880 lines
23 KiB
Plaintext
880 lines
23 KiB
Plaintext
--------------------------------
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----- Written by Darryl123 -----
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--------------------------------
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-------------------------
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----- Miscellaneous -----
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-------------------------
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-- Check if achievements can be unlocked.
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function can_unlock()
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return (db.actor and db.actor.afterFirstUpdate)
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end
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-- Counts how many achievements exist.
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local achievements_count = nil
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function get_achievements_count()
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-- Check if a count has already been made.
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if (achievements_count) then
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return achievements_count
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end
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-- Scan the achievements section for achievements.
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achievements_count = 0
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local line_count = ini_sys:line_count("achievements") or 0
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for i = 0, line_count - 1 do
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-- Check whether the achievement requires story mode.
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local junk1, section, junk2 = ini_sys:r_line("achievements", i, "", "")
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local ignore = ini_sys:r_bool_ex(section, "ignore", false)
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local story = ini_sys:r_bool_ex(section, "story", false)
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local ironman = ini_sys:r_bool_ex(section, "ironman", false)
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local warfare = ini_sys:r_bool_ex(section, "warfare", false)
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local is_story = (story and not has_alife_info("story_mode_disabled"))
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local is_ironman = (ironman and IsHardcoreMode())
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local is_warfare = (warfare and _G.WARFARE)
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if (not (story or ironman or warfare)) -- if achievement has no restricted mode
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or (is_story and not ironman) -- if achievement for story mode only
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or (is_story and is_ironman)
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or (is_warfare)
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then
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if (not ignore) then
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achievements_count = achievements_count + 1
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end
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end
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end
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return achievements_count
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end
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-- Counts how many achievements are locked.
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function get_achievements_locked_count()
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return get_achievements_count() - get_achievements_unlocked_count()
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end
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-- Counts how many achievements are unlocked.
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function get_achievements_unlocked_count()
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return game_statistics.get_actor_achievements_count()
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end
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-- Checks whether an achievement is unlocked.
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function has_achievement(achievement)
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return game_statistics.has_actor_achievement(achievement)
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end
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--------------------
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----- Functors -----
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--------------------
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-- Bookworm Food
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function bookworm_food_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("bookworm_food")) then
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return true
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end
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-- Unlock the achievement.
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if (bookworm_food_requirements()) then
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bookworm_food_rewards()
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return true
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end
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end
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-- Completionist.
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function completionist_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("completionist")) then
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return true
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end
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-- Unlock the achievement.
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if (completionist_requirements()) then
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completionist_rewards()
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return true
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end
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end
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-- Down to Earth.
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function down_to_earth_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("down_to_earth")) then
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return true
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end
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-- Unlock the achievement.
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if (down_to_earth_requirements()) then
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down_to_earth_rewards()
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return true
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end
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end
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-- Duga Free.
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function duga_free_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("duga_free")) then
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return true
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end
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-- Unlock the achievement.
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if (duga_free_requirements()) then
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duga_free_rewards()
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return true
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end
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end
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-- Geologist.
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function geologist_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("geologist")) then
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return true
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end
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-- Unlock the achievement.
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if (geologist_requirements()) then
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geologist_rewards()
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return true
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end
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end
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-- Heavy Pockets.
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function heavy_pockets_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("heavy_pockets")) then
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return true
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end
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-- Unlock the achievement.
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if (heavy_pockets_requirements()) then
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heavy_pockets_rewards()
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return true
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end
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end
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-- Infopreneur.
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function infopreneur_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("infopreneur")) then
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return true
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end
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-- Unlock the achievement.
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if (infopreneur_requirements()) then
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infopreneur_rewards()
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return true
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end
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end
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-- Mechanized Warfare.
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function mechanized_warfare_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("mechanized_warfare")) then
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return true
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end
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-- Unlock the achievement.
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if (mechanized_warfare_requirements()) then
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mechanized_warfare_rewards()
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return true
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end
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end
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-- Patriarch.
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function patriarch_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("patriarch")) then
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return true
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end
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-- Unlock the achievement.
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if (patriarch_requirements()) then
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patriarch_rewards()
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return true
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end
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end
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-- Radiotherapy.
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function radiotherapy_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("radiotherapy")) then
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return true
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end
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-- Unlock the achievement.
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if (radiotherapy_requirements()) then
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radiotherapy_rewards()
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return true
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end
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end
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-- Rag and Bone.
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function rag_and_bone_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("rag_and_bone")) then
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return true
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end
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-- Unlock the achievement.
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if (rag_and_bone_requirements()) then
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rag_and_bone_rewards()
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return true
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end
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end
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-- Silver or Lead.
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function silver_or_lead_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("silver_or_lead")) then
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return true
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end
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-- Unlock the achievement.
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if (silver_or_lead_requirements()) then
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silver_or_lead_rewards()
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return true
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end
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end
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-- Tourist.
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function tourist_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("tourist")) then
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return true
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end
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-- Unlock the achievement.
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if (has_alife_info("tourist_achievement_delay")) then
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tourist_rewards()
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return true
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end
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-- An infoportion delays the achievement.
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-- Without this it often unlocks during level transition.
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if (tourist_requirements()) then
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db.actor:give_info_portion("tourist_achievement_delay")
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return false
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end
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end
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-- Well Dressed.
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function well_dressed_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("well_dressed")) then
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return true
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end
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-- Unlock the achievement.
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if (well_dressed_requirements()) then
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well_dressed_rewards()
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return true
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end
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end
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-- Wishful Thinking.
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function wishful_thinking_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("wishful_thinking")) then
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return true
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end
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-- Unlock the achievement.
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if (wishful_thinking_requirements()) then
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wishful_thinking_rewards()
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return true
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end
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end
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-- Infantile Pleasure.
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function infantile_pleasure_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("infantile_pleasure")) then
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return true
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end
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-- Unlock the achievement.
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if (infantile_pleasure_requirements()) then
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infantile_pleasure_rewards()
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return true
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end
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end
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-- Recycler.
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function recycler_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("recycler")) then
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return true
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end
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-- Unlock the achievement.
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if (recycler_requirements()) then
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recycler_rewards()
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return true
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end
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end
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-- Artificer Eagerness.
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function artificer_eagerness_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("artificer_eagerness")) then
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return true
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end
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-- Unlock the achievement.
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if (artificer_eagerness_requirements()) then
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artificer_eagerness_rewards()
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return true
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end
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end
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-- Unforeseen Guest.
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function unforeseen_guest_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("unforeseen_guest")) then
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return true
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end
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-- Unlock the achievement.
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if (unforeseen_guest_requirements()) then
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unforeseen_guest_rewards()
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return true
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end
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end
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-- Absolver.
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function absolver_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("absolver")) then
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return true
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end
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-- Unlock the achievement.
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if (absolver_requirements()) then
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absolver_rewards()
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return true
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end
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end
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-- Collaborator.
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function collaborator_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("collaborator")) then
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return true
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end
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-- Unlock the achievement.
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if (collaborator_requirements()) then
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collaborator_rewards()
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return true
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end
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end
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-- Iron Curtain.
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function iron_curtain_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("iron_curtain")) then
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return true
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end
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-- Unlock the achievement.
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if (iron_curtain_requirements()) then
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iron_curtain_rewards()
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return true
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end
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end
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-- Murky Spirit.
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function murky_spirit_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("murky_spirit")) then
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return true
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end
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-- Unlock the achievement.
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if (murky_spirit_requirements()) then
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murky_spirit_rewards()
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return true
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end
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end
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-- Invictus.
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function invictus_functor()
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-- Check if it can be unlocked.
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if (not can_unlock()) then
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return false
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end
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-- Check if it is already unlocked.
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if (has_achievement("invictus")) then
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return true
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end
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-- Unlock the achievement.
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if (invictus_requirements()) then
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invictus_rewards()
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return true
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end
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end
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------------------------
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----- Requirements -----
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------------------------
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-- Bookworm Food
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-- Requires all encyclopedia articles be unlocked.
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function bookworm_food_requirements()
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return (
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(ui_pda_encyclopedia_tab.get_articles_locked_count() == 0)
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)
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end
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-- Completionist.
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-- Requires all available achievements to be unlocked.
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function completionist_requirements()
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return (
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(get_achievements_locked_count() <= 1)
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)
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end
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-- Down to Earth.
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-- Requires 3 helicopters killed, or just one with an RPG-7.
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function down_to_earth_requirements()
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return (
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(game_statistics.get_statistic_count("helicopters_downed") >= 3)
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or (game_statistics.get_statistic_count("helicopters_downed2") >= 1)
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)
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end
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-- Duga Free.
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-- Requires story mode, and that the Miracle Machine and Brain Scorcher are disabled.
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function duga_free_requirements()
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return (
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not (has_alife_info("story_mode_disabled"))
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and (has_alife_info("yan_labx16_switcher_primary_off"))
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and (has_alife_info("bar_deactivate_radar_done"))
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)
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end
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-- Geologist.
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-- Requires 50 artefacts be detected by the player.
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function geologist_requirements()
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return (
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(game_statistics.get_statistic_count("artefacts_detected") >= 50)
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)
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end
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-- Heavy Pockets.
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-- Requires player to possess 1,000,000 RU.
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function heavy_pockets_requirements()
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return (
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(db.actor:money() >= 1000000)
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)
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end
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-- Infopreneur.
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-- Requires player to deliver 50 PDAs.
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function infopreneur_requirements()
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return (
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(game_statistics.get_statistic_count("pdas_delivered") >= 50)
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)
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end
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-- Mechanized Warfare.
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-- Requires a mechanic to own all tools.
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function mechanized_warfare_requirements()
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return (
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(has_alife_info("agr_smart_terrain_1_6_army_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("army_south_mechan_mlr_upgrade_tier_3"))
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or (has_alife_info("bar_visitors_stalker_mechanic_upgrade_tier_3"))
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or (has_alife_info("cit_killers_merc_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("dasc_tech_mlr_upgrade_tier_3"))
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or (has_alife_info("val_smart_terrain_7_3_bandit_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("esc_smart_terrain_5_7_loner_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("jup_b217_stalker_tech_upgrade_tier_3"))
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or (has_alife_info("jup_cont_mech_bandit_upgrade_tier_3"))
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or (has_alife_info("mar_base_stalker_tech_upgrade_tier_3"))
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or (has_alife_info("mil_smart_terrain_7_7_freedom_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("mechanic_monolith_jup_depo_upgrade_tier_3"))
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or (has_alife_info("mechanic_monolith_kbo_upgrade_tier_3"))
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or (has_alife_info("pri_monolith_monolith_mechanic_stalker_upgrade_tier_3"))
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or (has_alife_info("merc_pri_a18_mech_mlr_upgrade_tier_3"))
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or (has_alife_info("trucks_cemetery_bandit_mechanic_upgrade_tier_3"))
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or (has_alife_info("yan_ecolog_kruglov_upgrade_tier_3"))
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or (has_alife_info("zat_a2_stalker_mechanic_upgrade_tier_3"))
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or (has_alife_info("zat_stancia_mech_merc_upgrade_tier_3"))
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or (has_alife_info("mechanic_army_yan_mlr_upgrade_tier_3"))
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or (has_alife_info("jup_depo_isg_tech_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_army_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_bandit_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_csky_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_dolg_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_ecolog_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_freedom_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_killer_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_monolith_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_stalker_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_renegade_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_greh_mechanic_upgrade_tier_3"))
|
|
or (has_alife_info("sim_default_isg_mechanic_upgrade_tier_3"))
|
|
)
|
|
end
|
|
|
|
-- Patriarch.
|
|
-- Requires rank of 'Legend' be reached.
|
|
function patriarch_requirements()
|
|
return (
|
|
(db.actor:character_rank() >= 50000)
|
|
)
|
|
end
|
|
|
|
-- Radiotherapy.
|
|
-- Requires 25 emissions and 25 psi-storms to be survived.
|
|
function radiotherapy_requirements()
|
|
return (
|
|
(game_statistics.get_statistic_count("emissions") >= 25)
|
|
and (game_statistics.get_statistic_count("psi_storms") >= 25)
|
|
)
|
|
end
|
|
|
|
-- Rag and Bone.
|
|
-- Requires 100 stashes be found and looted.
|
|
function rag_and_bone_requirements()
|
|
return (
|
|
(game_statistics.get_statistic_count("stashes_found") >= 100)
|
|
)
|
|
end
|
|
|
|
-- Silver or Lead.
|
|
-- Requires player to kill 500 stalkers or have 50 surrender to you.
|
|
function silver_or_lead_requirements()
|
|
return (
|
|
(game_statistics.get_statistic_count("killed_stalkers") >= 500)
|
|
or (game_statistics.get_statistic_count("enemies_surrendered") >= 50)
|
|
)
|
|
end
|
|
|
|
-- Tourist.
|
|
-- Requires player to visit all levels.
|
|
function tourist_requirements()
|
|
return (
|
|
(game_statistics.has_actor_visitied_all_levels())
|
|
)
|
|
end
|
|
|
|
-- Well Dressed.
|
|
-- Requires player to kill 500 mutants or field dress 250 mutant parts.
|
|
function well_dressed_requirements()
|
|
return (
|
|
(game_statistics.get_statistic_count("killed_monsters") >= 500)
|
|
or (game_statistics.get_statistic_count("field_dressings") >= 250)
|
|
)
|
|
end
|
|
|
|
-- Wishful Thinking.
|
|
-- Requires story mode, and for the player to finish Living Legend questlines.
|
|
function wishful_thinking_requirements()
|
|
return (
|
|
not (has_alife_info("story_mode_disabled"))
|
|
and (has_alife_info("living_legend_done"))
|
|
)
|
|
end
|
|
|
|
-- Infantile Pleasure
|
|
-- Requires player to smash 200 boxes
|
|
function infantile_pleasure_requirements()
|
|
return ((game_statistics.get_statistic_count("boxes_smashed") >= 200))
|
|
end
|
|
|
|
-- Recycler
|
|
-- Requires player to disassemble 200 items
|
|
function recycler_requirements()
|
|
return ((game_statistics.get_statistic_count("items_disassembled") >= 200))
|
|
end
|
|
|
|
-- Artificer Eagerness
|
|
-- Requires player to craft 50 items
|
|
function artificer_eagerness_requirements()
|
|
return ((game_statistics.get_statistic_count("items_crafted") >= 50))
|
|
end
|
|
|
|
-- Unforeseen Guest
|
|
-- Requires player to stay disguised for 5 hours under stalkers watch
|
|
function unforeseen_guest_requirements()
|
|
return ((game_statistics.get_statistic_count("minutes_disguised") >= 5*60))
|
|
end
|
|
|
|
-- Absolver.
|
|
-- Requires story mode, and for the player to finish Mortal Sin questlines.
|
|
function absolver_requirements()
|
|
return (
|
|
not (has_alife_info("story_mode_disabled"))
|
|
and (has_alife_info("mortal_sin_zone_hero"))
|
|
)
|
|
end
|
|
|
|
-- Collaborator.
|
|
-- Requires story mode, and for the player to finish Operation Afterglow questlines.
|
|
function collaborator_requirements()
|
|
return (
|
|
not (has_alife_info("story_mode_disabled"))
|
|
and (has_alife_info("operation_afterglow_complete"))
|
|
)
|
|
end
|
|
|
|
|
|
-- Iron Curtain.
|
|
-- Requires Warfare mode, and for the player's faction to take over the levels.
|
|
function iron_curtain_requirements()
|
|
return (
|
|
IsWarfare() and (has_alife_info("warfare_actor_faction_domination"))
|
|
)
|
|
end
|
|
|
|
-- Murky Spirit.
|
|
-- Requires story mode, and for the player to finish Lost to the Zone questlines.
|
|
function murky_spirit_requirements()
|
|
return (
|
|
not (has_alife_info("story_mode_disabled"))
|
|
and (has_alife_info("operation_afterglow_complete"))
|
|
and IsHardcoreMode()
|
|
and not (has_alife_info("ironman_flag_off"))
|
|
)
|
|
end
|
|
|
|
-- Invictus.
|
|
-- Requires story mode, and for the player to finish Living Legend questlines.
|
|
function invictus_requirements()
|
|
return (
|
|
not (has_alife_info("story_mode_disabled"))
|
|
and (has_alife_info("operation_afterglow_complete"))
|
|
and IsHardcoreMode()
|
|
and not (has_alife_info("ironman_flag_off"))
|
|
and not (has_alife_info("ironman_flag_died"))
|
|
and (game_difficulties.get_game_factor("type") == 3)
|
|
and (game_difficulties.get_eco_factor("type") == 3)
|
|
and not (has_alife_info("diff_gameplay_flag_change"))
|
|
and not (has_alife_info("diff_economy_flag_change"))
|
|
and not (has_alife_info("debug_mode_flag_on"))
|
|
)
|
|
end
|
|
|
|
-------------------
|
|
----- Rewards -----
|
|
-------------------
|
|
|
|
-- Bookworm Food.
|
|
-- Future memory sticks become rare PDAs.
|
|
function bookworm_food_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","bookworm_food","st_achievement_15_unlock")
|
|
end
|
|
|
|
-- Completionist.
|
|
function completionist_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","completionist","st_achievement_10_unlock")
|
|
end
|
|
|
|
-- Down to Earth.
|
|
-- Weaker helicopters are respawned.
|
|
function down_to_earth_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","down_to_earth","st_achievement_12_unlock")
|
|
end
|
|
|
|
-- Duga Free.
|
|
-- Yantar & Radar psi-fields disabled.
|
|
function duga_free_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","duga_free","st_achievement_4_unlock")
|
|
end
|
|
|
|
-- Geologist.
|
|
-- Increased spawn chance of artefacts.
|
|
function geologist_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","geologist","st_achievement_13_unlock")
|
|
end
|
|
|
|
-- Heavy Pockets.
|
|
-- Traders sell cheaper and rarer goods.
|
|
function heavy_pockets_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","heavy_pockets","st_achievement_1_unlock")
|
|
end
|
|
|
|
-- Infopreneur.
|
|
-- Money received for delivering PDAs increased.
|
|
function infopreneur_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","infopreneur","st_achievement_3_unlock")
|
|
end
|
|
|
|
-- Mechanized Warfare.
|
|
-- A mechanic can now fully upgrade equipment.
|
|
function mechanized_warfare_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","mechanized_warfare","st_achievement_7_unlock")
|
|
end
|
|
|
|
-- Patriarch.
|
|
-- Larger sized squads can be recruited.
|
|
function patriarch_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","patriarch","st_achievement_14_unlock")
|
|
end
|
|
|
|
-- Radiotherapy.
|
|
-- 25% chance of surviving emissions and psi-vortices.
|
|
function radiotherapy_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","radiotherapy","st_achievement_2_unlock")
|
|
end
|
|
|
|
-- Rag and Bone.
|
|
-- Random chance of better loot in task reward stashes.
|
|
function rag_and_bone_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","rag_and_bone","st_achievement_9_unlock")
|
|
end
|
|
|
|
-- Silver or Lead.
|
|
-- 33% chance of a second stash from surrendering stalkers.
|
|
function silver_or_lead_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","silver_or_lead","st_achievement_6_unlock")
|
|
end
|
|
|
|
-- Tourist.
|
|
-- 3 "Tourist's stashes" are revealed.
|
|
function tourist_rewards()
|
|
for i=1,3 do
|
|
treasure_manager.create_random_stash(nil, "Curious stash", nil)
|
|
end
|
|
db.actor:disable_info_portion("tourist_achievement_delay")
|
|
SendScriptCallback("actor_on_achievement_earned","tourist","st_achievement_8_unlock")
|
|
end
|
|
|
|
-- Well Dressed.
|
|
-- 20% chance of extra parts when field dressing mutants.
|
|
function well_dressed_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","well_dressed","st_achievement_5_unlock")
|
|
end
|
|
|
|
-- Wishful Thinking.
|
|
-- Unlock "Renegades" faction
|
|
function wishful_thinking_rewards()
|
|
axr_main.config:w_value("unlocked_factions","renegade",true)
|
|
axr_main.config:save()
|
|
SendScriptCallback("actor_on_achievement_earned","wishful_thinking","st_achievement_11_unlock")
|
|
end
|
|
|
|
-- Infantile Pleasure.
|
|
-- 25% chance of extra items found in boxes.
|
|
function infantile_pleasure_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","infantile_pleasure","st_achievement_16_unlock")
|
|
end
|
|
|
|
-- Recycler.
|
|
-- 33% chance of extra part obtained from disassembling.
|
|
function recycler_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","recycler","st_achievement_17_unlock")
|
|
end
|
|
|
|
-- Artificer Eagerness.
|
|
-- 1 less part used for crafting.
|
|
function artificer_eagerness_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","artificer_eagerness","st_achievement_18_unlock")
|
|
end
|
|
|
|
-- Unforeseen Guest.
|
|
-- less suspicious spikes upon sudden actions.
|
|
function unforeseen_guest_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","unforeseen_guest","st_achievement_19_unlock")
|
|
end
|
|
|
|
-- Absolver.
|
|
-- Unlock "Sin" faction
|
|
function absolver_rewards()
|
|
axr_main.config:w_value("unlocked_factions","greh",true)
|
|
axr_main.config:save()
|
|
SendScriptCallback("actor_on_achievement_earned","absolver","st_achievement_20_unlock")
|
|
end
|
|
|
|
-- Collaborator.
|
|
-- Unlock "ISG" faction
|
|
function collaborator_rewards()
|
|
axr_main.config:w_value("unlocked_factions","isg",true)
|
|
axr_main.config:save()
|
|
SendScriptCallback("actor_on_achievement_earned","collaborator","st_achievement_21_unlock")
|
|
end
|
|
|
|
-- Iron Curtain.
|
|
-- Reward 40,000 RU
|
|
function iron_curtain_rewards()
|
|
db.actor:give_money(40000)
|
|
SendScriptCallback("actor_on_achievement_earned","iron_curtain","st_achievement_22_unlock")
|
|
end
|
|
|
|
-- Murky Spirit.
|
|
function murky_spirit_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","murky_spirit","st_achievement_23_unlock")
|
|
end
|
|
|
|
-- Invictus.
|
|
function invictus_rewards()
|
|
SendScriptCallback("actor_on_achievement_earned","invictus","st_achievement_24_unlock")
|
|
end |