115 lines
3.4 KiB
Plaintext
115 lines
3.4 KiB
Plaintext
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cur_hint = inventory_upgrades.cur_hint
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local char_ini = ini_file("item_upgrades.ltx")
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local param_ini = ini_file("misc\\stalkers_upgrade_info.ltx")
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local cur_price_percent = 2
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local upg_ind = {
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["a"] = 1,
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["b"] = 1,
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["c"] = 2,
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["d"] = 2,
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["e"] = 3,
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["f"] = 3,
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}
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function inventory_upgrades.get_upgrade_cost(section)
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-- The text variable to be displayed
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-- Edited by Sota
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--local str = " "
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local str = ""
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if db.actor then
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-- Read the amount necessary for installation
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local price = math.floor(char_ini:r_u32(section, "cost")*cur_price_percent)
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-- Enter into the text variable the cost of the upgrade
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-- Edited by Sota
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--str = " " .. game.translate_string("st_upgr_cost") .. ": " .. price
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str = game.translate_string("st_upgr_cost") .. ": " .. price
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end
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return str
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end
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function inventory_upgrades.get_possibility_string(mechanic_name, possibility_table)
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local str = ""
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if (cur_hint) then
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for k,v in pairs(cur_hint) do
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-- Edited by Sota
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--str = str .. "\\n - " .. game.translate_string(v)
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str = str .. "\\n <20> " .. game.translate_string(v)
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end
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end
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if (str == "") then
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str = " - add hints for this upgrade"
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end
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return str
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end
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function inventory_upgrades.prereq_functor_a( param3, section )
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local victim = get_speaker()
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if not (victim) then
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return ""
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end
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local mechanic_name = victim:section()
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local str = ""
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local custom = false
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-- check section precondition
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if (param_ini:line_exist(mechanic_name.."_upgr", section)) then
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local param = param_ini:r_string_ex(mechanic_name.."_upgr", section)
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if (param) then
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custom = true
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if (param=="false") then
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return str
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else
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cur_hint = nil
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local possibility_table = xr_logic.parse_condlist(victim, mechanic_name.."_upgr", section, param)
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local possibility = xr_logic.pick_section_from_condlist(db.actor, victim, possibility_table)
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if not(possibility) or (possibility=="false") then
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str = str .. get_possibility_string(mechanic_name, possibility_table)
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end
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end
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end
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end
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-- Check global precondition
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if (not custom) then
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local indx = section:sub(14,14)
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local tier = indx and upg_ind[indx] or 1
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local tier_con = param_ini:r_float_ex(mechanic_name, "def_upgr_tier_" .. tier)
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--printf("upgrade global precond | mechanic_name: %s - tier: %s - tier_con: %s ", mechanic_name, tier, tier_con)
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-- check if mechanic has tools suitable upgrade's tier
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if (tier_con == 0) then
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if (not has_alife_info(mechanic_name .. "_upgrade_tier_" .. tier)) then
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-- Edited by Sota
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--str = str .. "\\n - " .. game.translate_string("st_upgr_condlist")
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str = str .. "\\n <20> " .. game.translate_string("st_upgr_condlist")
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end
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-- permanently locked
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elseif (tier_con == 1) then
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-- Edited by Sota
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--str = str .. "\\n - " .. game.translate_string("st_upgr_cant_do")
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str = str .. "\\n <20> " .. game.translate_string("st_upgr_cant_do")
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end
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end
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-- Check money
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local actor = db.actor
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if actor then
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-- We read from the upgrade section its price
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local price = math.floor(char_ini:r_u32(section, "cost")*cur_price_percent)
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-- Read the number of dough from YY
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local cash = actor:money()
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-- If the bubble is not enough, then we list the corresponding line
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if (cash < price) then
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-- Edited by Sota
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--str = str .. "\\n - "..game.translate_string("st_upgr_enough_money").."\\n <20> "..price-cash.." RU"
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str = str .. "\\n <20> " .. game.translate_string("st_upgr_enough_money") .. ": " .. price-cash .. " RU"
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end
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end
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return str
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end
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