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-- $Id: //depot/Projects/StarWars/Run/Data/Scripts/Interventions/Intervention_Land_Unit_Windfall.lua#8 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars/Run/Data/Scripts/Interventions/Intervention_Land_Unit_Windfall.lua $
--
-- Original Author: James Yarrow
--
-- $Author: James_Yarrow $
--
-- $Change: 33437 $
--
-- $DateTime: 2005/11/28 17:40:14 $
--
-- $Revision: #8 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pginterventions")
function Declare_Goal_Type()
Category = "Intervention_Land_Unit_Windfall"
dialog = nil
plot = nil
event = nil
unit = nil
spawn_location = nil
reward_table = { Find_Object_Type("Rebel_Heavy_Tank_Brigade"),
Find_Object_Type("Rebel_Light_Tank_Brigade"),
Find_Object_Type("Rebel_Speeder_Wing"),
Find_Object_Type("Rebel_Heavy_Tank_Brigade"),
Find_Object_Type("Rebel_Infantry_Squad"),
Find_Object_Type("Rebel_Tank_Buster_Squad"),
Find_Object_Type("Rebel_Infiltrator_Team"),
Find_Object_Type("Imperial_Artillery_Corp"),
Find_Object_Type("Imperial_Heavy_Scout_Squad"),
Find_Object_Type("Imperial_Anti_Aircraft_Company"),
Find_Object_Type("Imperial_Armor_Group"),
Find_Object_Type("Imperial_Heavy_Assault_Company"),
Find_Object_Type("Imperial_Anti_Infantry_Brigade"),
Find_Object_Type("Imperial_Stormtrooper_Squad"),
Find_Object_Type("Imperial_Light_Scout_Squad"), }
end
function Intervention_Thread()
Begin_Intervention()
if PlayerObject.Get_Faction_Name() == "EMPIRE" then
dialog = "Dialog_E_Intervention_Unit_Windfall"
elseif PlayerObject.Get_Faction_Name() == "REBEL" then
dialog = "Dialog_R_Intervention_Unit_Windfall"
else
ScriptExit()
end
unit, count = Select_Reward_Unit(reward_table, PlayerObject, 200 * PlayerObject.Get_Tech_Level())
while not spawn_location do
spawn_location = FindTarget(Intervention, "Major_Intervention_Value", "Friendly", 1.0)
Sleep(1)
end
plot = Get_Story_Plot("Intervention_Windfall.xml")
event = plot.Get_Event("Windfall_00")
event.Set_Reward_Type("UNIQUE_UNIT")
event.Set_Reward_Parameter(0, unit)
event.Set_Reward_Parameter(1, spawn_location)
event.Set_Reward_Parameter(2, count)
event.Set_Dialog(dialog)
event.Clear_Dialog_Text()
event.Add_Dialog_Text("TEXT_INTERVENTION_REWARD", unit, count)
event = plot.Get_Event("Windfall_01")
event.Set_Reward_Parameter(1, PlayerObject.Get_Faction_Name())
plot.Activate()
Wait_On_Flag("WINDFALL_NOTIFICATION_00", nil)
plot.Suspend()
plot.Reset()
End_Intervention()
end