--[[ This script has two functions "HandleQuestCodeOnSectorEntry" and "HandleQuestCodeOnSectorExit". First function is executed when merc enter to the sector and second function is executed when merc leave from the sector. ]] Items = { MONEY = 219, } SectorY = { MAP_ROW_A = 1, MAP_ROW_B = 2, MAP_ROW_C = 3, MAP_ROW_D = 4, MAP_ROW_E = 5, MAP_ROW_F = 6, MAP_ROW_G = 7, MAP_ROW_H = 8, MAP_ROW_I = 9, MAP_ROW_J = 10, MAP_ROW_K = 11, MAP_ROW_L = 12, MAP_ROW_M = 13, MAP_ROW_N = 14, MAP_ROW_O = 15, MAP_ROW_P = 16, } EventTypes = { EVENT_SET_BY_NPC_SYSTEM = 27, } qStatus = { QUESTNOTSTARTED =0, QUESTINPROGRESS = 1, QUESTDONE = 2, } Quests = { -- Quests ID -- BinaryData\QUESTS.EDT Record QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank QUEST_23 = 23, -- Start quest 46, End quest 47 - No 23 Yet QUEST_24 = 24, -- Start quest 48, End quest 49 - No 24 Yet QUEST_KILL_DEIDRANNA = 25, -- Start quest 50, End quest 51 - Kill Deidranna QUEST_KINGPIN_ANGEL_MARIA = 26, -- max Quests 254 } Facts = { FACT_MUSEUM_ALARM_WENT_OFF = 278, FACT_KINGPIN_KNOWS_MONEY_GONE = 103, FACT_KINGPIN_DEAD = 308, FACT_KINGPIN_IS_ENEMY = 359, FACT_ALL_TERRORISTS_KILLED = 156, FACT_BOUNTYHUNTER_SECTOR_1 = 380, FACT_BOUNTYHUNTER_SECTOR_2 = 381, FACT_BOUNTYHUNTER_KILLED_1 = 382, FACT_BOUNTYHUNTER_KILLED_2 = 383, } History = { HISTORY_ENTERED_HISTORY_MODE = 0, HISTORY_HIRED_MERC_FROM_AIM = 1, HISTORY_HIRED_MERC_FROM_MERC = 2, HISTORY_MERC_KILLED = 3, HISTORY_SETTLED_ACCOUNTS_AT_MERC = 4, HISTORY_ACCEPTED_ASSIGNMENT_FROM_ENRICO = 5, HISTORY_CHARACTER_GENERATED = 6, HISTORY_PURCHASED_INSURANCE = 7, HISTORY_CANCELLED_INSURANCE = 8, HISTORY_INSURANCE_CLAIM_PAYOUT = 9, HISTORY_EXTENDED_CONTRACT_1_DAY = 10, HISTORY_EXTENDED_CONTRACT_1_WEEK = 11, HISTORY_EXTENDED_CONTRACT_2_WEEK = 12, HISTORY_MERC_FIRED = 13, HISTORY_MERC_QUIT = 14, HISTORY_QUEST_STARTED = 15, HISTORY_QUEST_FINISHED = 16, HISTORY_TALKED_TO_MINER = 17, HISTORY_LIBERATED_TOWN = 18, HISTORY_CHEAT_ENABLED = 19, HISTORY_TALKED_TO_FATHER_WALKER = 20, HISTORY_MERC_MARRIED_OFF = 21, HISTORY_MERC_CONTRACT_EXPIRED = 22, HISTORY_RPC_JOINED_TEAM = 23, HISTORY_ENRICO_COMPLAINED = 24, HISTORY_WONBATTLE = 25, HISTORY_MINE_RUNNING_OUT = 26, HISTORY_MINE_RAN_OUT = 27, HISTORY_MINE_SHUTDOWN = 28, HISTORY_MINE_REOPENED = 29, HISTORY_DISCOVERED_TIXA = 30, HISTORY_DISCOVERED_ORTA = 31, HISTORY_GOT_ROCKET_RIFLES = 32, HISTORY_DEIDRANNA_DEAD_BODIES = 33, HISTORY_BOXING_MATCHES = 34, HISTORY_SOMETHING_IN_MINES = 35, HISTORY_DEVIN = 36, HISTORY_MIKE = 37, HISTORY_TONY = 38, HISTORY_KROTT = 39, HISTORY_KYLE = 40, HISTORY_MADLAB = 41, HISTORY_GABBY = 42, HISTORY_KEITH_OUT_OF_BUSINESS = 43, HISTORY_HOWARD_CYANIDE = 44, HISTORY_KEITH = 45, HISTORY_HOWARD = 46, HISTORY_PERKO = 47, HISTORY_SAM = 48, HISTORY_FRANZ = 49, HISTORY_ARNOLD = 50, HISTORY_FREDO = 51, HISTORY_RICHGUY_BALIME = 52, HISTORY_JAKE = 53, HISTORY_BUM_KEYCARD = 54, HISTORY_WALTER = 55, HISTORY_DAVE = 56, HISTORY_PABLO = 57, HISTORY_KINGPIN_MONEY = 58, HISTORY_WON_BOXING = 59, HISTORY_LOST_BOXING = 60, HISTORY_DISQUALIFIED_BOXING = 61, HISTORY_FOUND_MONEY = 62, HISTORY_ASSASSIN = 63, HISTORY_LOSTTOWNSECTOR = 64, HISTORY_DEFENDEDTOWNSECTOR = 65, HISTORY_LOSTBATTLE = 66, HISTORY_FATALAMBUSH = 67, HISTORY_WIPEDOUTENEMYAMBUSH = 68, HISTORY_UNSUCCESSFULATTACK = 69, HISTORY_SUCCESSFULATTACK = 70, HISTORY_CREATURESATTACKED = 71, HISTORY_KILLEDBYBLOODCATS = 72, HISTORY_SLAUGHTEREDBLOODCATS = 73, HISTORY_NPC_KILLED = 74, HISTORY_GAVE_CARMEN_HEAD = 75, HISTORY_SLAY_MYSTERIOUSLY_LEFT = 76, HISTORY_MERC_KILLED_CHARACTER = 77, } Profil = { MARIA = 88, ANGEL = 89, ELLIOT = 135, CONRAD = 70, CARMEN = 78, KINGPIN = 86, MADLAB = 146, ROBOT = 62, MIGUEL = 57, CARLOS = 58, IRA = 59, DIMITRI = 60, KYLE = 95, } SoldierClass = { SOLDIER_CLASS_NONE = 0, SOLDIER_CLASS_ADMINISTRATOR = 1, SOLDIER_CLASS_ELITE = 2, SOLDIER_CLASS_ARMY = 3, } CivGroup = { REBEL_CIV_GROUP = 1, KINGPIN_CIV_GROUP = 2, WARDEN_CIV_GROUP = 11, BOUNTYHUNTER_CIV_GROUP = 25, SCIENTIST_GROUP = 27, RADAR_TECHNICIAN_GROUP = 28, AIRPORT_STAFF_GROUP = 29, BARRACK_STAFF_GROUP = 30, FACTORY_GROUP = 31, ADMINISTRATIVE_STAFF_GROUP = 32, LOYAL_CIV_GROUP = 33, BLACKMARKET_GROUP = 34, } Bodytype = { REGMALE = 0, BIGMALE = 1, STOCKYMALE = 2, REGFEMALE = 3, FATCIV = 11, MANCIV = 12, MINICIV = 13, DRESSCIV = 14, HATKIDCIV = 15, KIDCIV = 16, CRIPPLECIV = 17, } Skin = { PINKSKIN = 0, TANSKIN = 1, DARKSKIN = 2, BLACKSKIN = 3, } Hair = { WHITEHEAD = 0, BLACKHEAD = 1, BROWNHEAD = 2, BLONDEHEAD = 3, REDHEAD = 4, } Vest = { WHITEVEST = 0, GYELLOWSHIRT = 1, YELLOWVEST = 2, GREYVEST = 3, BROWNVEST = 4, PURPLESHIRT = 5, BLUEVEST = 6, JEANVEST = 7, GREENVEST = 8, REDVEST = 9, BLACKSHIRT = 10, } Pants = { BLUEPANTS = 0, BLACKPANTS = 1, JEANPANTS = 2, TANPANTS = 3, BEIGEPANTS = 4, GREENPANTS = 5, } local gsRobotGridNo function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ ) if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_RESCUE_MARIA ) == qStatus.QUESTDONE and not( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS) ) then -- make sure Maria and Angel are gone SetCharacterSectorX(Profil.MARIA, 0) SetCharacterSectorY(Profil.MARIA, 0) SetCharacterSectorX(Profil.ANGEL, 0) SetCharacterSectorY(Profil.ANGEL, 0) end if ( sNewSectorX == 6 and sNewSectorY == SectorY.MAP_ROW_C and gubQuest( Quests.QUEST_LEATHER_SHOP_DREAM ) == qStatus.QUESTDONE ) then -- move Kyle to his shop SetCharacterSectorX(Profil.KYLE, 6) SetCharacterSectorY(Profil.KYLE, SectorY.MAP_ROW_C) SetProfileStrategicInsertionData(Profil.KYLE, 12380) end if ( sNewSectorX == 5 and sNewSectorY == SectorY.MAP_ROW_D ) then ResetBoxers() end if ( sNewSectorX == 3 and sNewSectorY == SectorY.MAP_ROW_P ) then -- heal up Elliot if he's been hurt if ( CheckNPCLife (Profil.ELLIOT) < GetNPCLifeMax (Profil.ELLIOT) ) then SetNPCLife (Profil.ELLIOT, GetNPCLifeMax(Profil.ELLIOT)) end end if ( CheckFact( Facts.FACT_ALL_TERRORISTS_KILLED, 0 ) == true ) then SetCharacterSectorX(Profil.CARMEN, 0) SetCharacterSectorY(Profil.CARMEN, 0) SetCharacterSectorZ(Profil.CARMEN, 0) end --[[ if ( CheckFact( Facts.FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == false ) then pRobot = FindSoldierByProfileID (Profil.ROBOT) if (pRobot) then -- robot is on our team and we have changed sectors, so we can -- replace the robot-under-construction in Madlab's sector --RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, GetCharacterSectorX(Profil.MADLAB), GetCharacterSectorY(Profil.MADLAB), GetCharacterSectorZ(Profil.MADLAB) ) SetFactTrue( Facts.FACT_ROBOT_RECRUITED_AND_MOVED ) end end ]] end function HandleQuestCodeOnSectorExit( sOldSectorX, sOldSectorY, bOldSectorZ ) if ( sOldSectorX == iniKINGPIN_MONEY_SECTOR_X and sOldSectorY == iniKINGPIN_MONEY_SECTOR_Y and bOldSectorZ == iniKINGPIN_MONEY_SECTOR_Z ) then CheckForKingpinsMoneyMissing( true ) end if ( sOldSectorX == 13 and sOldSectorY == SectorY.MAP_ROW_H and bOldSectorZ == 0 and CheckFact( Facts.FACT_CONRAD_SHOULD_GO,0 ) == true) then -- remove Conrad from the map SetCharacterSectorX(Profil.CONRAD, 0) SetCharacterSectorY(Profil.CONRAD, 0) end if ( sOldSectorX == iniHOSPITAL_SECTOR_X and sOldSectorY == iniHOSPITAL_SECTOR_Y and bOldSectorZ == iniHOSPITAL_SECTOR_Z ) then CheckForMissingHospitalSupplies() end -- reset the state of the museum alarm for Eldin's quotes SetFactFalse( Facts.FACT_MUSEUM_ALARM_WENT_OFF ) end -- text colours FontColour = { FONT_MCOLOR_DKWHITE = 134, FONT_MCOLOR_LTYELLOW = 144, FONT_MCOLOR_RED = 163, FONT_MCOLOR_DKRED = 164, FONT_MCOLOR_LTGREEN = 184, } -- these numbers aren't used in the code - we only use them in LUA Languages = { LANGUAGE_ENGLISH = 0, LANGUAGE_GERMAN = 1, LANGUAGE_RUSSIAN = 2, LANGUAGE_DUTCH = 3, LANGUAGE_POLISH = 4, LANGUAGE_FRENCH = 5, LANGUAGE_ITALIAN = 6, LANGUAGE_CHINESE = 7, } -- We have an array of 1000 signed integers that a modder can use to set whatever data he wants. -- We simply set up some enums here to make it easier for us to remember what is what ModSpecificFacts = { TIXA_PRISON_VOLUNTEERSGAINED = 123, TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED = 124, ALMA_PRISON_VOLUNTEERSGAINED = 125, } -- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime ) -- are we liberating this sector for the first time? if ( fFirstTime ) then -- we get a few volunteers for liberating prisons - we assume prisoners would be more than eager to fight against the regime -- due to code limitations, fFirstTime is only used in surface sectors if ( bNewSectorZ == 0 ) then -- Tixa if ( sNewSectorX == 9 and sNewSectorY == SectorY.MAP_ROW_J ) then AddVolunteers( 30 ) AddTransactionToPlayersBook(1, 0, 1800, 100) if ( GetUsedLanguage( nil ) == Languages.LANGUAGE_ENGLISH ) then SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.") elseif ( GetUsedLanguage( nil ) == Languages.LANGUAGE_GERMAN ) then SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Die Gefangenen sind für die Befreiugng sehr dankbar.") else SetScreenMsg(FontColour.FONT_MCOLOR_DKRED, "Translation missing!") end -- inform us that there is a sublevel if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED) == 0) ) then SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "This prison seems to have a sublevel, where more important inmates are held.") end -- if we haven't yet freed the Alma prisoners, give us a tip about that if ( (GetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED) == 0) ) then SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in Alma!") end AddIntel( 5 ) SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED, 1) -- Alma elseif ( sNewSectorX == 13 and sNewSectorY == SectorY.MAP_ROW_I ) then AddVolunteers( 10 ) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.") -- if we haven't yet freed the Tixa prisoners, give us a tip about that if ( (GetModderLUAFact(ModSpecificFacts.TIXA_PRISON_VOLUNTEERSGAINED) == 0) ) then SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "A few inmates inform us that there is another prison like this in a place called Tixa. They aren't sure where it is though.") end AddIntel( 5 ) SetModderLUAFact(ModSpecificFacts.ALMA_PRISON_VOLUNTEERSGAINED, 1) end end end -- extra volunteers on freeing Tixa underground. As enemy troops are not replenished underground, this only happens once if ( bNewSectorZ == 1 ) then -- Tixa if ( sNewSectorX == 9 and sNewSectorY == SectorY.MAP_ROW_J ) then AddVolunteers( 5 ) SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "The prisoners are very grateful for freeing them.") AddIntel( 5 ) SetModderLUAFact(ModSpecificFacts.TIXA_PRISON_SUBLEVEL_VOLUNTEERSGAINED, 1) end end end -- this function is called whenever we recruit a RPC function RecruitRPCAdditionalHandling( usProfile ) -- as the rebels join us, we gradually get more volunteers if ( usProfile == Profil.MIGUEL ) then AddVolunteers( 4 ) AddIntel( 10 ) elseif ( usProfile == Profil.CARLOS ) then AddVolunteers( 2 ) elseif ( usProfile == Profil.DIMITRI ) then AddVolunteers( 2 ) AddIntel( 2 ) elseif ( usProfile == Profil.IRA ) then AddVolunteers( 2 ) AddIntel( 5 ) end end -- this function is called whenever we enter a sector in tactical function HandleSectorTacticalEntry( sSectorX, sSectorY, bSectorZ, fHasEverBeenPlayerControlled ) if ( gubQuest( Quests.QUEST_KINGPIN_ANGEL_MARIA ) == qStatus.QUESTINPROGRESS ) then -- Flugente: if the bounty hunter quest is active, add bounty hunters to sectors (location determined on quest start) if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == false) or (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == false) and (bSectorZ == 0) ) then sector = SECTOR(sSectorX, sSectorY) sector_hunter1 = GetFact( Facts.FACT_BOUNTYHUNTER_SECTOR_1 ) sector_hunter2 = GetFact( Facts.FACT_BOUNTYHUNTER_SECTOR_2 ) if ( (sector == sector_hunter1) and (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == false) ) then hostile = 0 if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == true) ) then hostile = 1 end CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ADMINISTRATOR, 13000, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 7447, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile) -- dont spawn in deep water if (sSectorX == 14 and sSectorY == 2) then CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile) else CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile) end end if ( (sector == sector_hunter2) and (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_2, 0 ) == false) ) then hostile = 0 if ( (CheckFact( Facts.FACT_BOUNTYHUNTER_KILLED_1, 0 ) == true) ) then hostile = 1 end CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ADMINISTRATOR, 13000, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 7447, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ARMY, 13032, hostile) CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 19291, hostile) -- dont spawn in deep water if (sSectorX == 14 and sSectorY == 2) then CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 16533, hostile) else CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile) end end end end -- Flugente: if this sector has not yet been liberated by the player, there might be some civilian enemy personnel here -- the idea is that these people are government employed, and won't stay around once you take the sector -- parameters of CreateCivilian: -- - tile where person should be created on the map -- - civilian group they should belong to (see also CivGRoupNames.xml) -- - number of the merchant the civilian should be (-1 for no merchant) -- - bodytype -- - vest colour (-1 for random) -- - pants colour (-1 for random) -- - hair colour (-1 for random) -- - skin colour (-1 for random) -- - optional item 1 (-1 for nothing) -- - optional item 2 (-1 for nothing) -- - optional item 3 (-1 for nothing) -- - optional item 4 (-1 for nothing if ( fHasEverBeenPlayerControlled == false ) then -- surface sectors if ( bSectorZ == 0 ) then -- central SAM if ( sSectorX == 8 and sSectorY == SectorY.MAP_ROW_I ) then CreateCivilian(16081, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1) CreateCivilian(15443, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1) CreateCivilian(10944, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1) -- Drassen SAM elseif ( sSectorX == 15 and sSectorY == SectorY.MAP_ROW_D ) then CreateCivilian(11297, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1) -- chitzena SAM elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_D ) then CreateCivilian(10675, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1) CreateCivilian(9718, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1) -- Meduna SAM elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_N ) then CreateCivilian(12071, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGFEMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1) CreateCivilian(12554, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.REGMALE, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 635, -1, -1) CreateCivilian(15085, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1) -- Orta surface elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then CreateCivilian(16065, CivGroup.SCIENTIST_GROUP, -1, Bodytype.DRESSCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13991, CivGroup.SCIENTIST_GROUP, -1, Bodytype.MANCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) -- Meduna airport elseif ( sSectorX == 3 and sSectorY == SectorY.MAP_ROW_N ) then CreateCivilian(12224, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(11439, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(11451, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13529, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) -- Drassen airport elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_B ) then CreateCivilian(11719, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(8054, CivGroup.RADAR_TECHNICIAN_GROUP, -1, Bodytype.MANCIV, Vest.GREYVEST, Pants.GREENPANTS, -1, -1, 210, 8, -1, -1) CreateCivilian(5990, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(4562, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.JEANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(8112, CivGroup.AIRPORT_STAFF_GROUP, -1, Bodytype.FATCIV, Vest.BROWNVEST, Pants.JEANPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1) -- Grumm factory elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_H ) then CreateCivilian(12051, CivGroup.FACTORY_GROUP, -1, Bodytype.KIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9337, CivGroup.FACTORY_GROUP, -1, Bodytype.HATKIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9988, CivGroup.FACTORY_GROUP, -1, Bodytype.KIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10165, CivGroup.FACTORY_GROUP, -1, Bodytype.HATKIDCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10287, CivGroup.FACTORY_GROUP, -1, Bodytype.DRESSCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) -- Grumm factory elseif ( sSectorX == 2 and sSectorY == SectorY.MAP_ROW_G ) then CreateCivilian(11777, CivGroup.SCIENTIST_GROUP, -1, Bodytype.REGMALE, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10019, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(18944, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12543, CivGroup.FACTORY_GROUP, -1, Bodytype.MANCIV, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) -- Tixa elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_J ) then CreateCivilian(9058, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9992, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(15895, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(12056, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(17043, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) -- Alma prison elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_I ) then CreateCivilian(10618, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.DRESSCIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12893, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(11594, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(13514, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(10309, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(8223, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) -- Alma warehouse elseif ( sSectorX == 14 and sSectorY == SectorY.MAP_ROW_H ) then CreateCivilian(20235, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10612, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9656, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12421, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10334, CivGroup.FACTORY_GROUP, -1, Bodytype.REGFEMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(16374, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) -- Alma barracks elseif ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_H ) then CreateCivilian(11132, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(11913, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.DRESSCIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1) CreateCivilian(6793, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9993, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12874, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.BIGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9680, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9688, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.MANCIV, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12086, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(7942, CivGroup.BARRACK_STAFF_GROUP, -1, Bodytype.REGFEMALE, Vest.GREENVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) -- Balime elseif ( sSectorX == 11 and sSectorY == SectorY.MAP_ROW_L ) then CreateCivilian(15951, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1) CreateCivilian(17692, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(12546, CivGroup.LOYAL_CIV_GROUP, -1,-1, -1, -1, -1, -1, 195, -1, -1, -1) CreateCivilian(13826, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(13350, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(13491, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(16708, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1) CreateCivilian(12264, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(13227, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) -- Balime elseif ( sSectorX == 12 and sSectorY == SectorY.MAP_ROW_L ) then CreateCivilian(12599, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(11134, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(10508, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(10503, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1) CreateCivilian(12102, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(14830, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(15297, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1) CreateCivilian(16414, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(9976, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) CreateCivilian(14792, CivGroup.LOYAL_CIV_GROUP, -1, -1, -1, -1, -1, -1, 195, -1, -1, -1) end -- sublevel 1 elseif ( bSectorZ == 1 ) then -- Orta if ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_K ) then CreateCivilian(14494, CivGroup.ADMINISTRATIVE_STAFF_GROUP, -1, Bodytype.MINICIV, Vest.PURPLESHIRT, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13062, CivGroup.SCIENTIST_GROUP, -1, Bodytype.MANCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(13167, CivGroup.SCIENTIST_GROUP, -1, Bodytype.FATCIV, Vest.WHITEVEST, Pants.BEIGEPANTS, Hair.WHITEHEAD, -1, -1, -1, -1, -1) CreateCivilian(12048, CivGroup.SCIENTIST_GROUP, -1, Bodytype.REGMALE, Vest.WHITEVEST, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(9827, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(10007, CivGroup.FACTORY_GROUP, -1, Bodytype.REGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(17211, CivGroup.FACTORY_GROUP, -1, Bodytype.BIGMALE, Vest.YELLOWVEST, Pants.TANPANTS, -1, -1, -1, -1, -1, -1) -- Tixa elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_J ) then CreateCivilian(12875, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGFEMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(12096, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(7287, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.REGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(5843, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.BIGMALE, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) CreateCivilian(5378, CivGroup.WARDEN_CIV_GROUP, -1, Bodytype.MANCIV, Vest.BROWNVEST, Pants.BLACKPANTS, -1, -1, 213, 298, 1625, -1) end end end if ( bSectorZ == 0 ) then -- Drassen if ( sSectorX == 13 and sSectorY == SectorY.MAP_ROW_D) then if ( GetTownLoyaltyRating(2) > 50 ) then -- wine store CreateCivilian(17198, 0, 55, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1) end -- general store CreateCivilian(10943, 0, 41, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1) -- Alma elseif ( sSectorX == 14 and sSectorY == SectorY.MAP_ROW_I) then -- wine store CreateCivilian(8530, 0, 56, Bodytype.MANCIV, Vest.GREYVEST, -1, -1, -1, -1, -1, -1, -1) -- general store - both traders use the same inventory CreateCivilian(13839, 0, 42, Bodytype.FATCIV, Vest.YELLOWVEST, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(12878, 0, 42, Bodytype.DRESSCIV, Vest.YELLOWVEST, Pants.BLUEPANTS, -1, -1, -1, -1, -1, -1) -- Cambria elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_F) then -- drug dealer (university ruins) CreateCivilian(10032, 0, 60, Bodytype.HATKIDCIV, -1, -1, -1, -1, -1, -1, -1, -1) elseif ( sSectorX == 9 and sSectorY == SectorY.MAP_ROW_G) then -- wine store CreateCivilian(17657, 0, 57, Bodytype.MANCIV, Vest.JEANVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(16055, 0, 57, Bodytype.REGFEMALE, Vest.JEANVEST, Pants.GREENPANTS, -1, -1, -1, -1, -1, -1) -- pharmacy CreateCivilian(11627, 0, 47, Bodytype.FATCIV, Vest.WHITEVEST, -1, Hair.WHITEHEAD, -1, -1, -1, -1, -1) -- restaurant CreateCivilian(15630, 0, 49, Bodytype.MANCIV, Vest.GYELLOWSHIRT, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) CreateCivilian(15321, 0, 49, Bodytype.MINICIV, Vest.GYELLOWSHIRT, Pants.BEIGEPANTS, -1, -1, -1, -1, -1, -1) -- general store CreateCivilian(15117, 0, 43, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1) -- Grumm elseif ( sSectorX == 1 and sSectorY == SectorY.MAP_ROW_H) then -- general store CreateCivilian(12430, 0, 44, Bodytype.BIGMALE, -1, -1, -1, -1, -1, -1, -1, -1) -- wine store CreateCivilian(13533, 0, 58, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1) -- restaurant CreateCivilian(12722, 0, 50, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1) -- tool shop CreateCivilian(8362, 0, 61, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1) -- Balime elseif ( sSectorX == 12 and sSectorY == SectorY.MAP_ROW_L) then -- luxury store CreateCivilian(9653, CivGroup.LOYAL_CIV_GROUP, 64, Bodytype.MANCIV, -1, -1, -1, -1, 212, 264, -1, -1) -- gas station near Balime elseif ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_L) then -- restaurant CreateCivilian(11932, 0, 51, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1) -- San Mona elseif ( sSectorX == 6 and sSectorY == SectorY.MAP_ROW_C) then -- only add merchants if Kingpin is alive and not hostile towards us if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and (CheckFact( Facts.FACT_KINGPIN_IS_ENEMY, 0 ) == false) and (CheckMercIsDead ( Profil.KINGPIN ) == false) ) then -- restaurant CreateCivilian(16351, CivGroup.KINGPIN_CIV_GROUP, 66, Bodytype.DRESSCIV, -1, -1, -1, -1, -1, -1, -1, -1) -- armour store (Skin Tight Fashions) CreateCivilian(13010, CivGroup.KINGPIN_CIV_GROUP, 67, Bodytype.MINICIV, -1, -1, -1, -1, -1, -1, -1, -1) -- hunting store CreateCivilian(11098, CivGroup.KINGPIN_CIV_GROUP, 62, Bodytype.REGMALE, Vest.BROWNVEST, Pants.GREENPANTS, -1, -1, 763, 135, 288, 284) end -- if we haven't pissed of the black market, spawn dealer if ( CheckCivGroupHostile(CivGroup.BLACKMARKET_GROUP) == false ) then -- unlock the door so we can enter ACTION_ITEM_UNLOCK_DOOR(12834) -- black market dealer and bodyguards CreateCivilian(12992, CivGroup.BLACKMARKET_GROUP, 68, Bodytype.MANCIV, Vest.GREYVEST, Pants.JEANPANTS, Hair.WHITEHEAD, Skin.BLACKSKIN, 337, 264, -1, -1) CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12672, 0) CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13312, 0) CreateArmedCivilain(CivGroup.BLACKMARKET_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 12995, 0) end elseif ( sSectorX == 5 and sSectorY == SectorY.MAP_ROW_C) then -- only add merchants if Kingpin is alive and not hostile towards us if ( (CheckFact( Facts.FACT_KINGPIN_DEAD, 0 ) == false) and (CheckFact( Facts.FACT_KINGPIN_IS_ENEMY, 0 ) == false) and (CheckMercIsDead ( Profil.KINGPIN ) == false) ) then -- general store CreateCivilian(6641, CivGroup.KINGPIN_CIV_GROUP, 45, Bodytype.REGMALE, -1, -1, -1, -1, 694, 107, 37, -1) -- construction materials store CreateCivilian(20549, CivGroup.KINGPIN_CIV_GROUP, 63, Bodytype.STOCKYMALE, -1, -1, -1, -1, 13, 161, 302, 135) -- restaurant CreateCivilian(16755, CivGroup.KINGPIN_CIV_GROUP, 52, Bodytype.MANCIV, -1, -1, -1, -1, 759, -1, -1, -1) -- wine store CreateCivilian(10804, CivGroup.KINGPIN_CIV_GROUP, 59, Bodytype.REGFEMALE, -1, -1, -1, -1, 340, 107, 302, 284) end -- Chitzena -- Meduna elseif ( sSectorX == 4 and sSectorY == SectorY.MAP_ROW_O) then -- posh general store CreateCivilian(10503, CivGroup.LOYAL_CIV_GROUP, 46, Bodytype.MINICIV, -1, -1, -1, -1, 212, -1, -1, -1) -- restaurant CreateCivilian(18465, CivGroup.LOYAL_CIV_GROUP, 53, Bodytype.MANCIV, -1, -1, -1, -1, -1, -1, -1, -1) -- restaurant CreateCivilian(9840, CivGroup.LOYAL_CIV_GROUP, 54, Bodytype.REGFEMALE, -1, -1, -1, -1, -1, -1, -1, -1) -- luxury store CreateCivilian(10916, CivGroup.LOYAL_CIV_GROUP, 65, Bodytype.MANCIV, -1, -1, -1, -1, 264, -1, -1, -1) -- pharmacy CreateCivilian(11579, CivGroup.LOYAL_CIV_GROUP, 48, Bodytype.FATCIV, -1, -1, -1, -1, -1, -1, -1, -1) end elseif ( bSectorZ == 1 ) then -- We spawn a rebel 'quartermaster' in the rebel basement. He doesn't have much to offer, and it isn't exactly quality ware, but better than nothing if ( sSectorX == 10 and sSectorY == SectorY.MAP_ROW_A) then CreateCivilian(11433, CivGroup.REBEL_CIV_GROUP, 40, Bodytype.CRIPPLECIV, Vest.BROWNVEST, Pants.GREENPANTS, Hair.WHITEHEAD, -1, 711, 545, 545, -1) end end end