[Rebel Hideout] ;The Hideout sector and the bottom of the Stairs HIDEOUT_SECTOR_X = 10 HIDEOUT_SECTOR_Y = 1 HIDEOUT_SECTOR_Z = 1 HIDEOUT_EXIT = 12722 ;The Sector above the Hideout and the top of the Stairs HIDEOUT_SURFACE_X = 10 HIDEOUT_SURFACE_Y = 1 HIDEOUT_SURFACE_Z = 0 HIDEOUT_ENTRY = 7887 ;The tiles around the bottom of the stairs ;where your mercs will spawn when entering the basement BASEMENT_ENTRY_1 = 13362 BASEMENT_ENTRY_2 = 13363 BASEMENT_ENTRY_3 = 13364 BASEMENT_ENTRY_4 = 13365 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 = 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 CRATE_TILE_DEF = 411 TRAPDOOR_TILE_DEF = 2041 [Gear Dropoff] ;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up OMERTA_DROPOFF_X = 9 OMERTA_DROPOFF_Y = 1 OMERTA_DROPOFF_Z = 0 OMERTA_DROPOFF_GRIDNO = 4868 [Omerta] [Drassen] ;this will make John & Mary disappear on quest completion. Use different values here from LUA script for them to remain in sector JOHN_UNESCORT_SECTOR_X = 13 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] [Tixa] ;Dynamo prison sector for Matt's quest DYNAMO_PRISON_SECTOR_X = 9 DYNAMO_PRISON_SECTOR_Y = 10 DYNAMO_PRISON_SECTOR_Z = 0 [Cambria] ;The Hospital sector 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 HANS_POSTION = 13523 PORN_SHOP_ROOM_BRENDA = 47 PORN_SHOP_ROOM_TONY = 50 ;Kyle Lemmons gets the money for the Leather Shop Deed Quest here KYLE_MONEY_POSITION = 14952 ;Angel's leathershop, escort Maria to this room ANGELS_LEATHERSHOP = 2 ;doors to the girl's rooms in the brothel DOOR_TO_BAMBIS_ROOM = 12290 DOOR_TO_CARLAS_ROOM = 13413 DOOR_TO_CINDYS_ROOM = 11173 DOOR_TO_MARIAS_ROOM = 10852 ;these rooms belong to the brothel FIRST_ROOM_IN_BROTHEL = 91 LAST_ROOM_IN_BROTHEL = 119 BROTHEL_GUARD_ROOM = 110 ;if you stand on one of these tiles and mess with a door and one of the KP guys sees you -> bad BROTHEL_DOOR_1 = 11010 BROTHEL_DOOR_2 = 11176 BROTHEL_DOOR_3 = 11177 ;Kingpin's private stash. He will come looking for you if stolen KINGPIN_MONEY_SECTOR_X = 5 KINGPIN_MONEY_SECTOR_Y = 4 KINGPIN_MONEY_SECTOR_Z = 1 ;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_SECTOR_X = 5 JOEY_ALTERNATE_SECTOR_Y = 3 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] [Orta] [Balime] [Meduna] [Chitzena] [Weapon Cache] ;Weapon Cache Locations. Chance to load weapon cache alternate map; overrides AltSectors.xml settings. Set to (0, 0) if unused WEAPON_CACHE_1_X = 11 WEAPON_CACHE_1_Y = 5 WEAPON_CACHE_2_X = 5 WEAPON_CACHE_2_Y = 8 WEAPON_CACHE_3_X = 10 WEAPON_CACHE_3_Y = 8 WEAPON_CACHE_4_X = 12 WEAPON_CACHE_4_Y = 10 WEAPON_CACHE_5_X = 9 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