Externalizations (by Buggler)

- Queen Palace & Interrogate meanwhile stuff
- Initial POW stuff in Alma
- Sectors for triggering Meduna outskirts meanwhile scene
- Add Iggy to location when game progress condition met
- Add Rat to location after creature meanwhile scene

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1813 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-10-11 06:54:58 +00:00
parent a8bda0af8e
commit ef2f023c35
2 changed files with 130 additions and 42 deletions
+64 -21
View File
@@ -17,26 +17,26 @@ BASEMENT_ENTRY_1 = 13362
BASEMENT_ENTRY_2 = 13363
BASEMENT_ENTRY_3 = 13364
BASEMENT_ENTRY_4 = 13365
BASEMENT_ENTRY_5 = 13325
BASEMENT_ENTRY_6 = 13324
BASEMENT_ENTRY_7 = 0
BASEMENT_ENTRY_8 = 0
BASEMENT_ENTRY_9 = 0
BASEMENT_ENTRY_10 = 0
BASEMENT_ENTRY_5 = 13525
BASEMENT_ENTRY_6 = 13524
BASEMENT_ENTRY_7 = 13523
BASEMENT_ENTRY_8 = 13522
BASEMENT_ENTRY_9 = 13202
BASEMENT_ENTRY_10 = 13203
;Same as above, only this time for top of the stairs and leaving
BASEMENT_EXIT_1 = 8047
BASEMENT_EXIT_2 = 8207
BASEMENT_EXIT_3 = 8208
BASEMENT_EXIT_4 = 8048
BASEMENT_EXIT_5 = 7888
BASEMENT_EXIT_6 = 7728
BASEMENT_EXIT_7 = 7727
BASEMENT_EXIT_8 = 7567
BASEMENT_EXIT_9 = 0
BASEMENT_EXIT_10 = 0
BASEMENT_EXIT_11 = 0
BASEMENT_EXIT_12 = 0
BASEMENT_EXIT_2 = 8208
BASEMENT_EXIT_3 = 8048
BASEMENT_EXIT_4 = 7888
BASEMENT_EXIT_5 = 7728
BASEMENT_EXIT_6 = 7727
BASEMENT_EXIT_7 = 7567
BASEMENT_EXIT_8 = 7568
BASEMENT_EXIT_9 = 7569
BASEMENT_EXIT_10 = 7729
BASEMENT_EXIT_11 = 7889
BASEMENT_EXIT_12 = 8049
;changes to the map for the crate moving effect
FINAL_CRATE_GRID = 8207
@@ -62,6 +62,16 @@ JOHN_UNESCORT_SECTOR_Z = 0
;location of rocket rifle
ROCKETRIFLE_POSITION = 10472
;initial POW stuff if not yet liberated
INITIAL_POW_SECTOR_X = 13
INITIAL_POW_SECTOR_Y = 9
INITIAL_POW_POSITION_1 = 9208
INITIAL_POW_POSITION_2 = 9688
INITIAL_POW_POSITION_3 = 9215
INITIAL_POW_ITEM_POSITION_1 = 12246
INITIAL_POW_ITEM_POSITION_2 = 12406
INITIAL_POW_ITEM_POSITION_3 = 12086
[Grumm]
[Tixa]
@@ -76,6 +86,11 @@ HOSPITAL_SECTOR_X = 8
HOSPITAL_SECTOR_Y = 6
HOSPITAL_SECTOR_Z = 0
;add Rat to location after creature meanwhile scene
ADD_RAT_SECTOR_X = 9
ADD_RAT_SECTOR_Y = 7
ADD_RAT_SECTOR_Z = 0
[San Mona]
;some rooms in the porn shop and Hans' location (I think this is before moving)
PORN_SHOP_ROOM_HANS = 49
@@ -110,12 +125,10 @@ KINGPIN_MONEY_SECTOR_X = 5
KINGPIN_MONEY_SECTOR_Y = 4
KINGPIN_MONEY_SECTOR_Z = 1
;Joey primary location to be found
;Joey primary and alternate location to be found. Use same value if there's only one location
JOEY_PRIMARY_SECTOR_X = 4
JOEY_PRIMARY_SECTOR_Y = 4
JOEY_PRIMARY_SECTOR_Z = 1
;Joey alternate location to be found. Use same value if there's only one location
JOEY_ALTERNATE_SECTOR_X = 5
JOEY_ALTERNATE_SECTOR_Y = 3
JOEY_ALTERNATE_SECTOR_Z = 0
@@ -123,6 +136,12 @@ JOEY_ALTERNATE_SECTOR_Z = 0
;Spike new location when assassins are sent. Reuse old sector value if no relocation
SPIKE_NEW_SECTOR_X = 5
SPIKE_NEW_SECTOR_Y = 3
SPIKE_NEW_SECTOR_Z = 0
;add Iggy to location when game progress condition met
ADD_IGGY_SECTOR_X = 5
ADD_IGGY_SECTOR_Y = 3
ADD_IGGY_SECTOR_Z = 0
[Estoni]
@@ -149,4 +168,28 @@ WEAPON_CACHE_4_X = 12
WEAPON_CACHE_4_Y = 10
WEAPON_CACHE_5_X = 9
WEAPON_CACHE_5_Y = 13
WEAPON_CACHE_5_Y = 13
[Meanwhile]
;Palace meanwhile sector
PALACE_SECTOR_X = 3
PALACE_SECTOR_Y = 16
;Interrogation meanwhile and second POW stuff
INTERROGATE_POW_SECTOR_X = 7
INTERROGATE_POW_SECTOR_Y = 14
INTERROGATE_POW_POSITION_1 = 7756
INTERROGATE_POW_POSITION_2 = 7757
INTERROGATE_POW_POSITION_3 = 7758
INTERROGATE_POW_ITEM_POSITION_1 = 12089
INTERROGATE_POW_ITEM_POSITION_2 = 12089
INTERROGATE_POW_ITEM_POSITION_3 = 12089
;row sectors to trigger meduna outskirts meanwhile
MEDUNA_OUTSKIRTS_ROW_MIN_X = 2
MEDUNA_OUTSKIRTS_ROW_MAX_X = 6
MEDUNA_OUTSKIRTS_ROW_Y = 13
;column sectors to trigger meduna outskirts meanwhile
MEDUNA_OUTSKIRTS_COL_X = 6
MEDUNA_OUTSKIRTS_COL_MIN_Y = 14
MEDUNA_OUTSKIRTS_COL_MAX_Y = 14
+66 -21
View File
@@ -17,26 +17,26 @@ BASEMENT_ENTRY_1 = 13362
BASEMENT_ENTRY_2 = 13363
BASEMENT_ENTRY_3 = 13364
BASEMENT_ENTRY_4 = 13365
BASEMENT_ENTRY_5 = 13325
BASEMENT_ENTRY_6 = 13324
BASEMENT_ENTRY_7 = 0
BASEMENT_ENTRY_8 = 0
BASEMENT_ENTRY_9 = 0
BASEMENT_ENTRY_10 = 0
BASEMENT_ENTRY_5 = 13525
BASEMENT_ENTRY_6 = 13524
BASEMENT_ENTRY_7 = 13523
BASEMENT_ENTRY_8 = 13522
BASEMENT_ENTRY_9 = 13202
BASEMENT_ENTRY_10 = 13203
;Same as above, only this time for top of the stairs and leaving
BASEMENT_EXIT_1 = 8047
BASEMENT_EXIT_2 = 8207
BASEMENT_EXIT_3 = 8208
BASEMENT_EXIT_4 = 8048
BASEMENT_EXIT_5 = 7888
BASEMENT_EXIT_6 = 7728
BASEMENT_EXIT_7 = 7727
BASEMENT_EXIT_8 = 7567
BASEMENT_EXIT_9 = 0
BASEMENT_EXIT_10 = 0
BASEMENT_EXIT_11 = 0
BASEMENT_EXIT_12 = 0
BASEMENT_EXIT_2 = 8208
BASEMENT_EXIT_3 = 8048
BASEMENT_EXIT_4 = 7888
BASEMENT_EXIT_5 = 7728
BASEMENT_EXIT_6 = 7727
BASEMENT_EXIT_7 = 7567
BASEMENT_EXIT_8 = 7568
BASEMENT_EXIT_9 = 7569
BASEMENT_EXIT_10 = 7729
BASEMENT_EXIT_11 = 7889
BASEMENT_EXIT_12 = 8049
;changes to the map for the crate moving effect
FINAL_CRATE_GRID = 8207
@@ -59,6 +59,18 @@ JOHN_UNESCORT_SECTOR_Y = 2
JOHN_UNESCORT_SECTOR_Z = 0
[Alma]
;location of rocket rifle
ROCKETRIFLE_POSITION = 10472
;initial POW stuff if not yet liberated
INITIAL_POW_SECTOR_X = 13
INITIAL_POW_SECTOR_Y = 9
INITIAL_POW_POSITION_1 = 9208
INITIAL_POW_POSITION_2 = 9688
INITIAL_POW_POSITION_3 = 9215
INITIAL_POW_ITEM_POSITION_1 = 12246
INITIAL_POW_ITEM_POSITION_2 = 12406
INITIAL_POW_ITEM_POSITION_3 = 12086
[Grumm]
@@ -74,6 +86,11 @@ HOSPITAL_SECTOR_X = 8
HOSPITAL_SECTOR_Y = 6
HOSPITAL_SECTOR_Z = 0
;add Rat to location after creature meanwhile scene
ADD_RAT_SECTOR_X = 9
ADD_RAT_SECTOR_Y = 7
ADD_RAT_SECTOR_Z = 0
[San Mona]
;some rooms in the porn shop and Hans' location (I think this is before moving)
PORN_SHOP_ROOM_HANS = 49
@@ -108,12 +125,10 @@ KINGPIN_MONEY_SECTOR_X = 5
KINGPIN_MONEY_SECTOR_Y = 4
KINGPIN_MONEY_SECTOR_Z = 1
;Joey primary location to be found
;Joey primary and alternate location to be found. Use same value if there's only one location
JOEY_PRIMARY_SECTOR_X = 4
JOEY_PRIMARY_SECTOR_Y = 4
JOEY_PRIMARY_SECTOR_Z = 1
;Joey alternate location to be found. Use same value if there's only one location
JOEY_ALTERNATE_SECTOR_X = 5
JOEY_ALTERNATE_SECTOR_Y = 3
JOEY_ALTERNATE_SECTOR_Z = 0
@@ -121,6 +136,12 @@ JOEY_ALTERNATE_SECTOR_Z = 0
;Spike new location when assassins are sent. Reuse old sector value if no relocation
SPIKE_NEW_SECTOR_X = 5
SPIKE_NEW_SECTOR_Y = 3
SPIKE_NEW_SECTOR_Z = 0
;add Iggy to location when game progress condition met
ADD_IGGY_SECTOR_X = 5
ADD_IGGY_SECTOR_Y = 3
ADD_IGGY_SECTOR_Z = 0
[Estoni]
@@ -147,4 +168,28 @@ WEAPON_CACHE_4_X = 12
WEAPON_CACHE_4_Y = 10
WEAPON_CACHE_5_X = 9
WEAPON_CACHE_5_Y = 13
WEAPON_CACHE_5_Y = 13
[Meanwhile]
;Palace meanwhile sector
PALACE_SECTOR_X = 3
PALACE_SECTOR_Y = 16
;Interrogation meanwhile and second POW stuff
INTERROGATE_POW_SECTOR_X = 7
INTERROGATE_POW_SECTOR_Y = 14
INTERROGATE_POW_POSITION_1 = 7756
INTERROGATE_POW_POSITION_2 = 7757
INTERROGATE_POW_POSITION_3 = 7758
INTERROGATE_POW_ITEM_POSITION_1 = 12089
INTERROGATE_POW_ITEM_POSITION_2 = 12089
INTERROGATE_POW_ITEM_POSITION_3 = 12089
;row sectors to trigger meduna outskirts meanwhile
MEDUNA_OUTSKIRTS_ROW_MIN_X = 2
MEDUNA_OUTSKIRTS_ROW_MAX_X = 6
MEDUNA_OUTSKIRTS_ROW_Y = 13
;column sectors to trigger meduna outskirts meanwhile
MEDUNA_OUTSKIRTS_COL_X = 6
MEDUNA_OUTSKIRTS_COL_MIN_Y = 14
MEDUNA_OUTSKIRTS_COL_MAX_Y = 14