Added New Mods; Swapped Mods and Removed Some
Removed EGUI in favor of UI Rework by Sota Added in GTR Optimized for higher res textures, over Zone Reality Remade and removed all files that conflicted from ZRR to save storage space.
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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 • " .. 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 • " .. 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 • " .. 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 • "..price-cash.." RU"
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str = str .. "\\n • " .. 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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