD_RAT_SECTOR_Z = 0
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[San Mona]
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;some rooms in the porn shop and Hans' location (I think this is before moving)
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;some rooms in the porn shop and Hans' location before moving
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PORN_SHOP_ROOM_HANS = 49
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HANS_POSTION = 13523
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PORN_SHOP_ROOM_BRENDA = 47
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@@ -255,4 +255,10 @@ CREATURE_MEANWHILE_CUTSCENE = TRUE
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;victory celebration stuff
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VICTORY_SECTOR_X = 3
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VICTORY_SECTOR_Y = 16
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VICTORY_POSITION = 5687
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VICTORY_POSITION = 5687
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[Creatures]
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;Crepitus feeding sector. Will initiate creature quest if not started upon entering sector
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CREPITUS_FEEDING_SECTOR_X = 9
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CREPITUS_FEEDING_SECTOR_Y = 10
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CREPITUS_FEEDING_SECTOR_Z = 2
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@@ -3,7 +3,8 @@ This file defines creatures placement & composition for SCI-FI MODE, when ENABLE
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Fields index:
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Placement
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Index - it is UNIQUE number for possible creature site. Max 10.
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Index - UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
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activated based on 'Infectible' status, mine control and not attacking its headminer.
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ATTACKSOURCE - sector where creature surfaces to attack town.
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Its associated B1 underground sector MUST be defined as a habitat/queen sector.
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@@ -11,17 +12,19 @@ Placement
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ALTERNATEMAP - sector using alternate map when creature quest is initiated.
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WARPTOSECTOR - warp destination on tactical screen exit after creature quest completion.
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Works only when in habitat/queen sector and SectorZ >= 2.
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QUEENSECTOR - come to Mama!
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HABITATSECTOR - linked underground sectors where creatures will be guests. Max 50 per site.
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HABITATSECTOR - linked underground sectors where creatures will be guests. Max 255 per site.
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For dungeon crawling, dead-ends can be set; spawning will take time to fill though.
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Composition
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CompIndex - Max 30. The 6 percentage tags MUST add up to 100.
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CompIndex - Max 50 compositions. The 6 percentage tags MUST add up to 100.
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MaxPopulation - limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
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Default Composition.
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Default Vanilla Composition.
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0 - QUEEN_LAIR, where the queen lives. Highly protected.
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Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
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1 - LAIR, part of the queen's lair; lots of babies and defending mothers
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@@ -32,14 +35,18 @@ Composition
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6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
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||||
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NOTE:
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Quest initialized by InitCreatureQuest in StrategicTownLoyalty.lua script.
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All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
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Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
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CREPITUS_FEEDING_SECTOR in Mod_Settings.ini
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Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua.
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All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList'.
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Non-linked sites can only be initialized at ' PopulateSectors' in initunderground.lua script on game start.
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Creatures will obediently stay in sector like the underground enemies.
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-->
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<CREATURE_INFO>
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<PLACEMENT_LIST>
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<PLACEMENT>
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<!-- Drassen -->
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<Index>1</Index>
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<!-- Drassen -->
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<ATTACKSOURCE>
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<SectorGrid>D13</SectorGrid>
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<GridNo>20703</GridNo>
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@@ -91,8 +98,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Alma -->
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<Index>2</Index>
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<!-- Alma -->
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<ATTACKSOURCE>
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<SectorGrid>I14</SectorGrid>
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<GridNo>9726</GridNo>
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@@ -139,8 +146,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Cambria -->
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<Index>3</Index>
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<!-- Cambria -->
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<ATTACKSOURCE>
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<SectorGrid>H8</SectorGrid>
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<GridNo>13005</GridNo>
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@@ -192,8 +199,8 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</CREATURESECTOR>
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</PLACEMENT>
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<PLACEMENT>
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<!-- Grumm -->
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<Index>4</Index>
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<!-- Grumm -->
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<ATTACKSOURCE>
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<SectorGrid>H3</SectorGrid>
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<GridNo>10303</GridNo>
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@@ -247,6 +254,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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</PLACEMENT_LIST>
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<COMPOSITION_LIST>
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<COMPOSITION>
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<!-- Queen Lair -->
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<CompIndex>0</CompIndex>
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<LarvaePercent>20</LarvaePercent>
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<InfantPercent>40</InfantPercent>
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@@ -257,6 +265,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>32</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair -->
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<CompIndex>1</CompIndex>
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<LarvaePercent>15</LarvaePercent>
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<InfantPercent>35</InfantPercent>
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@@ -267,6 +276,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>18</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Lair Entrance -->
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<CompIndex>2</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>15</InfantPercent>
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@@ -277,6 +287,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Inner MIne -->
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<CompIndex>3</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -287,6 +298,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>12</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Outer Mine -->
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<CompIndex>4</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -297,6 +309,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>10</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Feeding Grounds -->
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<CompIndex>5</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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@@ -307,6 +320,7 @@ All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderg
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<MaxPopulation>15</MaxPopulation>
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</COMPOSITION>
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<COMPOSITION>
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<!-- Mine Exit -->
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<CompIndex>6</CompIndex>
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<LarvaePercent>0</LarvaePercent>
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<InfantPercent>0</InfantPercent>
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Block a user