TheCourier13 Posted June 18, 2017 Share Posted June 18, 2017 Nice to see this coming along, I already see me just using a preset, and just minor tweeks to the setting here and there. :P Link to comment Share on other sites More sharing options...
SMB92 Posted June 18, 2017 Author Share Posted June 18, 2017 Yeah its getting quite large now. I just tidied up the quest script, added a number of menu functions, well over 2000 lines in there. By the time I'm done tonight it should be closer to 5000, not including the fragment script. Mostly properties. Made a fairly big optimization today in that I'm no longer using GlobalVariables but instead direct properties on the script. With the amount of variables this should result in a fair bit faster processing and initialization. Link to comment Share on other sites More sharing options...
TheCourier13 Posted June 18, 2017 Share Posted June 18, 2017 I was thinking of the Terminator idea and was wondering if you could implement the actions the assaultrons take when badly damaged, crawl towards the player and explode. And have them explode like the other robots when defeated. Link to comment Share on other sites More sharing options...
SMB92 Posted June 18, 2017 Author Share Posted June 18, 2017 Wouldn't know where to begin on the animation front :D. They should be able to use the synth ones though Link to comment Share on other sites More sharing options...
TheCourier13 Posted June 18, 2017 Share Posted June 18, 2017 (edited) Ah, that's right, animation issue. Sorry, didn't think of that, still drinking my coffee, lol. Question: will you be using the original WOTC as a base template for spawn placements? Edited June 18, 2017 by TheCourier13 Link to comment Share on other sites More sharing options...
SMB92 Posted June 18, 2017 Author Share Posted June 18, 2017 No. My system is way different, I only have one xmarker as opposed to a metric tonne of actorbase markers around an xmarker ;) Link to comment Share on other sites More sharing options...
SMB92 Posted June 18, 2017 Author Share Posted June 18, 2017 Update before I go off to sleep and then work tomorrow :sad: Wasn't joking about 5000 lines, in fact got up to 5367 lmao. Had to do a fair bit of refactoring though to change over from using Globals to just properties on the quest. Not to mention the menu/fragment script. Anyhow most of the primary functions are there now, some still need filling as I start to add more actors/npcs (currently only 4 that I used for testing) Anyhow just to put the money where my mouth is, here is the Quest script alone so far: Scriptname ASC_MasterQuestScript extends Quest {Master Script for SOTC} Struct ActorTypeStruct ActorBase LvlActorBase ActorBase LvlActorBossBase bool bAllowedBoss Int iMaxAllowed Int iMaxAllowedBoss Int iChance Int iChanceBoss Int iRerollChance Int iDifficulty Int iEZ_Lvl EndStruct ;Quest and menu messages Quest Property ASC_MasterQuest Auto Const Message Property ASC_MainMenu Auto Const Message Property ASC_RegionSelectionSubMenu Auto Const Message Property ASC_RegionSelectionMenu Auto Const Message Property ASC_MasterMenu Auto Const Message Property ASC_MasterPresetMenu Auto Const Message Property ASC_MasterRegionPresetMenu Auto Const Message Property ASC_MasterDiffMenu Auto Const Message Property ASC_MasterUniSettingsMenu Auto Const Message Property ASC_RegionalPresetMenu Auto Const Message Property ASC_RegionalDiffMenu Auto Const Message Property ASC_RegionalUniSettingsMenu Auto Const Message Property ASC_SystemsMenu Auto Const Message Property ASC_SystemPresetMenu Auto Const Message Property ASC_SystemDiffMenu Auto Const Message Property ASC_SystemUniSettingsMenu Auto Const ;For showing the user which preset is set or last set in menu Int Property iCurrentMasterPresetR1 = 0 Auto Int Property iCurrentMasterPresetR2 = 0 Auto Int Property iCurrentMasterPresetR3 = 0 Auto Int Property iCurrentMasterPresetR4 = 0 Auto Int Property iCurrentMasterPresetR5 = 0 Auto Int Property iCurrentMasterPresetR6 = 0 Auto Int Property iCurrentMasterPresetR7 = 0 Auto Int Property iCurrentMasterPresetR8 = 0 Auto Int Property iCurrentMasterPresetR9 = 0 Auto Int Property iCurrentMasterPresetR10 = 0 Auto Int Property iCurrentMasterPresetR11 = 0 Auto Int Property iCurrentMasterPresetR12 = 0 Auto Int Property iCurrentMasterDiffR1 = 0 Auto Int Property iCurrentMasterDiffR2 = 0 Auto Int Property iCurrentMasterDiffR3 = 0 Auto Int Property iCurrentMasterDiffR4 = 0 Auto Int Property iCurrentMasterDiffR5 = 0 Auto Int Property iCurrentMasterDiffR6 = 0 Auto Int Property iCurrentMasterDiffR7 = 0 Auto Int Property iCurrentMasterDiffR8 = 0 Auto Int Property iCurrentMasterDiffR9 = 0 Auto Int Property iCurrentMasterDiffR10 = 0 Auto Int Property iCurrentMasterDiffR11 = 0 Auto Int Property iCurrentMasterDiffR12 = 0 Auto ;unique variables Int Property iCurrentMenuRegion Auto ;Main Variable for holding which regional menu to bring up in menu. bool Property bModEnabled = false Auto ;Nothing spawns if this is false. For quickly/temporarily turning off the mod without losing settings ;Systems IO per region bool Property bRSEnabledR1 = false Auto ;Main Random Spawns bool Property bRSEnabledR2 = false Auto bool Property bRSEnabledR3 = false Auto bool Property bRSEnabledR4 = false Auto bool Property bRSEnabledR5 = false Auto bool Property bRSEnabledR6 = false Auto bool Property bRSEnabledR7 = false Auto bool Property bRSEnabledR8 = false Auto bool Property bRSEnabledR9 = false Auto bool Property bRSEnabledR10 = false Auto bool Property bRSEnabledR11 = false Auto bool Property bRSEnabledR12 = false Auto bool Property bWSEnabledR1 = false Auto ;Waterside Spawns bool Property bWSEnabledR2 = false Auto bool Property bWSEnabledR3 = false Auto bool Property bWSEnabledR4 = false Auto bool Property bWSEnabledR5 = false Auto bool Property bWSEnabledR6 = false Auto bool Property bWSEnabledR7 = false Auto bool Property bWSEnabledR8 = false Auto bool Property bWSEnabledR9 = false Auto bool Property bWSEnabledR10 = false Auto bool Property bWSEnabledR11 = false Auto bool Property bWSEnabledR12 = false Auto bool Property bWLEnabledR1 = false Auto ;Extra Wildilfe Spawns bool Property bWLEnabledR2 = false Auto bool Property bWLEnabledR3 = false Auto bool Property bWLEnabledR4 = false Auto bool Property bWLEnabledR5 = false Auto bool Property bWLEnabledR6 = false Auto bool Property bWLEnabledR7 = false Auto bool Property bWLEnabledR8 = false Auto bool Property bWLEnabledR9 = false Auto bool Property bWLEnabledR10 = false Auto bool Property bWLEnabledR11 = false Auto bool Property bWLEnabledR12 = false Auto bool Property bRREnabledR1 = false Auto ;Infestations bool Property bRREnabledR2 = false Auto bool Property bRREnabledR3 = false Auto bool Property bRREnabledR4 = false Auto bool Property bRREnabledR5 = false Auto bool Property bRREnabledR6 = false Auto bool Property bRREnabledR7 = false Auto bool Property bRREnabledR8 = false Auto bool Property bRREnabledR9 = false Auto bool Property bRREnabledR10 = false Auto bool Property bRREnabledR11 = false Auto bool Property bRREnabledR12 = false Auto bool Property bMOEnabledR1 = false Auto ;Extra Monsters bool Property bMOEnabledR2 = false Auto bool Property bMOEnabledR3 = false Auto bool Property bMOEnabledR4 = false Auto bool Property bMOEnabledR5 = false Auto bool Property bMOEnabledR6 = false Auto bool Property bMOEnabledR7 = false Auto bool Property bMOEnabledR8 = false Auto bool Property bMOEnabledR9 = false Auto bool Property bMOEnabledR10 = false Auto bool Property bMOEnabledR11 = false Auto bool Property bMOEnabledR12 = false Auto bool Property bSNEnabledR1 = false Auto ;Snipers bool Property bSNEnabledR2 = false Auto bool Property bSNEnabledR3 = false Auto bool Property bSNEnabledR4 = false Auto bool Property bSNEnabledR5 = false Auto bool Property bSNEnabledR6 = false Auto bool Property bSNEnabledR7 = false Auto bool Property bSNEnabledR8 = false Auto bool Property bSNEnabledR9 = false Auto bool Property bSNEnabledR10 = false Auto bool Property bSNEnabledR11 = false Auto bool Property bSNEnabledR12 = false Auto bool Property bSSEnabledR1 = false Auto ;Settlement "attacks" (spawns close to settlements) bool Property bSSEnabledR2 = false Auto bool Property bSSEnabledR3 = false Auto bool Property bSSEnabledR4 = false Auto bool Property bSSEnabledR5 = false Auto bool Property bSSEnabledR6 = false Auto bool Property bSSEnabledR7 = false Auto bool Property bSSEnabledR8 = false Auto bool Property bSSEnabledR9 = false Auto bool Property bSSEnabledR10 = false Auto bool Property bSSEnabledR11 = false Auto bool Property bSSEnabledR12 = false Auto bool Property bAMEnabledR1 = false Auto ;Ambush system bool Property bAMEnabledR2 = false Auto bool Property bAMEnabledR3 = false Auto bool Property bAMEnabledR4 = false Auto bool Property bAMEnabledR5 = false Auto bool Property bAMEnabledR6 = false Auto bool Property bAMEnabledR7 = false Auto bool Property bAMEnabledR8 = false Auto bool Property bAMEnabledR9 = false Auto bool Property bAMEnabledR10 = false Auto bool Property bAMEnabledR11 = false Auto bool Property bAMEnabledR12 = false Auto ;Master Chance to fire system spawn code on Marker Int Property iRSMasterChanceR1 = 25 Auto Int Property iRSMasterChanceR2 = 25 Auto Int Property iRSMasterChanceR3 = 25 Auto Int Property iRSMasterChanceR4 = 25 Auto Int Property iRSMasterChanceR5 = 25 Auto Int Property iRSMasterChanceR6 = 25 Auto Int Property iRSMasterChanceR7 = 25 Auto Int Property iRSMasterChanceR8 = 25 Auto Int Property iRSMasterChanceR9 = 25 Auto Int Property iRSMasterChanceR10 = 25 Auto Int Property iRSMasterChanceR11 = 25 Auto Int Property iRSMasterChanceR12 = 25 Auto ;Universal Reroll Limit for each Region Int Property iRerollLimitR1 = 1 Auto Int Property iRerollLimitR2 = 1 Auto Int Property iRerollLimitR3 = 1 Auto Int Property iRerollLimitR4 = 1 Auto Int Property iRerollLimitR5 = 1 Auto Int Property iRerollLimitR6 = 1 Auto Int Property iRerollLimitR7 = 1 Auto Int Property iRerollLimitR8 = 1 Auto Int Property iRerollLimitR9 = 1 Auto Int Property iRerollLimitR10 = 1 Auto Int Property iRerollLimitR11 = 1 Auto Int Property iRerollLimitR12 = 1 Auto ;Universal Disable Spawnpoint after unsuccessful Spawn bool Property bDisableOnBlock = false Auto ;Reset and Cleanup timer clocks Int Property iTimerResetR1 = 36 Auto ;Reset Timer for this Script, Game Time Int Property iTimerResetR2 = 36 Auto Int Property iTimerResetR3 = 36 Auto Int Property iTimerResetR4 = 36 Auto Int Property iTimerResetR5 = 36 Auto Int Property iTimerResetR6 = 36 Auto Int Property iTimerResetR7 = 36 Auto Int Property iTimerResetR8 = 36 Auto Int Property iTimerResetR9 = 36 Auto Int Property iTimerResetR10 = 36 Auto Int Property iTimerResetR11 = 36 Auto Int Property iTimerResetR12 = 36 Auto Int Property iTimerCleanupR1 = 30 Auto ;Cleanup Timer Value for Marker script, Real Time Seconds Int Property iTimerCleanupR2 = 30 Auto Int Property iTimerCleanupR3 = 30 Auto Int Property iTimerCleanupR4 = 30 Auto Int Property iTimerCleanupR5 = 30 Auto Int Property iTimerCleanupR6 = 30 Auto Int Property iTimerCleanupR7 = 30 Auto Int Property iTimerCleanupR8 = 30 Auto Int Property iTimerCleanupR9 = 30 Auto Int Property iTimerCleanupR10 = 30 Auto Int Property iTimerCleanupR11 = 30 Auto Int Property iTimerCleanupR12 = 30 Auto ;Formlists that SPs are added to after firing so they can be reset FormList Property ASC_ResetList_R1 Auto Const FormList Property ASC_ResetList_R2 Auto Const FormList Property ASC_ResetList_R3 Auto Const FormList Property ASC_ResetList_R4 Auto Const FormList Property ASC_ResetList_R5 Auto Const FormList Property ASC_ResetList_R6 Auto Const FormList Property ASC_ResetList_R7 Auto Const FormList Property ASC_ResetList_R8 Auto Const FormList Property ASC_ResetList_R9 Auto Const FormList Property ASC_ResetList_R10 Auto Const FormList Property ASC_ResetList_R11 Auto Const FormList Property ASC_ResetList_R12 Auto Const ;ID numbers of reset timers Int Property iResetTimerR1 = 1 Auto const Int Property iResetTimerR2 = 2 Auto const Int Property iResetTimerR3 = 3 Auto const Int Property iResetTimerR4 = 4 Auto const Int Property iResetTimerR5 = 5 Auto const Int Property iResetTimerR6 = 6 Auto const Int Property iResetTimerR7 = 7 Auto const Int Property iResetTimerR8 = 8 Auto const Int Property iResetTimerR9 = 9 Auto const Int Property iResetTimerR10 = 10 auto const Int Property iResetTimerR11 = 11 Auto const Int Property iResetTimerR12 = 12 Auto const ;check bools for reset timers bool Property bTimerRunningR1 = false Auto bool Property bTimerRunningR2 = false Auto bool Property bTimerRunningR3 = false Auto bool Property bTimerRunningR4 = false Auto bool Property bTimerRunningR5 = false Auto bool Property bTimerRunningR6 = false Auto bool Property bTimerRunningR7 = false Auto bool Property bTimerRunningR8 = false Auto bool Property bTimerRunningR9 = false Auto bool Property bTimerRunningR10 = false Auto bool Property bTimerRunningR11 = false Auto bool Property bTimerRunningR12 = false Auto ;All Systems Arrays ActorTypeStruct[] ActorTypes_RS_R1 ActorTypeStruct[] ActorTypes_RS_R2 ActorTypeStruct[] ActorTypes_RS_R3 ActorTypeStruct[] ActorTypes_RS_R4 ActorTypeStruct[] ActorTypes_RS_R5 ActorTypeStruct[] ActorTypes_RS_R6 ActorTypeStruct[] ActorTypes_RS_R7 ActorTypeStruct[] ActorTypes_RS_R8 ActorTypeStruct[] ActorTypes_RS_R9 ActorTypeStruct[] ActorTypes_RS_R10 ActorTypeStruct[] ActorTypes_RS_R11 ActorTypeStruct[] ActorTypes_RS_R12 ActorTypeStruct[] ActorTypes_WS_R1 ActorTypeStruct[] ActorTypes_WS_R2 ActorTypeStruct[] ActorTypes_WS_R3 ActorTypeStruct[] ActorTypes_WS_R4 ActorTypeStruct[] ActorTypes_WS_R5 ActorTypeStruct[] ActorTypes_WS_R6 ActorTypeStruct[] ActorTypes_WS_R7 ActorTypeStruct[] ActorTypes_WS_R8 ActorTypeStruct[] ActorTypes_WS_R9 ActorTypeStruct[] ActorTypes_WS_R10 ActorTypeStruct[] ActorTypes_WS_R11 ActorTypeStruct[] ActorTypes_WS_R12 ActorTypeStruct[] ActorTypes_WL_R1 ActorTypeStruct[] ActorTypes_WL_R2 ActorTypeStruct[] ActorTypes_WL_R3 ActorTypeStruct[] ActorTypes_WL_R4 ActorTypeStruct[] ActorTypes_WL_R5 ActorTypeStruct[] ActorTypes_WL_R6 ActorTypeStruct[] ActorTypes_WL_R7 ActorTypeStruct[] ActorTypes_WL_R8 ActorTypeStruct[] ActorTypes_WL_R9 ActorTypeStruct[] ActorTypes_WL_R10 ActorTypeStruct[] ActorTypes_WL_R11 ActorTypeStruct[] ActorTypes_WL_R12 ActorTypeStruct[] ActorTypes_RR_R1 ActorTypeStruct[] ActorTypes_RR_R2 ActorTypeStruct[] ActorTypes_RR_R3 ActorTypeStruct[] ActorTypes_RR_R4 ActorTypeStruct[] ActorTypes_RR_R5 ActorTypeStruct[] ActorTypes_RR_R6 ActorTypeStruct[] ActorTypes_RR_R7 ActorTypeStruct[] ActorTypes_RR_R8 ActorTypeStruct[] ActorTypes_RR_R9 ActorTypeStruct[] ActorTypes_RR_R10 ActorTypeStruct[] ActorTypes_RR_R11 ActorTypeStruct[] ActorTypes_RR_R12 ActorTypeStruct[] ActorTypes_MO_R1 ActorTypeStruct[] ActorTypes_MO_R2 ActorTypeStruct[] ActorTypes_MO_R3 ActorTypeStruct[] ActorTypes_MO_R4 ActorTypeStruct[] ActorTypes_MO_R5 ActorTypeStruct[] ActorTypes_MO_R6 ActorTypeStruct[] ActorTypes_MO_R7 ActorTypeStruct[] ActorTypes_MO_R8 ActorTypeStruct[] ActorTypes_MO_R9 ActorTypeStruct[] ActorTypes_MO_R10 ActorTypeStruct[] ActorTypes_MO_R11 ActorTypeStruct[] ActorTypes_MO_R12 ActorTypeStruct[] ActorTypes_SN_R1 ActorTypeStruct[] ActorTypes_SN_R2 ActorTypeStruct[] ActorTypes_SN_R3 ActorTypeStruct[] ActorTypes_SN_R4 ActorTypeStruct[] ActorTypes_SN_R5 ActorTypeStruct[] ActorTypes_SN_R6 ActorTypeStruct[] ActorTypes_SN_R7 ActorTypeStruct[] ActorTypes_SN_R8 ActorTypeStruct[] ActorTypes_SN_R9 ActorTypeStruct[] ActorTypes_SN_R10 ActorTypeStruct[] ActorTypes_SN_R11 ActorTypeStruct[] ActorTypes_SN_R12 ActorTypeStruct[] ActorTypes_SS_R1 ActorTypeStruct[] ActorTypes_SS_R2 ActorTypeStruct[] ActorTypes_SS_R3 ActorTypeStruct[] ActorTypes_SS_R4 ActorTypeStruct[] ActorTypes_SS_R5 ActorTypeStruct[] ActorTypes_SS_R6 ActorTypeStruct[] ActorTypes_SS_R7 ActorTypeStruct[] ActorTypes_SS_R8 ActorTypeStruct[] ActorTypes_SS_R9 ActorTypeStruct[] ActorTypes_SS_R10 ActorTypeStruct[] ActorTypes_SS_R11 ActorTypeStruct[] ActorTypes_SS_R12 ActorTypeStruct[] ActorTypes_AM_R1 ActorTypeStruct[] ActorTypes_AM_R2 ActorTypeStruct[] ActorTypes_AM_R3 ActorTypeStruct[] ActorTypes_AM_R4 ActorTypeStruct[] ActorTypes_AM_R5 ActorTypeStruct[] ActorTypes_AM_R6 ActorTypeStruct[] ActorTypes_AM_R7 ActorTypeStruct[] ActorTypes_AM_R8 ActorTypeStruct[] ActorTypes_AM_R9 ActorTypeStruct[] ActorTypes_AM_R10 ActorTypeStruct[] ActorTypes_AM_R11 ActorTypeStruct[] ActorTypes_AM_R12 ;Main Arrays used for storing NPC packages and EncounterZone levels EncounterZone[] Property EzArray Auto Const ReferenceAlias[] Property RegionTravelPackageAlias Auto Const ;Alias Package Array ID for all groups used by Region ;All NPC properties for various systems ;Raiders Properties ActorBase property LvlRaider Auto Const ActorBase property LvlRaiderBoss Auto Const Bool Property bAllowedRaiderR1 = false Auto Bool Property bAllowedRaiderR2 = false Auto Bool Property bAllowedRaiderR3 = false Auto Bool Property bAllowedRaiderR4 = false Auto Bool Property bAllowedRaiderR5 = false Auto Bool Property bAllowedRaiderR6 = false Auto Bool Property bAllowedRaiderR7 = false Auto Bool Property bAllowedRaiderR8 = false Auto Bool Property bAllowedRaiderR9 = false Auto Bool Property bAllowedRaiderR10 = false Auto Bool Property bAllowedRaiderR11 = false Auto Bool Property bAllowedRaiderR12 = false Auto Bool Property bAllowedBossRaiderR1 = false Auto Bool Property bAllowedBossRaiderR2 = false Auto Bool Property bAllowedBossRaiderR3 = false Auto Bool Property bAllowedBossRaiderR4 = false Auto Bool Property bAllowedBossRaiderR5 = false Auto Bool Property bAllowedBossRaiderR6 = false Auto Bool Property bAllowedBossRaiderR7 = false Auto Bool Property bAllowedBossRaiderR8 = false Auto Bool Property bAllowedBossRaiderR9 = false Auto Bool Property bAllowedBossRaiderR10 = false Auto Bool Property bAllowedBossRaiderR11 = false Auto Bool Property bAllowedBossRaiderR12 = false Auto Int Property iMaxAllowedRaiderR1 = 5 Auto Int Property iMaxAllowedRaiderR2 = 5 Auto Int Property iMaxAllowedRaiderR3 = 5 Auto Int Property iMaxAllowedRaiderR4 = 5 Auto Int Property iMaxAllowedRaiderR5 = 5 Auto Int Property iMaxAllowedRaiderR6 = 5 Auto Int Property iMaxAllowedRaiderR7 = 5 Auto Int Property iMaxAllowedRaiderR8 = 5 Auto Int Property iMaxAllowedRaiderR9 = 5 Auto Int Property iMaxAllowedRaiderR10 = 5 Auto Int Property iMaxAllowedRaiderR11 = 5 Auto Int Property iMaxAllowedRaiderR12 = 5 Auto Int Property iMaxAllowedBossRaiderR1 = 1 Auto Int Property iMaxAllowedBossRaiderR2 = 1 Auto Int Property iMaxAllowedBossRaiderR3 = 1 Auto Int Property iMaxAllowedBossRaiderR4 = 1 Auto Int Property iMaxAllowedBossRaiderR5 = 1 Auto Int Property iMaxAllowedBossRaiderR6 = 1 Auto Int Property iMaxAllowedBossRaiderR7 = 1 Auto Int Property iMaxAllowedBossRaiderR8 = 1 Auto Int Property iMaxAllowedBossRaiderR9 = 1 Auto Int Property iMaxAllowedBossRaiderR10 = 1 Auto Int Property iMaxAllowedBossRaiderR11 = 1 Auto Int Property iMaxAllowedBossRaiderR12 = 1 Auto Int Property iChanceSpawnRaiderR1 = 75 Auto Int Property iChanceSpawnRaiderR2 = 75 Auto Int Property iChanceSpawnRaiderR3 = 75 Auto Int Property iChanceSpawnRaiderR4 = 75 Auto Int Property iChanceSpawnRaiderR5 = 75 Auto Int Property iChanceSpawnRaiderR6 = 75 Auto Int Property iChanceSpawnRaiderR7 = 75 Auto Int Property iChanceSpawnRaiderR8 = 75 Auto Int Property iChanceSpawnRaiderR9 = 75 Auto Int Property iChanceSpawnRaiderR10 = 75 Auto Int Property iChanceSpawnRaiderR11 = 75 Auto Int Property iChanceSpawnRaiderR12 = 75 Auto Int Property iChanceSpawnBossRaiderR1 = 25 Auto Int Property iChanceSpawnBossRaiderR2 = 25 Auto Int Property iChanceSpawnBossRaiderR3 = 25 Auto Int Property iChanceSpawnBossRaiderR4 = 25 Auto Int Property iChanceSpawnBossRaiderR5 = 25 Auto Int Property iChanceSpawnBossRaiderR6 = 25 Auto Int Property iChanceSpawnBossRaiderR7 = 25 Auto Int Property iChanceSpawnBossRaiderR8 = 25 Auto Int Property iChanceSpawnBossRaiderR9 = 25 Auto Int Property iChanceSpawnBossRaiderR10 = 25 Auto Int Property iChanceSpawnBossRaiderR11 = 25 Auto Int Property iChanceSpawnBossRaiderR12 = 25 Auto Int Property iRerollChanceRaiderR1 = 5 Auto Int Property iRerollChanceRaiderR2 = 5 Auto Int Property iRerollChanceRaiderR3 = 5 Auto Int Property iRerollChanceRaiderR4 = 5 Auto Int Property iRerollChanceRaiderR5 = 5 Auto Int Property iRerollChanceRaiderR6 = 5 Auto Int Property iRerollChanceRaiderR7 = 5 Auto Int Property iRerollChanceRaiderR8 = 5 Auto Int Property iRerollChanceRaiderR9 = 5 Auto Int Property iRerollChanceRaiderR10 = 5 Auto Int Property iRerollChanceRaiderR11 = 5 Auto Int Property iRerollChanceRaiderR12 = 5 Auto Int Property iDifficultyRaiderR1 = 1 Auto Int Property iDifficultyRaiderR2 = 1 Auto Int Property iDifficultyRaiderR3 = 1 Auto Int Property iDifficultyRaiderR4 = 1 Auto Int Property iDifficultyRaiderR5 = 1 Auto Int Property iDifficultyRaiderR6 = 1 Auto Int Property iDifficultyRaiderR7 = 1 Auto Int Property iDifficultyRaiderR8 = 1 Auto Int Property iDifficultyRaiderR9 = 1 Auto Int Property iDifficultyRaiderR10 = 1 Auto Int Property iDifficultyRaiderR11 = 1 Auto Int Property iDifficultyRaiderR12 = 1 Auto Int Property iEZRaiderR1 = 0 Auto Int Property iEZRaiderR2 = 0 Auto Int Property iEZRaiderR3 = 0 Auto Int Property iEZRaiderR4 = 0 Auto Int Property iEZRaiderR5 = 0 Auto Int Property iEZRaiderR6 = 0 Auto Int Property iEZRaiderR7 = 0 Auto Int Property iEZRaiderR8 = 0 Auto Int Property iEZRaiderR9 = 0 Auto Int Property iEZRaiderR10 = 0 Auto Int Property iEZRaiderR11 = 0 Auto Int Property iEZRaiderR12 = 0 Auto ;Gunners Properties ActorBase Property LvlGunner Auto Const ActorBase Property LvlGunnerBoss Auto Const Bool Property bAllowedGunnerR1 = false Auto Bool Property bAllowedGunnerR2 = false Auto Bool Property bAllowedGunnerR3 = false Auto Bool Property bAllowedGunnerR4 = false Auto Bool Property bAllowedGunnerR5 = false Auto Bool Property bAllowedGunnerR6 = false Auto Bool Property bAllowedGunnerR7 = false Auto Bool Property bAllowedGunnerR8 = false Auto Bool Property bAllowedGunnerR9 = false Auto Bool Property bAllowedGunnerR10 = false Auto Bool Property bAllowedGunnerR11 = false Auto Bool Property bAllowedGunnerR12 = false Auto Bool Property bAllowedBossGunnerR1 = false Auto Bool Property bAllowedBossGunnerR2 = false Auto Bool Property bAllowedBossGunnerR3 = false Auto Bool Property bAllowedBossGunnerR4 = false Auto Bool Property bAllowedBossGunnerR5 = false Auto Bool Property bAllowedBossGunnerR6 = false Auto Bool Property bAllowedBossGunnerR7 = false Auto Bool Property bAllowedBossGunnerR8 = false Auto Bool Property bAllowedBossGunnerR9 = false Auto Bool Property bAllowedBossGunnerR10 = false Auto Bool Property bAllowedBossGunnerR11 = false Auto Bool Property bAllowedBossGunnerR12 = false Auto Int Property iMaxAllowedGunnerR1 = 5 Auto Int Property iMaxAllowedGunnerR2 = 5 Auto Int Property iMaxAllowedGunnerR3 = 5 Auto Int Property iMaxAllowedGunnerR4 = 5 Auto Int Property iMaxAllowedGunnerR5 = 5 Auto Int Property iMaxAllowedGunnerR6 = 5 Auto Int Property iMaxAllowedGunnerR7 = 5 Auto Int Property iMaxAllowedGunnerR8 = 5 Auto Int Property iMaxAllowedGunnerR9 = 5 Auto Int Property iMaxAllowedGunnerR10 = 5 Auto Int Property iMaxAllowedGunnerR11 = 5 Auto Int Property iMaxAllowedGunnerR12 = 5 Auto Int Property iMaxAllowedBossGunnerR1 = 1 Auto Int Property iMaxAllowedBossGunnerR2 = 1 Auto Int Property iMaxAllowedBossGunnerR3 = 1 Auto Int Property iMaxAllowedBossGunnerR4 = 1 Auto Int Property iMaxAllowedBossGunnerR5 = 1 Auto Int Property iMaxAllowedBossGunnerR6 = 1 Auto Int Property iMaxAllowedBossGunnerR7 = 1 Auto Int Property iMaxAllowedBossGunnerR8 = 1 Auto Int Property iMaxAllowedBossGunnerR9 = 1 Auto Int Property iMaxAllowedBossGunnerR10 = 1 Auto Int Property iMaxAllowedBossGunnerR11 = 1 Auto Int Property iMaxAllowedBossGunnerR12 = 1 Auto Int Property iChanceSpawnGunnerR1 = 75 Auto Int Property iChanceSpawnGunnerR2 = 75 Auto Int Property iChanceSpawnGunnerR3 = 75 Auto Int Property iChanceSpawnGunnerR4 = 75 Auto Int Property iChanceSpawnGunnerR5 = 75 Auto Int Property iChanceSpawnGunnerR6 = 75 Auto Int Property iChanceSpawnGunnerR7 = 75 Auto Int Property iChanceSpawnGunnerR8 = 75 Auto Int Property iChanceSpawnGunnerR9 = 75 Auto Int Property iChanceSpawnGunnerR10 = 75 Auto Int Property iChanceSpawnGunnerR11 = 75 Auto Int Property iChanceSpawnGunnerR12 = 75 Auto Int Property iChanceSpawnBossGunnerR1 = 25 Auto Int Property iChanceSpawnBossGunnerR2 = 25 Auto Int Property iChanceSpawnBossGunnerR3 = 25 Auto Int Property iChanceSpawnBossGunnerR4 = 25 Auto Int Property iChanceSpawnBossGunnerR5 = 25 Auto Int Property iChanceSpawnBossGunnerR6 = 25 Auto Int Property iChanceSpawnBossGunnerR7 = 25 Auto Int Property iChanceSpawnBossGunnerR8 = 25 Auto Int Property iChanceSpawnBossGunnerR9 = 25 Auto Int Property iChanceSpawnBossGunnerR10 = 25 Auto Int Property iChanceSpawnBossGunnerR11 = 25 Auto Int Property iChanceSpawnBossGunnerR12 = 25 Auto Int Property iRerollChanceGunnerR1 = 5 Auto Int Property iRerollChanceGunnerR2 = 5 Auto Int Property iRerollChanceGunnerR3 = 5 Auto Int Property iRerollChanceGunnerR4 = 5 Auto Int Property iRerollChanceGunnerR5 = 5 Auto Int Property iRerollChanceGunnerR6 = 5 Auto Int Property iRerollChanceGunnerR7 = 5 Auto Int Property iRerollChanceGunnerR8 = 5 Auto Int Property iRerollChanceGunnerR9 = 5 Auto Int Property iRerollChanceGunnerR10 = 5 Auto Int Property iRerollChanceGunnerR11 = 5 Auto Int Property iRerollChanceGunnerR12 = 5 Auto Int Property iDifficultyGunnerR1 = 1 Auto Int Property iDifficultyGunnerR2 = 1 Auto Int Property iDifficultyGunnerR3 = 1 Auto Int Property iDifficultyGunnerR4 = 1 Auto Int Property iDifficultyGunnerR5 = 1 Auto Int Property iDifficultyGunnerR6 = 1 Auto Int Property iDifficultyGunnerR7 = 1 Auto Int Property iDifficultyGunnerR8 = 1 Auto Int Property iDifficultyGunnerR9 = 1 Auto Int Property iDifficultyGunnerR10 = 1 Auto Int Property iDifficultyGunnerR11 = 1 Auto Int Property iDifficultyGunnerR12 = 1 Auto Int Property iEZGunnerR1 = 0 Auto Int Property iEZGunnerR2 = 0 Auto Int Property iEZGunnerR3 = 0 Auto Int Property iEZGunnerR4 = 0 Auto Int Property iEZGunnerR5 = 0 Auto Int Property iEZGunnerR6 = 0 Auto Int Property iEZGunnerR7 = 0 Auto Int Property iEZGunnerR8 = 0 Auto Int Property iEZGunnerR9 = 0 Auto Int Property iEZGunnerR10 = 0 Auto Int Property iEZGunnerR11 = 0 Auto Int Property iEZGunnerR12 = 0 Auto ;Forged Properties ActorBase Property LvlForged Auto Const ActorBase Property LvlForgedBoss Auto Const Bool Property bAllowedForgedR1 = false Auto Bool Property bAllowedForgedR2 = false Auto Bool Property bAllowedForgedR3 = false Auto Bool Property bAllowedForgedR4 = false Auto Bool Property bAllowedForgedR5 = false Auto Bool Property bAllowedForgedR6 = false Auto Bool Property bAllowedForgedR7 = false Auto Bool Property bAllowedForgedR8 = false Auto Bool Property bAllowedForgedR9 = false Auto Bool Property bAllowedForgedR10 = false Auto Bool Property bAllowedForgedR11 = false Auto Bool Property bAllowedForgedR12 = false Auto Bool Property bAllowedBossForgedR1 = false Auto Bool Property bAllowedBossForgedR2 = false Auto Bool Property bAllowedBossForgedR3 = false Auto Bool Property bAllowedBossForgedR4 = false Auto Bool Property bAllowedBossForgedR5 = false Auto Bool Property bAllowedBossForgedR6 = false Auto Bool Property bAllowedBossForgedR7 = false Auto Bool Property bAllowedBossForgedR8 = false Auto Bool Property bAllowedBossForgedR9 = false Auto Bool Property bAllowedBossForgedR10 = false Auto Bool Property bAllowedBossForgedR11 = false Auto Bool Property bAllowedBossForgedR12 = false Auto Int Property iMaxAllowedForgedR1 = 5 Auto Int Property iMaxAllowedForgedR2 = 5 Auto Int Property iMaxAllowedForgedR3 = 5 Auto Int Property iMaxAllowedForgedR4 = 5 Auto Int Property iMaxAllowedForgedR5 = 5 Auto Int Property iMaxAllowedForgedR6 = 5 Auto Int Property iMaxAllowedForgedR7 = 5 Auto Int Property iMaxAllowedForgedR8 = 5 Auto Int Property iMaxAllowedForgedR9 = 5 Auto Int Property iMaxAllowedForgedR10 = 5 Auto Int Property iMaxAllowedForgedR11 = 5 Auto Int Property iMaxAllowedForgedR12 = 5 Auto Int Property iMaxAllowedBossForgedR1 = 1 Auto Int Property iMaxAllowedBossForgedR2 = 1 Auto Int Property iMaxAllowedBossForgedR3 = 1 Auto Int Property iMaxAllowedBossForgedR4 = 1 Auto Int Property iMaxAllowedBossForgedR5 = 1 Auto Int Property iMaxAllowedBossForgedR6 = 1 Auto Int Property iMaxAllowedBossForgedR7 = 1 Auto Int Property iMaxAllowedBossForgedR8 = 1 Auto Int Property iMaxAllowedBossForgedR9 = 1 Auto Int Property iMaxAllowedBossForgedR10 = 1 Auto Int Property iMaxAllowedBossForgedR11 = 1 Auto Int Property iMaxAllowedBossForgedR12 = 1 Auto Int Property iChanceSpawnForgedR1 = 75 Auto Int Property iChanceSpawnForgedR2 = 75 Auto Int Property iChanceSpawnForgedR3 = 75 Auto Int Property iChanceSpawnForgedR4 = 75 Auto Int Property iChanceSpawnForgedR5 = 75 Auto Int Property iChanceSpawnForgedR6 = 75 Auto Int Property iChanceSpawnForgedR7 = 75 Auto Int Property iChanceSpawnForgedR8 = 75 Auto Int Property iChanceSpawnForgedR9 = 75 Auto Int Property iChanceSpawnForgedR10 = 75 Auto Int Property iChanceSpawnForgedR11 = 75 Auto Int Property iChanceSpawnForgedR12 = 75 Auto Int Property iChanceSpawnBossForgedR1 = 25 Auto Int Property iChanceSpawnBossForgedR2 = 25 Auto Int Property iChanceSpawnBossForgedR3 = 25 Auto Int Property iChanceSpawnBossForgedR4 = 25 Auto Int Property iChanceSpawnBossForgedR5 = 25 Auto Int Property iChanceSpawnBossForgedR6 = 25 Auto Int Property iChanceSpawnBossForgedR7 = 25 Auto Int Property iChanceSpawnBossForgedR8 = 25 Auto Int Property iChanceSpawnBossForgedR9 = 25 Auto Int Property iChanceSpawnBossForgedR10 = 25 Auto Int Property iChanceSpawnBossForgedR11 = 25 Auto Int Property iChanceSpawnBossForgedR12 = 25 Auto Int Property iRerollChanceForgedR1 = 5 Auto Int Property iRerollChanceForgedR2 = 5 Auto Int Property iRerollChanceForgedR3 = 5 Auto Int Property iRerollChanceForgedR4 = 5 Auto Int Property iRerollChanceForgedR5 = 5 Auto Int Property iRerollChanceForgedR6 = 5 Auto Int Property iRerollChanceForgedR7 = 5 Auto Int Property iRerollChanceForgedR8 = 5 Auto Int Property iRerollChanceForgedR9 = 5 Auto Int Property iRerollChanceForgedR10 = 5 Auto Int Property iRerollChanceForgedR11 = 5 Auto Int Property iRerollChanceForgedR12 = 5 Auto Int Property iDifficultyForgedR1 = 1 Auto Int Property iDifficultyForgedR2 = 1 Auto Int Property iDifficultyForgedR3 = 1 Auto Int Property iDifficultyForgedR4 = 1 Auto Int Property iDifficultyForgedR5 = 1 Auto Int Property iDifficultyForgedR6 = 1 Auto Int Property iDifficultyForgedR7 = 1 Auto Int Property iDifficultyForgedR8 = 1 Auto Int Property iDifficultyForgedR9 = 1 Auto Int Property iDifficultyForgedR10 = 1 Auto Int Property iDifficultyForgedR11 = 1 Auto Int Property iDifficultyForgedR12 = 1 Auto Int Property iEZForgedR1 = 0 Auto Int Property iEZForgedR2 = 0 Auto Int Property iEZForgedR3 = 0 Auto Int Property iEZForgedR4 = 0 Auto Int Property iEZForgedR5 = 0 Auto Int Property iEZForgedR6 = 0 Auto Int Property iEZForgedR7 = 0 Auto Int Property iEZForgedR8 = 0 Auto Int Property iEZForgedR9 = 0 Auto Int Property iEZForgedR10 = 0 Auto Int Property iEZForgedR11 = 0 Auto Int Property iEZForgedR12 = 0 Auto ;Triggerman Properties ActorBase Property LvlTriggerman Auto Const Bool Property bAllowedTmenR1 = false Auto Bool Property bAllowedTmenR2 = false Auto Bool Property bAllowedTmenR3 = false Auto Bool Property bAllowedTmenR4 = false Auto Bool Property bAllowedTmenR5 = false Auto Bool Property bAllowedTmenR6 = false Auto Bool Property bAllowedTmenR7 = false Auto Bool Property bAllowedTmenR8 = false Auto Bool Property bAllowedTmenR9 = false Auto Bool Property bAllowedTmenR10 = false Auto Bool Property bAllowedTmenR11 = false Auto Bool Property bAllowedTmenR12 = false Auto Bool Property bAllowedBossTmenR1 = false Auto Bool Property bAllowedBossTmenR2 = false Auto Bool Property bAllowedBossTmenR3 = false Auto Bool Property bAllowedBossTmenR4 = false Auto Bool Property bAllowedBossTmenR5 = false Auto Bool Property bAllowedBossTmenR6 = false Auto Bool Property bAllowedBossTmenR7 = false Auto Bool Property bAllowedBossTmenR8 = false Auto Bool Property bAllowedBossTmenR9 = false Auto Bool Property bAllowedBossTmenR10 = false Auto Bool Property bAllowedBossTmenR11 = false Auto Bool Property bAllowedBossTmenR12 = false Auto Int Property iMaxAllowedTmenR1 = 5 Auto Int Property iMaxAllowedTmenR2 = 5 Auto Int Property iMaxAllowedTmenR3 = 5 Auto Int Property iMaxAllowedTmenR4 = 5 Auto Int Property iMaxAllowedTmenR5 = 5 Auto Int Property iMaxAllowedTmenR6 = 5 Auto Int Property iMaxAllowedTmenR7 = 5 Auto Int Property iMaxAllowedTmenR8 = 5 Auto Int Property iMaxAllowedTmenR9 = 5 Auto Int Property iMaxAllowedTmenR10 = 5 Auto Int Property iMaxAllowedTmenR11 = 5 Auto Int Property iMaxAllowedTmenR12 = 5 Auto Int Property iMaxAllowedBossTmenR1 = 1 Auto Int Property iMaxAllowedBossTmenR2 = 1 Auto Int Property iMaxAllowedBossTmenR3 = 1 Auto Int Property iMaxAllowedBossTmenR4 = 1 Auto Int Property iMaxAllowedBossTmenR5 = 1 Auto Int Property iMaxAllowedBossTmenR6 = 1 Auto Int Property iMaxAllowedBossTmenR7 = 1 Auto Int Property iMaxAllowedBossTmenR8 = 1 Auto Int Property iMaxAllowedBossTmenR9 = 1 Auto Int Property iMaxAllowedBossTmenR10 = 1 Auto Int Property iMaxAllowedBossTmenR11 = 1 Auto Int Property iMaxAllowedBossTmenR12 = 1 Auto Int Property iChanceSpawnTmenR1 = 75 Auto Int Property iChanceSpawnTmenR2 = 75 Auto Int Property iChanceSpawnTmenR3 = 75 Auto Int Property iChanceSpawnTmenR4 = 75 Auto Int Property iChanceSpawnTmenR5 = 75 Auto Int Property iChanceSpawnTmenR6 = 75 Auto Int Property iChanceSpawnTmenR7 = 75 Auto Int Property iChanceSpawnTmenR8 = 75 Auto Int Property iChanceSpawnTmenR9 = 75 Auto Int Property iChanceSpawnTmenR10 = 75 Auto Int Property iChanceSpawnTmenR11 = 75 Auto Int Property iChanceSpawnTmenR12 = 75 Auto Int Property iChanceSpawnBossTmenR1 = 25 Auto Int Property iChanceSpawnBossTmenR2 = 25 Auto Int Property iChanceSpawnBossTmenR3 = 25 Auto Int Property iChanceSpawnBossTmenR4 = 25 Auto Int Property iChanceSpawnBossTmenR5 = 25 Auto Int Property iChanceSpawnBossTmenR6 = 25 Auto Int Property iChanceSpawnBossTmenR7 = 25 Auto Int Property iChanceSpawnBossTmenR8 = 25 Auto Int Property iChanceSpawnBossTmenR9 = 25 Auto Int Property iChanceSpawnBossTmenR10 = 25 Auto Int Property iChanceSpawnBossTmenR11 = 25 Auto Int Property iChanceSpawnBossTmenR12 = 25 Auto Int Property iRerollChanceTmenR1 = 5 Auto Int Property iRerollChanceTmenR2 = 5 Auto Int Property iRerollChanceTmenR3 = 5 Auto Int Property iRerollChanceTmenR4 = 5 Auto Int Property iRerollChanceTmenR5 = 5 Auto Int Property iRerollChanceTmenR6 = 5 Auto Int Property iRerollChanceTmenR7 = 5 Auto Int Property iRerollChanceTmenR8 = 5 Auto Int Property iRerollChanceTmenR9 = 5 Auto Int Property iRerollChanceTmenR10 = 5 Auto Int Property iRerollChanceTmenR11 = 5 Auto Int Property iRerollChanceTmenR12 = 5 Auto Int Property iDifficultyTmenR1 = 1 Auto Int Property iDifficultyTmenR2 = 1 Auto Int Property iDifficultyTmenR3 = 1 Auto Int Property iDifficultyTmenR4 = 1 Auto Int Property iDifficultyTmenR5 = 1 Auto Int Property iDifficultyTmenR6 = 1 Auto Int Property iDifficultyTmenR7 = 1 Auto Int Property iDifficultyTmenR8 = 1 Auto Int Property iDifficultyTmenR9 = 1 Auto Int Property iDifficultyTmenR10 = 1 Auto Int Property iDifficultyTmenR11 = 1 Auto Int Property iDifficultyTmenR12 = 1 Auto Int Property iEZTmenR1 = 0 Auto Int Property iEZTmenR2 = 0 Auto Int Property iEZTmenR3 = 0 Auto Int Property iEZTmenR4 = 0 Auto Int Property iEZTmenR5 = 0 Auto Int Property iEZTmenR6 = 0 Auto Int Property iEZTmenR7 = 0 Auto Int Property iEZTmenR8 = 0 Auto Int Property iEZTmenR9 = 0 Auto Int Property iEZTmenR10 = 0 Auto Int Property iEZTmenR11 = 0 Auto Int Property iEZTmenR12 = 0 Auto ;Event OnStageSet(int auiStageID, int auiItemID) ;Moved to Quest fragments due to large size of code, this quest is storage for properties and functions now ;EndEvent Event OnTimerGameTime(int aiTimerID) if aiTimerID == iResetTimerR1 Int iIndex = 0 While (iIndex < ASC_ResetList_R1.GetSize()) ObjectReference kMarker = ASC_ResetList_R1.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R1.Revert() Debug.Notification("R1 Spawn Markers Reset") elseif aiTimerID == iResetTimerR2 Int iIndex = 0 While (iIndex < ASC_ResetList_R2.GetSize()) ObjectReference kMarker = ASC_ResetList_R2.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R2.Revert() elseif aiTimerID == iResetTimerR3 Int iIndex = 0 While (iIndex < ASC_ResetList_R3.GetSize()) ObjectReference kMarker = ASC_ResetList_R3.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R3.Revert() elseif aiTimerID == iResetTimerR4 Int iIndex = 0 While (iIndex < ASC_ResetList_R4.GetSize()) ObjectReference kMarker = ASC_ResetList_R4.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R4.Revert() elseif aiTimerID == iResetTimerR5 Int iIndex = 0 While (iIndex < ASC_ResetList_R5.GetSize()) ObjectReference kMarker = ASC_ResetList_R5.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R5.Revert() elseif aiTimerID == iResetTimerR6 Int iIndex = 0 While (iIndex < ASC_ResetList_R6.GetSize()) ObjectReference kMarker = ASC_ResetList_R6.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R6.Revert() elseif aiTimerID == iResetTimerR7 Int iIndex = 0 While (iIndex < ASC_ResetList_R7.GetSize()) ObjectReference kMarker = ASC_ResetList_R7.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R7.Revert() elseif aiTimerID == iResetTimerR8 Int iIndex = 0 While (iIndex < ASC_ResetList_R8.GetSize()) ObjectReference kMarker = ASC_ResetList_R8.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R8.Revert() elseif aiTimerID == iResetTimerR9 Int iIndex = 0 While (iIndex < ASC_ResetList_R9.GetSize()) ObjectReference kMarker = ASC_ResetList_R9.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R9.Revert() elseif aiTimerID == iResetTimerR10 Int iIndex = 0 While (iIndex < ASC_ResetList_R10.GetSize()) ObjectReference kMarker = ASC_ResetList_R10.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R10.Revert() elseif aiTimerID == iResetTimerR11 Int iIndex = 0 While (iIndex < ASC_ResetList_R11.GetSize()) ObjectReference kMarker = ASC_ResetList_R11.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R11.Revert() elseif aiTimerID == iResetTimerR12 Int iIndex = 0 While (iIndex < ASC_ResetList_R12.GetSize()) ObjectReference kMarker = ASC_ResetList_R12.GetAt(iIndex) as ObjectReference kMarker.EnableNoWait() iIndex += 1 EndWhile ASC_ResetList_R12.Revert() endif EndEvent ;Start Reset Timers Functions Function StartAllTimers() if bTimerRunningR1 == false StartTimerGameTime(iTimerResetR1, iResetTimerR1) Utility.Wait(0.1) bTimerRunningR1 = true endif if bTimerRunningR2 == false StartTimerGameTime(iTimerResetR2, iResetTimerR2) Utility.Wait(0.1) bTimerRunningR2 = true endif if bTimerRunningR3 == false StartTimerGameTime(iTimerResetR3, iResetTimerR3) Utility.Wait(0.1) bTimerRunningR3 = true endif if bTimerRunningR4 == false StartTimerGameTime(iTimerResetR4, iResetTimerR4) Utility.Wait(0.1) bTimerRunningR4 = true endif if bTimerRunningR5 == false StartTimerGameTime(iTimerResetR5, iResetTimerR5) Utility.Wait(0.1) bTimerRunningR5 = true endif if bTimerRunningR6 == false StartTimerGameTime(iTimerResetR6, iResetTimerR6) Utility.Wait(0.1) bTimerRunningR6 = true endif if bTimerRunningR7 == false StartTimerGameTime(iTimerResetR7, iResetTimerR7) Utility.Wait(0.1) bTimerRunningR7 = true endif if bTimerRunningR8 == false StartTimerGameTime(iTimerResetR8, iResetTimerR8) Utility.Wait(0.1) bTimerRunningR8 = true endif if bTimerRunningR9 == false StartTimerGameTime(iTimerResetR9, iResetTimerR9) Utility.Wait(0.1) bTimerRunningR9 = true endif if bTimerRunningR10 == false StartTimerGameTime(iTimerResetR10, iResetTimerR10) Utility.Wait(0.1) bTimerRunningR6 = true endif if bTimerRunningR11 == false StartTimerGameTime(iTimerResetR11, iResetTimerR11) Utility.Wait(0.1) bTimerRunningR11 = true endif if bTimerRunningR12 == false StartTimerGameTime(iTimerResetR12, iResetTimerR12) Utility.Wait(0.1) bTimerRunningR12 = true endif EndFunction Function StartTimerR1() if bTimerRunningR1 == false StartTimerGameTime(iTimerResetR1, iResetTimerR1) Utility.Wait(0.1) bTimerRunningR1 = true endif EndFunction Function StartTimerR2() if bTimerRunningR2 == false StartTimerGameTime(iTimerResetR2, iResetTimerR2) Utility.Wait(0.1) bTimerRunningR2 = true endif EndFunction Function StartTimerR3() if bTimerRunningR3 == false StartTimerGameTime(iTimerResetR3, iResetTimerR3) Utility.Wait(0.1) bTimerRunningR3 = true endif EndFunction Function StartTimerR4() if bTimerRunningR4 == false StartTimerGameTime(iTimerResetR4, iResetTimerR4) Utility.Wait(0.1) bTimerRunningR4 = true endif EndFunction Function StartTimerR5() if bTimerRunningR5 == false StartTimerGameTime(iTimerResetR5, iResetTimerR5) Utility.Wait(0.1) bTimerRunningR5 = true endif EndFunction Function StartTimerR6() if bTimerRunningR6 == false StartTimerGameTime(iTimerResetR6, iResetTimerR6) Utility.Wait(0.1) bTimerRunningR6 = true endif EndFunction Function StartTimerR7() if bTimerRunningR7 == false StartTimerGameTime(iTimerResetR7, iResetTimerR7) Utility.Wait(0.1) bTimerRunningR7 = true endif EndFunction Function StartTimerR8() if bTimerRunningR8 == false StartTimerGameTime(iTimerResetR8, iResetTimerR8) Utility.Wait(0.1) bTimerRunningR8 = true endif EndFunction Function StartTimerR9() if bTimerRunningR9 == false StartTimerGameTime(iTimerResetR9, iResetTimerR9) Utility.Wait(0.1) bTimerRunningR9 = true endif EndFunction Function StartTimerR10() if bTimerRunningR10 == false StartTimerGameTime(iTimerResetR10, iResetTimerR10) Utility.Wait(0.1) bTimerRunningR6 = true endif EndFunction Function StartTimerR11() if bTimerRunningR11 == false StartTimerGameTime(iTimerResetR11, iResetTimerR11) Utility.Wait(0.1) bTimerRunningR11 = true endif EndFunction Function StartTimerR12() if bTimerRunningR12 == false StartTimerGameTime(iTimerResetR12, iResetTimerR12) Utility.Wait(0.1) bTimerRunningR12 = true endif EndFunction ;Cancel Reset Timers Functions Function CancelAllTimers() if bTimerRunningR1 == true CancelTimerGameTime(iResetTimerR1) Utility.Wait(0.1) bTimerRunningR1 = false endif if bTimerRunningR2 == true CancelTimerGameTime(iResetTimerR2) Utility.Wait(0.1) bTimerRunningR2 = false endif if bTimerRunningR3 == true CancelTimerGameTime(iResetTimerR3) Utility.Wait(0.1) bTimerRunningR3 = false endif if bTimerRunningR4 == true CancelTimerGameTime(iResetTimerR4) Utility.Wait(0.1) bTimerRunningR4 = false endif if bTimerRunningR5 == true CancelTimerGameTime(iResetTimerR5) Utility.Wait(0.1) bTimerRunningR5 = false endif if bTimerRunningR6 == true CancelTimerGameTime(iResetTimerR6) Utility.Wait(0.1) bTimerRunningR6 = false endif if bTimerRunningR7 == true CancelTimerGameTime(iResetTimerR7) Utility.Wait(0.1) bTimerRunningR7 = false endif if bTimerRunningR8 == true CancelTimerGameTime(iResetTimerR8) Utility.Wait(0.1) bTimerRunningR8 = false endif if bTimerRunningR9 == true CancelTimerGameTime(iResetTimerR9) Utility.Wait(0.1) bTimerRunningR9 = false endif if bTimerRunningR10 == true CancelTimerGameTime(iResetTimerR10) Utility.Wait(0.1) bTimerRunningR6 = false endif if bTimerRunningR11 == true CancelTimerGameTime(iResetTimerR11) Utility.Wait(0.1) bTimerRunningR11 = false endif if bTimerRunningR12 == true CancelTimerGameTime(iResetTimerR12) Utility.Wait(0.1) bTimerRunningR12 = false endif EndFunction Function CancelTimerR1() if bTimerRunningR1 == true CancelTimerGameTime(iResetTimerR1) Utility.Wait(0.1) bTimerRunningR1 = false endif EndFunction Function CancelTimerR2() if bTimerRunningR2 == true CancelTimerGameTime(iResetTimerR2) Utility.Wait(0.1) bTimerRunningR2 = false endif EndFunction Function CancelTimerR3() if bTimerRunningR3 == true CancelTimerGameTime(iResetTimerR3) Utility.Wait(0.1) bTimerRunningR3 = false endif EndFunction Function CancelTimerR4() if bTimerRunningR4 == true CancelTimerGameTime(iResetTimerR4) Utility.Wait(0.1) bTimerRunningR4 = false endif EndFunction Function CancelTimerR5() if bTimerRunningR5 == true CancelTimerGameTime(iResetTimerR5) Utility.Wait(0.1) bTimerRunningR5 = false endif EndFunction Function CancelTimerR6() if bTimerRunningR6 == true CancelTimerGameTime(iResetTimerR6) Utility.Wait(0.1) bTimerRunningR6 = false endif EndFunction Function CancelTimerR7() if bTimerRunningR7 == true CancelTimerGameTime(iResetTimerR7) Utility.Wait(0.1) bTimerRunningR7 = false endif EndFunction Function CancelTimerR8() if bTimerRunningR8 == true CancelTimerGameTime(iResetTimerR8) Utility.Wait(0.1) bTimerRunningR8 = false endif EndFunction Function CancelTimerR9() if bTimerRunningR9 == true CancelTimerGameTime(iResetTimerR9) Utility.Wait(0.1) bTimerRunningR9 = false endif EndFunction Function CancelTimerR10() if bTimerRunningR10 == true CancelTimerGameTime(iResetTimerR10) Utility.Wait(0.1) bTimerRunningR6 = false endif EndFunction Function CancelTimerR11() if bTimerRunningR11 == true CancelTimerGameTime(iResetTimerR11) Utility.Wait(0.1) bTimerRunningR11 = false endif EndFunction Function CancelTimerR12() if bTimerRunningR12 == true CancelTimerGameTime(iResetTimerR12) Utility.Wait(0.1) bTimerRunningR12 = false endif EndFunction ;Master Menu Preset Functions Function SetPresetMasterFOTCAllRegions() ClearAllArrays() ;Clear all Arrays before setting master preset bAllowedRaiderR1 = true bAllowedRaiderR2 = true bAllowedRaiderR3 = true bAllowedRaiderR4 = true bAllowedRaiderR5 = true bAllowedRaiderR6 = true bAllowedRaiderR7 = true bAllowedRaiderR8 = true bAllowedRaiderR9 = true bAllowedRaiderR10 = true bAllowedRaiderR11 = true bAllowedRaiderR12 = true bAllowedBossRaiderR1 = true bAllowedBossRaiderR2 = true bAllowedBossRaiderR3 = true bAllowedBossRaiderR4 = true bAllowedBossRaiderR5 = true bAllowedBossRaiderR6 = true bAllowedBossRaiderR7 = true bAllowedBossRaiderR8 = true bAllowedBossRaiderR9 = true bAllowedBossRaiderR10 = true bAllowedBossRaiderR11 = true bAllowedBossRaiderR12 = true iMaxAllowedRaiderR1 = 4 iMaxAllowedRaiderR2 = 4 iMaxAllowedRaiderR3 = 4 iMaxAllowedRaiderR4 = 4 iMaxAllowedRaiderR5 = 4 iMaxAllowedRaiderR6 = 4 iMaxAllowedRaiderR7 = 4 iMaxAllowedRaiderR8 = 4 iMaxAllowedRaiderR9 = 4 iMaxAllowedRaiderR10 = 4 iMaxAllowedRaiderR11 = 4 iMaxAllowedRaiderR12 = 4 iMaxAllowedBossRaiderR1 = 1 iMaxAllowedBossRaiderR2 = 1 iMaxAllowedBossRaiderR3 = 1 iMaxAllowedBossRaiderR4 = 1 iMaxAllowedBossRaiderR5 = 1 iMaxAllowedBossRaiderR6 = 1 iMaxAllowedBossRaiderR7 = 1 iMaxAllowedBossRaiderR8 = 1 iMaxAllowedBossRaiderR9 = 1 iMaxAllowedBossRaiderR10 = 1 iMaxAllowedBossRaiderR11 = 1 iMaxAllowedBossRaiderR12 = 1 iChanceSpawnRaiderR1 = 75 iChanceSpawnRaiderR2 = 75 iChanceSpawnRaiderR3 = 75 iChanceSpawnRaiderR4 = 75 iChanceSpawnRaiderR5 = 75 iChanceSpawnRaiderR6 = 75 iChanceSpawnRaiderR7 = 75 iChanceSpawnRaiderR8 = 75 iChanceSpawnRaiderR9 = 75 iChanceSpawnRaiderR10 = 75 iChanceSpawnRaiderR11 = 75 iChanceSpawnRaiderR12 = 75 iChanceSpawnBossRaiderR1 = 15 iChanceSpawnBossRaiderR2 = 15 iChanceSpawnBossRaiderR3 = 15 iChanceSpawnBossRaiderR4 = 15 iChanceSpawnBossRaiderR5 = 15 iChanceSpawnBossRaiderR6 = 15 iChanceSpawnBossRaiderR7 = 15 iChanceSpawnBossRaiderR8 = 15 iChanceSpawnBossRaiderR9 = 15 iChanceSpawnBossRaiderR10 = 15 iChanceSpawnBossRaiderR11 = 15 iChanceSpawnBossRaiderR12 = 15 iRerollChanceRaiderR1 = 5 iRerollChanceRaiderR2 = 5 iRerollChanceRaiderR3 = 5 iRerollChanceRaiderR4 = 5 iRerollChanceRaiderR5 = 5 iRerollChanceRaiderR6 = 5 iRerollChanceRaiderR7 = 5 iRerollChanceRaiderR8 = 5 iRerollChanceRaiderR9 = 5 iRerollChanceRaiderR10 = 5 iRerollChanceRaiderR11 = 5 iRerollChanceRaiderR12 = 5 bAllowedGunnerR1 = true bAllowedGunnerR2 = true bAllowedGunnerR3 = true bAllowedGunnerR4 = true bAllowedGunnerR5 = true bAllowedGunnerR6 = true bAllowedGunnerR7 = true bAllowedGunnerR8 = true bAllowedGunnerR9 = true bAllowedGunnerR10 = true bAllowedGunnerR11 = true bAllowedGunnerR12 = true bAllowedBossGunnerR1 = true bAllowedBossGunnerR2 = true bAllowedBossGunnerR3 = true bAllowedBossGunnerR4 = true bAllowedBossGunnerR5 = true bAllowedBossGunnerR6 = true bAllowedBossGunnerR7 = true bAllowedBossGunnerR8 = true bAllowedBossGunnerR9 = true bAllowedBossGunnerR10 = true bAllowedBossGunnerR11 = true bAllowedBossGunnerR12 = true iMaxAllowedGunnerR1 = 4 iMaxAllowedGunnerR2 = 4 iMaxAllowedGunnerR3 = 4 iMaxAllowedGunnerR4 = 4 iMaxAllowedGunnerR5 = 4 iMaxAllowedGunnerR6 = 4 iMaxAllowedGunnerR7 = 4 iMaxAllowedGunnerR8 = 4 iMaxAllowedGunnerR9 = 4 iMaxAllowedGunnerR10 = 4 iMaxAllowedGunnerR11 = 4 iMaxAllowedGunnerR12 = 4 iMaxAllowedBossGunnerR1 = 1 iMaxAllowedBossGunnerR2 = 1 iMaxAllowedBossGunnerR3 = 1 iMaxAllowedBossGunnerR4 = 1 iMaxAllowedBossGunnerR5 = 1 iMaxAllowedBossGunnerR6 = 1 iMaxAllowedBossGunnerR7 = 1 iMaxAllowedBossGunnerR8 = 1 iMaxAllowedBossGunnerR9 = 1 iMaxAllowedBossGunnerR10 = 1 iMaxAllowedBossGunnerR11 = 1 iMaxAllowedBossGunnerR12 = 1 iChanceSpawnGunnerR1 = 75 iChanceSpawnGunnerR2 = 75 iChanceSpawnGunnerR3 = 75 iChanceSpawnGunnerR4 = 75 iChanceSpawnGunnerR5 = 75 iChanceSpawnGunnerR6 = 75 iChanceSpawnGunnerR7 = 75 iChanceSpawnGunnerR8 = 75 iChanceSpawnGunnerR9 = 75 iChanceSpawnGunnerR10 = 75 iChanceSpawnGunnerR11 = 75 iChanceSpawnGunnerR12 = 75 iChanceSpawnBossGunnerR1 = 15 iChanceSpawnBossGunnerR2 = 15 iChanceSpawnBossGunnerR3 = 15 iChanceSpawnBossGunnerR4 = 15 iChanceSpawnBossGunnerR5 = 15 iChanceSpawnBossGunnerR6 = 15 iChanceSpawnBossGunnerR7 = 15 iChanceSpawnBossGunnerR8 = 15 iChanceSpawnBossGunnerR9 = 15 iChanceSpawnBossGunnerR10 = 15 iChanceSpawnBossGunnerR11 = 15 iChanceSpawnBossGunnerR12 = 15 iRerollChanceGunnerR1 = 5 iRerollChanceGunnerR2 = 5 iRerollChanceGunnerR3 = 5 iRerollChanceGunnerR4 = 5 iRerollChanceGunnerR5 = 5 iRerollChanceGunnerR6 = 5 iRerollChanceGunnerR7 = 5 iRerollChanceGunnerR8 = 5 iRerollChanceGunnerR9 = 5 iRerollChanceGunnerR10 = 5 iRerollChanceGunnerR11 = 5 iRerollChanceGunnerR12 = 5 bAllowedForgedR1 = true bAllowedForgedR2 = true bAllowedForgedR3 = true bAllowedForgedR4 = true bAllowedForgedR5 = true bAllowedForgedR6 = true bAllowedForgedR7 = true bAllowedForgedR8 = true bAllowedForgedR9 = true bAllowedForgedR10 = true bAllowedForgedR11 = true bAllowedForgedR12 = true bAllowedBossForgedR1 = true bAllowedBossForgedR2 = true bAllowedBossForgedR3 = true bAllowedBossForgedR4 = true bAllowedBossForgedR5 = true bAllowedBossForgedR6 = true bAllowedBossForgedR7 = true bAllowedBossForgedR8 = true bAllowedBossForgedR9 = true bAllowedBossForgedR10 = true bAllowedBossForgedR11 = true bAllowedBossForgedR12 = true iMaxAllowedForgedR1 = 4 iMaxAllowedForgedR2 = 4 iMaxAllowedForgedR3 = 4 iMaxAllowedForgedR4 = 4 iMaxAllowedForgedR5 = 4 iMaxAllowedForgedR6 = 4 iMaxAllowedForgedR7 = 4 iMaxAllowedForgedR8 = 4 iMaxAllowedForgedR9 = 4 iMaxAllowedForgedR10 = 4 iMaxAllowedForgedR11 = 4 iMaxAllowedForgedR12 = 4 iMaxAllowedBossForgedR1 = 1 iMaxAllowedBossForgedR2 = 1 iMaxAllowedBossForgedR3 = 1 iMaxAllowedBossForgedR4 = 1 iMaxAllowedBossForgedR5 = 1 iMaxAllowedBossForgedR6 = 1 iMaxAllowedBossForgedR7 = 1 iMaxAllowedBossForgedR8 = 1 iMaxAllowedBossForgedR9 = 1 iMaxAllowedBossForgedR10 = 1 iMaxAllowedBossForgedR11 = 1 iMaxAllowedBossForgedR12 = 1 iChanceSpawnForgedR1 = 75 iChanceSpawnForgedR2 = 75 iChanceSpawnForgedR3 = 75 iChanceSpawnForgedR4 = 75 iChanceSpawnForgedR5 = 75 iChanceSpawnForgedR6 = 75 iChanceSpawnForgedR7 = 75 iChanceSpawnForgedR8 = 75 iChanceSpawnForgedR9 = 75 iChanceSpawnForgedR10 = 75 iChanceSpawnForgedR11 = 75 iChanceSpawnForgedR12 = 75 iChanceSpawnBossForgedR1 = 15 iChanceSpawnBossForgedR2 = 15 iChanceSpawnBossForgedR3 = 15 iChanceSpawnBossForgedR4 = 15 iChanceSpawnBossForgedR5 = 15 iChanceSpawnBossForgedR6 = 15 iChanceSpawnBossForgedR7 = 15 iChanceSpawnBossForgedR8 = 15 iChanceSpawnBossForgedR9 = 15 iChanceSpawnBossForgedR10 = 15 iChanceSpawnBossForgedR11 = 15 iChanceSpawnBossForgedR12 = 15 iRerollChanceForgedR1 = 5 iRerollChanceForgedR2 = 5 iRerollChanceForgedR3 = 5 iRerollChanceForgedR4 = 5 iRerollChanceForgedR5 = 5 iRerollChanceForgedR6 = 5 iRerollChanceForgedR7 = 5 iRerollChanceForgedR8 = 5 iRerollChanceForgedR9 = 5 iRerollChanceForgedR10 = 5 iRerollChanceForgedR11 = 5 iRerollChanceForgedR12 = 5 bAllowedTmenR1 = true bAllowedTmenR2 = true bAllowedTmenR3 = true bAllowedTmenR4 = true bAllowedTmenR5 = true bAllowedTmenR6 = true bAllowedTmenR7 = true bAllowedTmenR8 = true bAllowedTmenR9 = true bAllowedTmenR10 = true bAllowedTmenR11 = true bAllowedTmenR12 = true bAllowedBossTmenR1 = true bAllowedBossTmenR2 = true bAllowedBossTmenR3 = true bAllowedBossTmenR4 = true bAllowedBossTmenR5 = true bAllowedBossTmenR6 = true bAllowedBossTmenR7 = true bAllowedBossTmenR8 = true bAllowedBossTmenR9 = true bAllowedBossTmenR10 = true bAllowedBossTmenR11 = true bAllowedBossTmenR12 = true iMaxAllowedTmenR1 = 4 iMaxAllowedTmenR2 = 4 iMaxAllowedTmenR3 = 4 iMaxAllowedTmenR4 = 4 iMaxAllowedTmenR5 = 4 iMaxAllowedTmenR6 = 4 iMaxAllowedTmenR7 = 4 iMaxAllowedTmenR8 = 4 iMaxAllowedTmenR9 = 4 iMaxAllowedTmenR10 = 4 iMaxAllowedTmenR11 = 4 iMaxAllowedTmenR12 = 4 iMaxAllowedBossTmenR1 = 1 iMaxAllowedBossTmenR2 = 1 iMaxAllowedBossTmenR3 = 1 iMaxAllowedBossTmenR4 = 1 iMaxAllowedBossTmenR5 = 1 iMaxAllowedBossTmenR6 = 1 iMaxAllowedBossTmenR7 = 1 iMaxAllowedBossTmenR8 = 1 iMaxAllowedBossTmenR9 = 1 iMaxAllowedBossTmenR10 = 1 iMaxAllowedBossTmenR11 = 1 iMaxAllowedBossTmenR12 = 1 iChanceSpawnTmenR1 = 75 iChanceSpawnTmenR2 = 75 iChanceSpawnTmenR3 = 75 iChanceSpawnTmenR4 = 75 iChanceSpawnTmenR5 = 75 iChanceSpawnTmenR6 = 75 iChanceSpawnTmenR7 = 75 iChanceSpawnTmenR8 = 75 iChanceSpawnTmenR9 = 75 iChanceSpawnTmenR10 = 75 iChanceSpawnTmenR11 = 75 iChanceSpawnTmenR12 = 75 iChanceSpawnBossTmenR1 = 15 iChanceSpawnBossTmenR2 = 15 iChanceSpawnBossTmenR3 = 15 iChanceSpawnBossTmenR4 = 15 iChanceSpawnBossTmenR5 = 15 iChanceSpawnBossTmenR6 = 15 iChanceSpawnBossTmenR7 = 15 iChanceSpawnBossTmenR8 = 15 iChanceSpawnBossTmenR9 = 15 iChanceSpawnBossTmenR10 = 15 iChanceSpawnBossTmenR11 = 15 iChanceSpawnBossTmenR12 = 15 iRerollChanceTmenR1 = 5 iRerollChanceTmenR2 = 5 iRerollChanceTmenR3 = 5 iRerollChanceTmenR4 = 5 iRerollChanceTmenR5 = 5 iRerollChanceTmenR6 = 5 iRerollChanceTmenR7 = 5 iRerollChanceTmenR8 = 5 iRerollChanceTmenR9 = 5 iRerollChanceTmenR10 = 5 iRerollChanceTmenR11 = 5 iRerollChanceTmenR12 = 5 FillAllRSArrays() ;Update Arrays of enabled systems iCurrentMasterPresetR1 = 1 EndFunction Function SetPresetMasterBOTCAllRegions() ClearAllArrays() bAllowedRaiderR1 = true bAllowedRaiderR2 = true bAllowedRaiderR3 = true bAllowedRaiderR4 = true bAllowedRaiderR5 = true bAllowedRaiderR6 = true bAllowedRaiderR7 = true bAllowedRaiderR8 = true bAllowedRaiderR9 = true bAllowedRaiderR10 = true bAllowedRaiderR11 = true bAllowedRaiderR12 = true bAllowedBossRaiderR1 = true bAllowedBossRaiderR2 = true bAllowedBossRaiderR3 = true bAllowedBossRaiderR4 = true bAllowedBossRaiderR5 = true bAllowedBossRaiderR6 = true bAllowedBossRaiderR7 = true bAllowedBossRaiderR8 = true bAllowedBossRaiderR9 = true bAllowedBossRaiderR10 = true bAllowedBossRaiderR11 = true bAllowedBossRaiderR12 = true iMaxAllowedRaiderR1 = 6 iMaxAllowedRaiderR2 = 6 iMaxAllowedRaiderR3 = 6 iMaxAllowedRaiderR4 = 6 iMaxAllowedRaiderR5 = 6 iMaxAllowedRaiderR6 = 6 iMaxAllowedRaiderR7 = 6 iMaxAllowedRaiderR8 = 6 iMaxAllowedRaiderR9 = 6 iMaxAllowedRaiderR10 = 6 iMaxAllowedRaiderR11 = 6 iMaxAllowedRaiderR12 = 6 iMaxAllowedBossRaiderR1 = 1 iMaxAllowedBossRaiderR2 = 1 iMaxAllowedBossRaiderR3 = 1 iMaxAllowedBossRaiderR4 = 1 iMaxAllowedBossRaiderR5 = 1 iMaxAllowedBossRaiderR6 = 1 iMaxAllowedBossRaiderR7 = 1 iMaxAllowedBossRaiderR8 = 1 iMaxAllowedBossRaiderR9 = 1 iMaxAllowedBossRaiderR10 = 1 iMaxAllowedBossRaiderR11 = 1 iMaxAllowedBossRaiderR12 = 1 iChanceSpawnRaiderR1 = 75 iChanceSpawnRaiderR2 = 75 iChanceSpawnRaiderR3 = 75 iChanceSpawnRaiderR4 = 75 iChanceSpawnRaiderR5 = 75 iChanceSpawnRaiderR6 = 75 iChanceSpawnRaiderR7 = 75 iChanceSpawnRaiderR8 = 75 iChanceSpawnRaiderR9 = 75 iChanceSpawnRaiderR10 = 75 iChanceSpawnRaiderR11 = 75 iChanceSpawnRaiderR12 = 75 iChanceSpawnBossRaiderR1 = 30 iChanceSpawnBossRaiderR2 = 30 iChanceSpawnBossRaiderR3 = 30 iChanceSpawnBossRaiderR4 = 30 iChanceSpawnBossRaiderR5 = 30 iChanceSpawnBossRaiderR6 = 30 iChanceSpawnBossRaiderR7 = 30 iChanceSpawnBossRaiderR8 = 30 iChanceSpawnBossRaiderR9 = 30 iChanceSpawnBossRaiderR10 = 30 iChanceSpawnBossRaiderR11 = 30 iChanceSpawnBossRaiderR12 = 30 iRerollChanceRaiderR1 = 10 iRerollChanceRaiderR2 = 10 iRerollChanceRaiderR3 = 10 iRerollChanceRaiderR4 = 10 iRerollChanceRaiderR5 = 10 iRerollChanceRaiderR6 = 10 iRerollChanceRaiderR7 = 10 iRerollChanceRaiderR8 = 10 iRerollChanceRaiderR9 = 10 iRerollChanceRaiderR10 = 10 iRerollChanceRaiderR11 = 10 iRerollChanceRaiderR12 = 10 bAllowedGunnerR1 = true bAllowedGunnerR2 = true bAllowedGunnerR3 = true bAllowedGunnerR4 = true bAllowedGunnerR5 = true bAllowedGunnerR6 = true bAllowedGunnerR7 = true bAllowedGunnerR8 = true bAllowedGunnerR9 = true bAllowedGunnerR10 = true bAllowedGunnerR11 = true bAllowedGunnerR12 = true bAllowedBossGunnerR1 = true bAllowedBossGunnerR2 = true bAllowedBossGunnerR3 = true bAllowedBossGunnerR4 = true bAllowedBossGunnerR5 = true bAllowedBossGunnerR6 = true bAllowedBossGunnerR7 = true bAllowedBossGunnerR8 = true bAllowedBossGunnerR9 = true bAllowedBossGunnerR10 = true bAllowedBossGunnerR11 = true bAllowedBossGunnerR12 = true iMaxAllowedGunnerR1 = 6 iMaxAllowedGunnerR2 = 6 iMaxAllowedGunnerR3 = 6 iMaxAllowedGunnerR4 = 6 iMaxAllowedGunnerR5 = 6 iMaxAllowedGunnerR6 = 6 iMaxAllowedGunnerR7 = 6 iMaxAllowedGunnerR8 = 6 iMaxAllowedGunnerR9 = 6 iMaxAllowedGunnerR10 = 6 iMaxAllowedGunnerR11 = 6 iMaxAllowedGunnerR12 = 6 iMaxAllowedBossGunnerR1 = 1 iMaxAllowedBossGunnerR2 = 1 iMaxAllowedBossGunnerR3 = 1 iMaxAllowedBossGunnerR4 = 1 iMaxAllowedBossGunnerR5 = 1 iMaxAllowedBossGunnerR6 = 1 iMaxAllowedBossGunnerR7 = 1 iMaxAllowedBossGunnerR8 = 1 iMaxAllowedBossGunnerR9 = 1 iMaxAllowedBossGunnerR10 = 1 iMaxAllowedBossGunnerR11 = 1 iMaxAllowedBossGunnerR12 = 1 iChanceSpawnGunnerR1 = 75 iChanceSpawnGunnerR2 = 75 iChanceSpawnGunnerR3 = 75 iChanceSpawnGunnerR4 = 75 iChanceSpawnGunnerR5 = 75 iChanceSpawnGunnerR6 = 75 iChanceSpawnGunnerR7 = 75 iChanceSpawnGunnerR8 = 75 iChanceSpawnGunnerR9 = 75 iChanceSpawnGunnerR10 = 75 iChanceSpawnGunnerR11 = 75 iChanceSpawnGunnerR12 = 75 iChanceSpawnBossGunnerR1 = 30 iChanceSpawnBossGunnerR2 = 30 iChanceSpawnBossGunnerR3 = 30 iChanceSpawnBossGunnerR4 = 30 iChanceSpawnBossGunnerR5 = 30 iChanceSpawnBossGunnerR6 = 30 iChanceSpawnBossGunnerR7 = 30 iChanceSpawnBossGunnerR8 = 30 iChanceSpawnBossGunnerR9 = 30 iChanceSpawnBossGunnerR10 = 30 iChanceSpawnBossGunnerR11 = 30 iChanceSpawnBossGunnerR12 = 30 iRerollChanceGunnerR1 = 10 iRerollChanceGunnerR2 = 10 iRerollChanceGunnerR3 = 10 iRerollChanceGunnerR4 = 10 iRerollChanceGunnerR5 = 10 iRerollChanceGunnerR6 = 10 iRerollChanceGunnerR7 = 10 iRerollChanceGunnerR8 = 10 iRerollChanceGunnerR9 = 10 iRerollChanceGunnerR10 = 10 iRerollChanceGunnerR11 = 10 iRerollChanceGunnerR12 = 10 bAllowedForgedR1 = true bAllowedForgedR2 = true bAllowedForgedR3 = true bAllowedForgedR4 = true bAllowedForgedR5 = true bAllowedForgedR6 = true bAllowedForgedR7 = true bAllowedForgedR8 = true bAllowedForgedR9 = true bAllowedForgedR10 = true bAllowedForgedR11 = true bAllowedForgedR12 = true bAllowedBossForgedR1 = true bAllowedBossForgedR2 = true bAllowedBossForgedR3 = true bAllowedBossForgedR4 = true bAllowedBossForgedR5 = true bAllowedBossForgedR6 = true bAllowedBossForgedR7 = true bAllowedBossForgedR8 = true bAllowedBossForgedR9 = true bAllowedBossForgedR10 = true bAllowedBossForgedR11 = true bAllowedBossForgedR12 = true iMaxAllowedForgedR1 = 6 iMaxAllowedForgedR2 = 6 iMaxAllowedForgedR3 = 6 iMaxAllowedForgedR4 = 6 iMaxAllowedForgedR5 = 6 iMaxAllowedForgedR6 = 6 iMaxAllowedForgedR7 = 6 iMaxAllowedForgedR8 = 6 iMaxAllowedForgedR9 = 6 iMaxAllowedForgedR10 = 6 iMaxAllowedForgedR11 = 6 iMaxAllowedForgedR12 = 6 iMaxAllowedBossForgedR1 = 1 iMaxAllowedBossForgedR2 = 1 iMaxAllowedBossForgedR3 = 1 iMaxAllowedBossForgedR4 = 1 iMaxAllowedBossForgedR5 = 1 iMaxAllowedBossForgedR6 = 1 iMaxAllowedBossForgedR7 = 1 iMaxAllowedBossForgedR8 = 1 iMaxAllowedBossForgedR9 = 1 iMaxAllowedBossForgedR10 = 1 iMaxAllowedBossForgedR11 = 1 iMaxAllowedBossForgedR12 = 1 iChanceSpawnForgedR1 = 75 iChanceSpawnForgedR2 = 75 iChanceSpawnForgedR3 = 75 iChanceSpawnForgedR4 = 75 iChanceSpawnForgedR5 = 75 iChanceSpawnForgedR6 = 75 iChanceSpawnForgedR7 = 75 iChanceSpawnForgedR8 = 75 iChanceSpawnForgedR9 = 75 iChanceSpawnForgedR10 = 75 iChanceSpawnForgedR11 = 75 iChanceSpawnForgedR12 = 75 iChanceSpawnBossForgedR1 = 30 iChanceSpawnBossForgedR2 = 30 iChanceSpawnBossForgedR3 = 30 iChanceSpawnBossForgedR4 = 30 iChanceSpawnBossForgedR5 = 30 iChanceSpawnBossForgedR6 = 30 iChanceSpawnBossForgedR7 = 30 iChanceSpawnBossForgedR8 = 30 iChanceSpawnBossForgedR9 = 30 iChanceSpawnBossForgedR10 = 30 iChanceSpawnBossForgedR11 = 30 iChanceSpawnBossForgedR12 = 30 iRerollChanceForgedR1 = 10 iRerollChanceForgedR2 = 10 iRerollChanceForgedR3 = 10 iRerollChanceForgedR4 = 10 iRerollChanceForgedR5 = 10 iRerollChanceForgedR6 = 10 iRerollChanceForgedR7 = 10 iRerollChanceForgedR8 = 10 iRerollChanceForgedR9 = 10 iRerollChanceForgedR10 = 10 iRerollChanceForgedR11 = 10 iRerollChanceForgedR12 = 10 bAllowedTmenR1 = true bAllowedTmenR2 = true bAllowedTmenR3 = true bAllowedTmenR4 = true bAllowedTmenR5 = true bAllowedTmenR6 = true bAllowedTmenR7 = true bAllowedTmenR8 = true bAllowedTmenR9 = true bAllowedTmenR10 = true bAllowedTmenR11 = true bAllowedTmenR12 = true bAllowedBossTmenR1 = true bAllowedBossTmenR2 = true bAllowedBossTmenR3 = true bAllowedBossTmenR4 = true bAllowedBossTmenR5 = true bAllowedBossTmenR6 = true bAllowedBossTmenR7 = true bAllowedBossTmenR8 = true bAllowedBossTmenR9 = true bAllowedBossTmenR10 = true bAllowedBossTmenR11 = true bAllowedBossTmenR12 = true iMaxAllowedTmenR1 = 6 iMaxAllowedTmenR2 = 6 iMaxAllowedTmenR3 = 6 iMaxAllowedTmenR4 = 6 iMaxAllowedTmenR5 = 6 iMaxAllowedTmenR6 = 6 iMaxAllowedTmenR7 = 6 iMaxAllowedTmenR8 = 6 iMaxAllowedTmenR9 = 6 iMaxAllowedTmenR10 = 6 iMaxAllowedTmenR11 = 6 iMaxAllowedTmenR12 = 6 iMaxAllowedBossTmenR1 = 1 iMaxAllowedBossTmenR2 = 1 iMaxAllowedBossTmenR3 = 1 iMaxAllowedBossTmenR4 = 1 iMaxAllowedBossTmenR5 = 1 iMaxAllowedBossTmenR6 = 1 iMaxAllowedBossTmenR7 = 1 iMaxAllowedBossTmenR8 = 1 iMaxAllowedBossTmenR9 = 1 iMaxAllowedBossTmenR10 = 1 iMaxAllowedBossTmenR11 = 1 iMaxAllowedBossTmenR12 = 1 iChanceSpawnTmenR1 = 75 iChanceSpawnTmenR2 = 75 iChanceSpawnTmenR3 = 75 iChanceSpawnTmenR4 = 75 iChanceSpawnTmenR5 = 75 iChanceSpawnTmenR6 = 75 iChanceSpawnTmenR7 = 75 iChanceSpawnTmenR8 = 75 iChanceSpawnTmenR9 = 75 iChanceSpawnTmenR10 = 75 iChanceSpawnTmenR11 = 75 iChanceSpawnTmenR12 = 75 iChanceSpawnBossTmenR1 = 30 iChanceSpawnBossTmenR2 = 30 iChanceSpawnBossTmenR3 = 30 iChanceSpawnBossTmenR4 = 30 iChanceSpawnBossTmenR5 = 30 iChanceSpawnBossTmenR6 = 30 iChanceSpawnBossTmenR7 = 30 iChanceSpawnBossTmenR8 = 30 iChanceSpawnBossTmenR9 = 30 iChanceSpawnBossTmenR10 = 30 iChanceSpawnBossTmenR11 = 30 iChanceSpawnBossTmenR12 = 30 iRerollChanceTmenR1 = 10 iRerollChanceTmenR2 = 10 iRerollChanceTmenR3 = 10 iRerollChanceTmenR4 = 10 iRerollChanceTmenR5 = 10 iRerollChanceTmenR6 = 10 iRerollChanceTmenR7 = 10 iRerollChanceTmenR8 = 10 iRerollChanceTmenR9 = 10 iRerollChanceTmenR10 = 10 iRerollChanceTmenR11 = 10 iRerollChanceTmenR12 = 10 FillAllRSArrays() iCurrentMasterPresetR1 = 2 EndFunction Function SetPresetMasterWOTCAllRegions() ClearAllArrays() bAllowedRaiderR1 = true bAllowedRaiderR2 = true bAllowedRaiderR3 = true bAllowedRaiderR4 = true bAllowedRaiderR5 = true bAllowedRaiderR6 = true bAllowedRaiderR7 = true bAllowedRaiderR8 = true bAllowedRaiderR9 = true bAllowedRaiderR10 = true bAllowedRaiderR11 = true bAllowedRaiderR12 = true bAllowedBossRaiderR1 = true bAllowedBossRaiderR2 = true bAllowedBossRaiderR3 = true bAllowedBossRaiderR4 = true bAllowedBossRaiderR5 = true bAllowedBossRaiderR6 = true bAllowedBossRaiderR7 = true bAllowedBossRaiderR8 = true bAllowedBossRaiderR9 = true bAllowedBossRaiderR10 = true bAllowedBossRaiderR11 = true bAllowedBossRaiderR12 = true iMaxAllowedRaiderR1 = 8 iMaxAllowedRaiderR2 = 8 iMaxAllowedRaiderR3 = 8 iMaxAllowedRaiderR4 = 8 iMaxAllowedRaiderR5 = 8 iMaxAllowedRaiderR6 = 8 iMaxAllowedRaiderR7 = 8 iMaxAllowedRaiderR8 = 8 iMaxAllowedRaiderR9 = 8 iMaxAllowedRaiderR10 = 8 iMaxAllowedRaiderR11 = 8 iMaxAllowedRaiderR12 = 8 iMaxAllowedBossRaiderR1 = 2 iMaxAllowedBossRaiderR2 = 2 iMaxAllowedBossRaiderR3 = 2 iMaxAllowedBossRaiderR4 = 2 iMaxAllowedBossRaiderR5 = 2 iMaxAllowedBossRaiderR6 = 2 iMaxAllowedBossRaiderR7 = 2 iMaxAllowedBossRaiderR8 = 2 iMaxAllowedBossRaiderR9 = 2 iMaxAllowedBossRaiderR10 = 2 iMaxAllowedBossRaiderR11 = 2 iMaxAllowedBossRaiderR12 = 2 iChanceSpawnRaiderR1 = 75 iChanceSpawnRaiderR2 = 75 iChanceSpawnRaiderR3 = 75 iChanceSpawnRaiderR4 = 75 iChanceSpawnRaiderR5 = 75 iChanceSpawnRaiderR6 = 75 iChanceSpawnRaiderR7 = 75 iChanceSpawnRaiderR8 = 75 iChanceSpawnRaiderR9 = 75 iChanceSpawnRaiderR10 = 75 iChanceSpawnRaiderR11 = 75 iChanceSpawnRaiderR12 = 75 iChanceSpawnBossRaiderR1 = 40 iChanceSpawnBossRaiderR2 = 40 iChanceSpawnBossRaiderR3 = 40 iChanceSpawnBossRaiderR4 = 40 iChanceSpawnBossRaiderR5 = 40 iChanceSpawnBossRaiderR6 = 40 iChanceSpawnBossRaiderR7 = 40 iChanceSpawnBossRaiderR8 = 40 iChanceSpawnBossRaiderR9 = 40 iChanceSpawnBossRaiderR10 = 40 iChanceSpawnBossRaiderR11 = 40 iChanceSpawnBossRaiderR12 = 40 iRerollChanceRaiderR1 = 25 iRerollChanceRaiderR2 = 25 iRerollChanceRaiderR3 = 25 iRerollChanceRaiderR4 = 25 iRerollChanceRaiderR5 = 25 iRerollChanceRaiderR6 = 25 iRerollChanceRaiderR7 = 25 iRerollChanceRaiderR8 = 25 iRerollChanceRaiderR9 = 25 iRerollChanceRaiderR10 = 25 iRerollChanceRaiderR11 = 25 iRerollChanceRaiderR12 = 25 bAllowedGunnerR1 = true bAllowedGunnerR2 = true bAllowedGunnerR3 = true bAllowedGunnerR4 = true bAllowedGunnerR5 = true bAllowedGunnerR6 = true bAllowedGunnerR7 = true bAllowedGunnerR8 = true bAllowedGunnerR9 = true bAllowedGunnerR10 = true bAllowedGunnerR11 = true bAllowedGunnerR12 = true bAllowedBossGunnerR1 = true bAllowedBossGunnerR2 = true bAllowedBossGunnerR3 = true bAllowedBossGunnerR4 = true bAllowedBossGunnerR5 = true bAllowedBossGunnerR6 = true bAllowedBossGunnerR7 = true bAllowedBossGunnerR8 = true bAllowedBossGunnerR9 = true bAllowedBossGunnerR10 = true bAllowedBossGunnerR11 = true bAllowedBossGunnerR12 = true iMaxAllowedGunnerR1 = 8 iMaxAllowedGunnerR2 = 8 iMaxAllowedGunnerR3 = 8 iMaxAllowedGunnerR4 = 8 iMaxAllowedGunnerR5 = 8 iMaxAllowedGunnerR6 = 8 iMaxAllowedGunnerR7 = 8 iMaxAllowedGunnerR8 = 8 iMaxAllowedGunnerR9 = 8 iMaxAllowedGunnerR10 = 8 iMaxAllowedGunnerR11 = 8 iMaxAllowedGunnerR12 = 8 iMaxAllowedBossGunnerR1 = 2 iMaxAllowedBossGunnerR2 = 2 iMaxAllowedBossGunnerR3 = 2 iMaxAllowedBossGunnerR4 = 2 iMaxAllowedBossGunnerR5 = 2 iMaxAllowedBossGunnerR6 = 2 iMaxAllowedBossGunnerR7 = 2 iMaxAllowedBossGunnerR8 = 2 iMaxAllowedBossGunnerR9 = 2 iMaxAllowedBossGunnerR10 = 2 iMaxAllowedBossGunnerR11 = 2 iMaxAllowedBossGunnerR12 = 2 iChanceSpawnGunnerR1 = 75 iChanceSpawnGunnerR2 = 75 iChanceSpawnGunnerR3 = 75 iChanceSpawnGunnerR4 = 75 iChanceSpawnGunnerR5 = 75 iChanceSpawnGunnerR6 = 75 iChanceSpawnGunnerR7 = 75 iChanceSpawnGunnerR8 = 75 iChanceSpawnGunnerR9 = 75 iChanceSpawnGunnerR10 = 75 iChanceSpawnGunnerR11 = 75 iChanceSpawnGunnerR12 = 75 iChanceSpawnBossGunnerR1 = 40 iChanceSpawnBossGunnerR2 = 40 iChanceSpawnBossGunnerR3 = 40 iChanceSpawnBossGunnerR4 = 40 iChanceSpawnBossGunnerR5 = 40 iChanceSpawnBossGunnerR6 = 40 iChanceSpawnBossGunnerR7 = 40 iChanceSpawnBossGunnerR8 = 40 iChanceSpawnBossGunnerR9 = 40 iChanceSpawnBossGunnerR10 = 40 iChanceSpawnBossGunnerR11 = 40 iChanceSpawnBossGunnerR12 = 40 iRerollChanceGunnerR1 = 25 iRerollChanceGunnerR2 = 25 iRerollChanceGunnerR3 = 25 iRerollChanceGunnerR4 = 25 iRerollChanceGunnerR5 = 25 iRerollChanceGunnerR6 = 25 iRerollChanceGunnerR7 = 25 iRerollChanceGunnerR8 = 25 iRerollChanceGunnerR9 = 25 iRerollChanceGunnerR10 = 25 iRerollChanceGunnerR11 = 25 iRerollChanceGunnerR12 = 25 bAllowedForgedR1 = true bAllowedForgedR2 = true bAllowedForgedR3 = true bAllowedForgedR4 = true bAllowedForgedR5 = true bAllowedForgedR6 = true bAllowedForgedR7 = true bAllowedForgedR8 = true bAllowedForgedR9 = true bAllowedForgedR10 = true bAllowedForgedR11 = true bAllowedForgedR12 = true bAllowedBossForgedR1 = true bAllowedBossForgedR2 = true bAllowedBossForgedR3 = true bAllowedBossForgedR4 = true bAllowedBossForgedR5 = true bAllowedBossForgedR6 = true bAllowedBossForgedR7 = true bAllowedBossForgedR8 = true bAllowedBossForgedR9 = true bAllowedBossForgedR10 = true bAllowedBossForgedR11 = true bAllowedBossForgedR12 = true iMaxAllowedForgedR1 = 8 iMaxAllowedForgedR2 = 8 iMaxAllowedForgedR3 = 8 iMaxAllowedForgedR4 = 8 iMaxAllowedForgedR5 = 8 iMaxAllowedForgedR6 = 8 iMaxAllowedForgedR7 = 8 iMaxAllowedForgedR8 = 8 iMaxAllowedForgedR9 = 8 iMaxAllowedForgedR10 = 8 iMaxAllowedForgedR11 = 8 iMaxAllowedForgedR12 = 8 iMaxAllowedBossForgedR1 = 2 iMaxAllowedBossForgedR2 = 2 iMaxAllowedBossForgedR3 = 2 iMaxAllowedBossForgedR4 = 2 iMaxAllowedBossForgedR5 = 2 iMaxAllowedBossForgedR6 = 2 iMaxAllowedBossForgedR7 = 2 iMaxAllowedBossForgedR8 = 2 iMaxAllowedBossForgedR9 = 2 iMaxAllowedBossForgedR10 = 2 iMaxAllowedBossForgedR11 = 2 iMaxAllowedBossForgedR12 = 2 iChanceSpawnForgedR1 = 75 iChanceSpawnForgedR2 = 75 iChanceSpawnForgedR3 = 75 iChanceSpawnForgedR4 = 75 iChanceSpawnForgedR5 = 75 iChanceSpawnForgedR6 = 75 iChanceSpawnForgedR7 = 75 iChanceSpawnForgedR8 = 75 iChanceSpawnForgedR9 = 75 iChanceSpawnForgedR10 = 75 iChanceSpawnForgedR11 = 75 iChanceSpawnForgedR12 = 75 iChanceSpawnBossForgedR1 = 40 iChanceSpawnBossForgedR2 = 40 iChanceSpawnBossForgedR3 = 40 iChanceSpawnBossForgedR4 = 40 iChanceSpawnBossForgedR5 = 40 iChanceSpawnBossForgedR6 = 40 iChanceSpawnBossForgedR7 = 40 iChanceSpawnBossForgedR8 = 40 iChanceSpawnBossForgedR9 = 40 iChanceSpawnBossForgedR10 = 40 iChanceSpawnBossForgedR11 = 40 iChanceSpawnBossForgedR12 = 40 iRerollChanceForgedR1 = 25 iRerollChanceForgedR2 = 25 iRerollChanceForgedR3 = 25 iRerollChanceForgedR4 = 25 iRerollChanceForgedR5 = 25 iRerollChanceForgedR6 = 25 iRerollChanceForgedR7 = 25 iRerollChanceForgedR8 = 25 iRerollChanceForgedR9 = 25 iRerollChanceForgedR10 = 25 iRerollChanceForgedR11 = 25 iRerollChanceForgedR12 = 25 bAllowedTmenR1 = true bAllowedTmenR2 = true bAllowedTmenR3 = true bAllowedTmenR4 = true bAllowedTmenR5 = true bAllowedTmenR6 = true bAllowedTmenR7 = true bAllowedTmenR8 = true bAllowedTmenR9 = true bAllowedTmenR10 = true bAllowedTmenR11 = true bAllowedTmenR12 = true bAllowedBossTmenR1 = true bAllowedBossTmenR2 = true bAllowedBossTmenR3 = true bAllowedBossTmenR4 = true bAllowedBossTmenR5 = true bAllowedBossTmenR6 = true bAllowedBossTmenR7 = true bAllowedBossTmenR8 = true bAllowedBossTmenR9 = true bAllowedBossTmenR10 = true bAllowedBossTmenR11 = true bAllowedBossTmenR12 = true iMaxAllowedTmenR1 = 8 iMaxAllowedTmenR2 = 8 iMaxAllowedTmenR3 = 8 iMaxAllowedTmenR4 = 8 iMaxAllowedTmenR5 = 8 iMaxAllowedTmenR6 = 8 iMaxAllowedTmenR7 = 8 iMaxAllowedTmenR8 = 8 iMaxAllowedTmenR9 = 8 iMaxAllowedTmenR10 = 8 iMaxAllowedTmenR11 = 8 iMaxAllowedTmenR12 = 8 iMaxAllowedBossTmenR1 = 2 iMaxAllowedBossTmenR2 = 2 iMaxAllowedBossTmenR3 = 2 iMaxAllowedBossTmenR4 = 2 iMaxAllowedBossTmenR5 = 2 iMaxAllowedBossTmenR6 = 2 iMaxAllowedBossTmenR7 = 2 iMaxAllowedBossTmenR8 = 2 iMaxAllowedBossTmenR9 = 2 iMaxAllowedBossTmenR10 = 2 iMaxAllowedBossTmenR11 = 2 iMaxAllowedBossTmenR12 = 2 iChanceSpawnTmenR1 = 75 iChanceSpawnTmenR2 = 75 iChanceSpawnTmenR3 = 75 iChanceSpawnTmenR4 = 75 iChanceSpawnTmenR5 = 75 iChanceSpawnTmenR6 = 75 iChanceSpawnTmenR7 = 75 iChanceSpawnTmenR8 = 75 iChanceSpawnTmenR9 = 75 iChanceSpawnTmenR10 = 75 iChanceSpawnTmenR11 = 75 iChanceSpawnTmenR12 = 75 iChanceSpawnBossTmenR1 = 40 iChanceSpawnBossTmenR2 = 40 iChanceSpawnBossTmenR3 = 40 iChanceSpawnBossTmenR4 = 40 iChanceSpawnBossTmenR5 = 40 iChanceSpawnBossTmenR6 = 40 iChanceSpawnBossTmenR7 = 40 iChanceSpawnBossTmenR8 = 40 iChanceSpawnBossTmenR9 = 40 iChanceSpawnBossTmenR10 = 40 iChanceSpawnBossTmenR11 = 40 iChanceSpawnBossTmenR12 = 40 iRerollChanceTmenR1 = 25 iRerollChanceTmenR2 = 25 iRerollChanceTmenR3 = 25 iRerollChanceTmenR4 = 25 iRerollChanceTmenR5 = 25 iRerollChanceTmenR6 = 25 iRerollChanceTmenR7 = 25 iRerollChanceTmenR8 = 25 iRerollChanceTmenR9 = 25 iRerollChanceTmenR10 = 25 iRerollChanceTmenR11 = 25 iRerollChanceTmenR12 = 25 FillAllRSArrays() iCurrentMasterPresetR1 = 3 EndFunction Function SetPresetMasterCOTCAllRegions() ClearAllArrays() bAllowedRaiderR1 = true bAllowedRaiderR2 = true bAllowedRaiderR3 = true bAllowedRaiderR4 = true bAllowedRaiderR5 = true bAllowedRaiderR6 = true bAllowedRaiderR7 = true bAllowedRaiderR8 = true bAllowedRaiderR9 = true bAllowedRaiderR10 = true bAllowedRaiderR11 = true bAllowedRaiderR12 = true bAllowedBossRaiderR1 = true bAllowedBossRaiderR2 = true bAllowedBossRaiderR3 = true bAllowedBossRaiderR4 = true bAllowedBossRaiderR5 = true bAllowedBossRaiderR6 = true bAllowedBossRaiderR7 = true bAllowedBossRaiderR8 = true bAllowedBossRaiderR9 = true bAllowedBossRaiderR10 = true bAllowedBossRaiderR11 = true bAllowedBossRaiderR12 = true iMaxAllowedRaiderR1 = 10 iMaxAllowedRaiderR2 = 10 iMaxAllowedRaiderR3 = 10 iMaxAllowedRaiderR4 = 10 iMaxAllowedRaiderR5 = 10 iMaxAllowedRaiderR6 = 10 iMaxAllowedRaiderR7 = 10 iMaxAllowedRaiderR8 = 10 iMaxAllowedRaiderR9 = 10 iMaxAllowedRaiderR10 = 10 iMaxAllowedRaiderR11 = 10 iMaxAllowedRaiderR12 = 10 iMaxAllowedBossRaiderR1 = 3 iMaxAllowedBossRaiderR2 = 3 iMaxAllowedBossRaiderR3 = 3 iMaxAllowedBossRaiderR4 = 3 iMaxAllowedBossRaiderR5 = 3 iMaxAllowedBossRaiderR6 = 3 iMaxAllowedBossRaiderR7 = 3 iMaxAllowedBossRaiderR8 = 3 iMaxAllowedBossRaiderR9 = 3 iMaxAllowedBossRaiderR10 = 3 iMaxAllowedBossRaiderR11 = 3 iMaxAllowedBossRaiderR12 = 3 iChanceSpawnRaiderR1 = 75 iChanceSpawnRaiderR2 = 75 iChanceSpawnRaiderR3 = 75 iChanceSpawnRaiderR4 = 75 iChanceSpawnRaiderR5 = 75 iChanceSpawnRaiderR6 = 75 iChanceSpawnRaiderR7 = 75 iChanceSpawnRaiderR8 = 75 iChanceSpawnRaiderR9 = 75 iChanceSpawnRaiderR10 = 75 iChanceSpawnRaiderR11 = 75 iChanceSpawnRaiderR12 = 75 iChanceSpawnBossRaiderR1 = 45 iChanceSpawnBossRaiderR2 = 45 iChanceSpawnBossRaiderR3 = 45 iChanceSpawnBossRaiderR4 = 45 iChanceSpawnBossRaiderR5 = 45 iChanceSpawnBossRaiderR6 = 45 iChanceSpawnBossRaiderR7 = 45 iChanceSpawnBossRaiderR8 = 45 iChanceSpawnBossRaiderR9 = 45 iChanceSpawnBossRaiderR10 = 45 iChanceSpawnBossRaiderR11 = 45 iChanceSpawnBossRaiderR12 = 45 iRerollChanceRaiderR1 = 35 iRerollChanceRaiderR2 = 35 iRerollChanceRaiderR3 = 35 iRerollChanceRaiderR4 = 35 iRerollChanceRaiderR5 = 35 iRerollChanceRaiderR6 = 35 iRerollChanceRaiderR7 = 35 iRerollChanceRaiderR8 = 35 iRerollChanceRaiderR9 = 35 iRerollChanceRaiderR10 = 35 iRerollChanceRaiderR11 = 35 iRerollChanceRaiderR12 = 35 bAllowedGunnerR1 = true bAllowedGunnerR2 = true bAllowedGunnerR3 = true bAllowedGunnerR4 = true bAllowedGunnerR5 = true bAllowedGunnerR6 = true bAllowedGunnerR7 = true bAllowedGunnerR8 = true bAllowedGunnerR9 = true bAllowedGunnerR10 = true bAllowedGunnerR11 = true bAllowedGunnerR12 = true bAllowedBossGunnerR1 = true bAllowedBossGunnerR2 = true bAllowedBossGunnerR3 = true bAllowedBossGunnerR4 = true bAllowedBossGunnerR5 = true bAllowedBossGunnerR6 = true bAllowedBossGunnerR7 = true bAllowedBossGunnerR8 = true bAllowedBossGunnerR9 = true bAllowedBossGunnerR10 = true bAllowedBossGunnerR11 = true bAllowedBossGunnerR12 = true iMaxAllowedGunnerR1 = 10 iMaxAllowedGunnerR2 = 10 iMaxAllowedGunnerR3 = 10 iMaxAllowedGunnerR4 = 10 iMaxAllowedGunnerR5 = 10 iMaxAllowedGunnerR6 = 10 iMaxAllowedGunnerR7 = 10 iMaxAllowedGunnerR8 = 10 iMaxAllowedGunnerR9 = 10 iMaxAllowedGunnerR10 = 10 iMaxAllowedGunnerR11 = 10 iMaxAllowedGunnerR12 = 10 iMaxAllowedBossGunnerR1 = 3 iMaxAllowedBossGunnerR2 = 3 iMaxAllowedBossGunnerR3 = 3 iMaxAllowedBossGunnerR4 = 3 iMaxAllowedBossGunnerR5 = 3 iMaxAllowedBossGunnerR6 = 3 iMaxAllowedBossGunnerR7 = 3 iMaxAllowedBossGunnerR8 = 3 iMaxAllowedBossGunnerR9 = 3 iMaxAllowedBossGunnerR10 = 3 iMaxAllowedBossGunnerR11 = 3 iMaxAllowedBossGunnerR12 = 3 iChanceSpawnGunnerR1 = 75 iChanceSpawnGunnerR2 = 75 iChanceSpawnGunnerR3 = 75 iChanceSpawnGunnerR4 = 75 iChanceSpawnGunnerR5 = 75 iChanceSpawnGunnerR6 = 75 iChanceSpawnGunnerR7 = 75 iChanceSpawnGunnerR8 = 75 iChanceSpawnGunnerR9 = 75 iChanceSpawnGunnerR10 = 75 iChanceSpawnGunnerR11 = 75 iChanceSpawnGunnerR12 = 75 iChanceSpawnBossGunnerR1 = 45 iChanceSpawnBossGunnerR2 = 45 iChanceSpawnBossGunnerR3 = 45 iChanceSpawnBossGunnerR4 = 45 iChanceSpawnBossGunnerR5 = 45 iChanceSpawnBossGunnerR6 = 45 iChanceSpawnBossGunnerR7 = 45 iChanceSpawnBossGunnerR8 = 45 iChanceSpawnBossGunnerR9 = 45 iChanceSpawnBossGunnerR10 = 45 iChanceSpawnBossGunnerR11 = 45 iChanceSpawnBossGunnerR12 = 45 iRerollChanceGunnerR1 = 35 iRerollChanceGunnerR2 = 35 iRerollChanceGunnerR3 = 35 iRerollChanceGunnerR4 = 35 iRerollChanceGunnerR5 = 35 iRerollChanceGunnerR6 = 35 iRerollChanceGunnerR7 = 35 iRerollChanceGunnerR8 = 35 iRerollChanceGunnerR9 = 35 iRerollChanceGunnerR10 = 35 iRerollChanceGunnerR11 = 35 iRerollChanceGunnerR12 = 35 bAllowedForgedR1 = true bAllowedForgedR2 = true bAllowedForgedR3 = true bAllowedForgedR4 = true bAllowedForgedR5 = true bAllowedForgedR6 = true bAllowedForgedR7 = true bAllowedForgedR8 = true bAllowedForgedR9 = true bAllowedForgedR10 = true bAllowedForgedR11 = true bAllowedForgedR12 = true bAllowedBossForgedR1 = true bAllowedBossForgedR2 = true bAllowedBossForgedR3 = true bAllowedBossForgedR4 = true bAllowedBossForgedR5 = true bAllowedBossForgedR6 = true bAllowedBossForgedR7 = true bAllowedBossForgedR8 = true bAllowedBossForgedR9 = true bAllowedBossForgedR10 = true bAllowedBossForgedR11 = true bAllowedBossForgedR12 = true iMaxAllowedForgedR1 = 10 iMaxAllowedForgedR2 = 10 iMaxAllowedForgedR3 = 10 iMaxAllowedForgedR4 = 10 iMaxAllowedForgedR5 = 10 iMaxAllowedForgedR6 = 10 iMaxAllowedForgedR7 = 10 iMaxAllowedForgedR8 = 10 iMaxAllowedForgedR9 = 10 iMaxAllowedForgedR10 = 10 iMaxAllowedForgedR11 = 10 iMaxAllowedForgedR12 = 10 iMaxAllowedBossForgedR1 = 3 iMaxAllowedBossForgedR2 = 3 iMaxAllowedBossForgedR3 = 3 iMaxAllowedBossForgedR4 = 3 iMaxAllowedBossForgedR5 = 3 iMaxAllowedBossForgedR6 = 3 iMaxAllowedBossForgedR7 = 3 iMaxAllowedBossForgedR8 = 3 iMaxAllowedBossForgedR9 = 3 iMaxAllowedBossForgedR10 = 3 iMaxAllowedBossForgedR11 = 3 iMaxAllowedBossForgedR12 = 3 iChanceSpawnForgedR1 = 75 iChanceSpawnForgedR2 = 75 iChanceSpawnForgedR3 = 75 iChanceSpawnForgedR4 = 75 iChanceSpawnForgedR5 = 75 iChanceSpawnForgedR6 = 75 iChanceSpawnForgedR7 = 75 iChanceSpawnForgedR8 = 75 iChanceSpawnForgedR9 = 75 iChanceSpawnForgedR10 = 75 iChanceSpawnForgedR11 = 75 iChanceSpawnForgedR12 = 75 iChanceSpawnBossForgedR1 = 45 iChanceSpawnBossForgedR2 = 45 iChanceSpawnBossForgedR3 = 45 iChanceSpawnBossForgedR4 = 45 iChanceSpawnBossForgedR5 = 45 iChanceSpawnBossForgedR6 = 45 iChanceSpawnBossForgedR7 = 45 iChanceSpawnBossForgedR8 = 45 iChanceSpawnBossForgedR9 = 45 iChanceSpawnBossForgedR10 = 45 iChanceSpawnBossForgedR11 = 45 iChanceSpawnBossForgedR12 = 45 iRerollChanceForgedR1 = 35 iRerollChanceForgedR2 = 35 iRerollChanceForgedR3 = 35 iRerollChanceForgedR4 = 35 iRerollChanceForgedR5 = 35 iRerollChanceForgedR6 = 35 iRerollChanceForgedR7 = 35 iRerollChanceForgedR8 = 35 iRerollChanceForgedR9 = 35 iRerollChanceForgedR10 = 35 iRerollChanceForgedR11 = 35 iRerollChanceForgedR12 = 35 bAllowedTmenR1 = true bAllowedTmenR2 = true bAllowedTmenR3 = true bAllowedTmenR4 = true bAllowedTmenR5 = true bAllowedTmenR6 = true bAllowedTmenR7 = true bAllowedTmenR8 = true bAllowedTmenR9 = true bAllowedTmenR10 = true bAllowedTmenR11 = true bAllowedTmenR12 = true bAllowedBossTmenR1 = true bAllowedBossTmenR2 = true bAllowedBossTmenR3 = true bAllowedBossTmenR4 = true bAllowedBossTmenR5 = true bAllowedBossTmenR6 = true bAllowedBossTmenR7 = true bAllowedBossTmenR8 = true bAllowedBossTmenR9 = true bAllowedBossTmenR10 = true bAllowedBossTmenR11 = true bAllowedBossTmenR12 = true iMaxAllowedTmenR1 = 10 iMaxAllowedTmenR2 = 10 iMaxAllowedTmenR3 = 10 iMaxAllowedTmenR4 = 10 iMaxAllowedTmenR5 = 10 iMaxAllowedTmenR6 = 10 iMaxAllowedTmenR7 = 10 iMaxAllowedTmenR8 = 10 iMaxAllowedTmenR9 = 10 iMaxAllowedTmenR10 = 10 iMaxAllowedTmenR11 = 10 iMaxAllowedTmenR12 = 10 iMaxAllowedBossTmenR1 = 3 iMaxAllowedBossTmenR2 = 3 iMaxAllowedBossTmenR3 = 3 iMaxAllowedBossTmenR4 = 3 iMaxAllowedBossTmenR5 = 3 iMaxAllowedBossTmenR6 = 3 iMaxAllowedBossTmenR7 = 3 iMaxAllowedBossTmenR8 = 3 iMaxAllowedBossTmenR9 = 3 iMaxAllowedBossTmenR10 = 3 iMaxAllowedBossTmenR11 = 3 iMaxAllowedBossTmenR12 = 3 iChanceSpawnTmenR1 = 75 iChanceSpawnTmenR2 = 75 iChanceSpawnTmenR3 = 75 iChanceSpawnTmenR4 = 75 iChanceSpawnTmenR5 = 75 iChanceSpawnTmenR6 = 75 iChanceSpawnTmenR7 = 75 iChanceSpawnTmenR8 = 75 iChanceSpawnTmenR9 = 75 iChanceSpawnTmenR10 = 75 iChanceSpawnTmenR11 = 75 iChanceSpawnTmenR12 = 75 iChanceSpawnBossTmenR1 = 45 iChanceSpawnBossTmenR2 = 45 iChanceSpawnBossTmenR3 = 45 iChanceSpawnBossTmenR4 = 45 iChanceSpawnBossTmenR5 = 45 iChanceSpawnBossTmenR6 = 45 iChanceSpawnBossTmenR7 = 45 iChanceSpawnBossTmenR8 = 45 iChanceSpawnBossTmenR9 = 45 iChanceSpawnBossTmenR10 = 45 iChanceSpawnBossTmenR11 = 45 iChanceSpawnBossTmenR12 = 45 iRerollChanceTmenR1 = 35 iRerollChanceTmenR2 = 35 iRerollChanceTmenR3 = 35 iRerollChanceTmenR4 = 35 iRerollChanceTmenR5 = 35 iRerollChanceTmenR6 = 35 iRerollChanceTmenR7 = 35 iRerollChanceTmenR8 = 35 iRerollChanceTmenR9 = 35 iRerollChanceTmenR10 = 35 iRerollChanceTmenR11 = 35 iRerollChanceTmenR12 = 35 FillAllRSArrays() iCurrentMasterPresetR1 = 4 EndFunction ;Set Master Difficulty Level Functions Function SetMasterDiffEasyAllRegions() iDifficultyRaiderR1 = 1 iDifficultyRaiderR2 = 1 iDifficultyRaiderR3 = 1 iDifficultyRaiderR4 = 1 iDifficultyRaiderR5 = 1 iDifficultyRaiderR6 = 1 iDifficultyRaiderR7 = 1 iDifficultyRaiderR8 = 1 iDifficultyRaiderR9 = 1 iDifficultyRaiderR10 = 1 iDifficultyRaiderR11 = 1 iDifficultyRaiderR12 = 1 iDifficultyGunnerR1 = 1 iDifficultyGunnerR2 = 1 iDifficultyGunnerR3 = 1 iDifficultyGunnerR4 = 1 iDifficultyGunnerR5 = 1 iDifficultyGunnerR6 = 1 iDifficultyGunnerR7 = 1 iDifficultyGunnerR8 = 1 iDifficultyGunnerR9 = 1 iDifficultyGunnerR10 = 1 iDifficultyGunnerR11 = 1 iDifficultyGunnerR12 = 1 iDifficultyForgedR1 = 1 iDifficultyForgedR2 = 1 iDifficultyForgedR3 = 1 iDifficultyForgedR4 = 1 iDifficultyForgedR5 = 1 iDifficultyForgedR6 = 1 iDifficultyForgedR7 = 1 iDifficultyForgedR8 = 1 iDifficultyForgedR9 = 1 iDifficultyForgedR10 = 1 iDifficultyForgedR11 = 1 iDifficultyForgedR12 = 1 iDifficultyTmenR1 = 1 iDifficultyTmenR2 = 1 iDifficultyTmenR3 = 1 iDifficultyTmenR4 = 1 iDifficultyTmenR5 = 1 iDifficultyTmenR6 = 1 iDifficultyTmenR7 = 1 iDifficultyTmenR8 = 1 iDifficultyTmenR9 = 1 iDifficultyTmenR10 = 1 iDifficultyTmenR11 = 1 iDifficultyTmenR12 = 1 iCurrentMasterDiffR1 = 1 EndFunction Function SetMasterDiffMediumAllRegions() iDifficultyRaiderR1 = 2 iDifficultyRaiderR2 = 2 iDifficultyRaiderR3 = 2 iDifficultyRaiderR4 = 2 iDifficultyRaiderR5 = 2 iDifficultyRaiderR6 = 2 iDifficultyRaiderR7 = 2 iDifficultyRaiderR8 = 2 iDifficultyRaiderR9 = 2 iDifficultyRaiderR10 = 2 iDifficultyRaiderR11 = 2 iDifficultyRaiderR12 = 2 iDifficultyGunnerR1 = 2 iDifficultyGunnerR2 = 2 iDifficultyGunnerR3 = 2 iDifficultyGunnerR4 = 2 iDifficultyGunnerR5 = 2 iDifficultyGunnerR6 = 2 iDifficultyGunnerR7 = 2 iDifficultyGunnerR8 = 2 iDifficultyGunnerR9 = 2 iDifficultyGunnerR10 = 2 iDifficultyGunnerR11 = 2 iDifficultyGunnerR12 = 2 iDifficultyForgedR1 = 2 iDifficultyForgedR2 = 2 iDifficultyForgedR3 = 2 iDifficultyForgedR4 = 2 iDifficultyForgedR5 = 2 iDifficultyForgedR6 = 2 iDifficultyForgedR7 = 2 iDifficultyForgedR8 = 2 iDifficultyForgedR9 = 2 iDifficultyForgedR10 = 2 iDifficultyForgedR11 = 2 iDifficultyForgedR12 = 2 iDifficultyTmenR1 = 2 iDifficultyTmenR2 = 2 iDifficultyTmenR3 = 2 iDifficultyTmenR4 = 2 iDifficultyTmenR5 = 2 iDifficultyTmenR6 = 2 iDifficultyTmenR7 = 2 iDifficultyTmenR8 = 2 iDifficultyTmenR9 = 2 iDifficultyTmenR10 = 2 iDifficultyTmenR11 = 2 iDifficultyTmenR12 = 2 iCurrentMasterDiffR1 = 2 EndFunction Function SetMasterDiffHardAllRegions() iDifficultyRaiderR1 = 3 iDifficultyRaiderR2 = 3 iDifficultyRaiderR3 = 3 iDifficultyRaiderR4 = 3 iDifficultyRaiderR5 = 3 iDifficultyRaiderR6 = 3 iDifficultyRaiderR7 = 3 iDifficultyRaiderR8 = 3 iDifficultyRaiderR9 = 3 iDifficultyRaiderR10 = 3 iDifficultyRaiderR11 = 3 iDifficultyRaiderR12 = 3 iDifficultyGunnerR1 = 3 iDifficultyGunnerR2 = 3 iDifficultyGunnerR3 = 3 iDifficultyGunnerR4 = 3 iDifficultyGunnerR5 = 3 iDifficultyGunnerR6 = 3 iDifficultyGunnerR7 = 3 iDifficultyGunnerR8 = 3 iDifficultyGunnerR9 = 3 iDifficultyGunnerR10 = 3 iDifficultyGunnerR11 = 3 iDifficultyGunnerR12 = 3 iDifficultyForgedR1 = 3 iDifficultyForgedR2 = 3 iDifficultyForgedR3 = 3 iDifficultyForgedR4 = 3 iDifficultyForgedR5 = 3 iDifficultyForgedR6 = 3 iDifficultyForgedR7 = 3 iDifficultyForgedR8 = 3 iDifficultyForgedR9 = 3 iDifficultyForgedR10 = 3 iDifficultyForgedR11 = 3 iDifficultyForgedR12 = 3 iDifficultyTmenR1 = 3 iDifficultyTmenR2 = 3 iDifficultyTmenR3 = 3 iDifficultyTmenR4 = 3 iDifficultyTmenR5 = 3 iDifficultyTmenR6 = 3 iDifficultyTmenR7 = 3 iDifficultyTmenR8 = 3 iDifficultyTmenR9 = 3 iDifficultyTmenR10 = 3 iDifficultyTmenR11 = 3 iDifficultyTmenR12 = 3 iCurrentMasterDiffR1 = 3 EndFunction Function SetMasterDiffVHardAllRegions() iDifficultyRaiderR1 = 4 iDifficultyRaiderR2 = 4 iDifficultyRaiderR3 = 4 iDifficultyRaiderR4 = 4 iDifficultyRaiderR5 = 4 iDifficultyRaiderR6 = 4 iDifficultyRaiderR7 = 4 iDifficultyRaiderR8 = 4 iDifficultyRaiderR9 = 4 iDifficultyRaiderR10 = 4 iDifficultyRaiderR11 = 4 iDifficultyRaiderR12 = 4 iDifficultyGunnerR1 = 4 iDifficultyGunnerR2 = 4 iDifficultyGunnerR3 = 4 iDifficultyGunnerR4 = 4 iDifficultyGunnerR5 = 4 iDifficultyGunnerR6 = 4 iDifficultyGunnerR7 = 4 iDifficultyGunnerR8 = 4 iDifficultyGunnerR9 = 4 iDifficultyGunnerR10 = 4 iDifficultyGunnerR11 = 4 iDifficultyGunnerR12 = 4 iDifficultyForgedR1 = 4 iDifficultyForgedR2 = 4 iDifficultyForgedR3 = 4 iDifficultyForgedR4 = 4 iDifficultyForgedR5 = 4 iDifficultyForgedR6 = 4 iDifficultyForgedR7 = 4 iDifficultyForgedR8 = 4 iDifficultyForgedR9 = 4 iDifficultyForgedR10 = 4 iDifficultyForgedR11 = 4 iDifficultyForgedR12 = 4 iDifficultyTmenR1 = 4 iDifficultyTmenR2 = 4 iDifficultyTmenR3 = 4 iDifficultyTmenR4 = 4 iDifficultyTmenR5 = 4 iDifficultyTmenR6 = 4 iDifficultyTmenR7 = 4 iDifficultyTmenR8 = 4 iDifficultyTmenR9 = 4 iDifficultyTmenR10 = 4 iDifficultyTmenR11 = 4 iDifficultyTmenR12 = 4 iCurrentMasterDiffR1 = 4 EndFunction Function SetMasterDiffExtremeAllRegions() iDifficultyRaiderR1 = 5 iDifficultyRaiderR2 = 5 iDifficultyRaiderR3 = 5 iDifficultyRaiderR4 = 5 iDifficultyRaiderR5 = 5 iDifficultyRaiderR6 = 5 iDifficultyRaiderR7 = 5 iDifficultyRaiderR8 = 5 iDifficultyRaiderR9 = 5 iDifficultyRaiderR10 = 5 iDifficultyRaiderR11 = 5 iDifficultyRaiderR12 = 5 iDifficultyGunnerR1 = 5 iDifficultyGunnerR2 = 5 iDifficultyGunnerR3 = 5 iDifficultyGunnerR4 = 5 iDifficultyGunnerR5 = 5 iDifficultyGunnerR6 = 5 iDifficultyGunnerR7 = 5 iDifficultyGunnerR8 = 5 iDifficultyGunnerR9 = 5 iDifficultyGunnerR10 = 5 iDifficultyGunnerR11 = 5 iDifficultyGunnerR12 = 5 iDifficultyForgedR1 = 5 iDifficultyForgedR2 = 5 iDifficultyForgedR3 = 5 iDifficultyForgedR4 = 5 iDifficultyForgedR5 = 5 iDifficultyForgedR6 = 5 iDifficultyForgedR7 = 5 iDifficultyForgedR8 = 5 iDifficultyForgedR9 = 5 iDifficultyForgedR10 = 5 iDifficultyForgedR11 = 5 iDifficultyForgedR12 = 5 iDifficultyTmenR1 = 5 iDifficultyTmenR2 = 5 iDifficultyTmenR3 = 5 iDifficultyTmenR4 = 5 iDifficultyTmenR5 = 5 iDifficultyTmenR6 = 5 iDifficultyTmenR7 = 5 iDifficultyTmenR8 = 5 iDifficultyTmenR9 = 5 iDifficultyTmenR10 = 5 iDifficultyTmenR11 = 5 iDifficultyTmenR12 = 5 iCurrentMasterDiffR1 = 5 EndFunction ;Fill Arrays of Systems Actors and info ;Fill Main Random Spawns Arrays Function FillAllRSArrays() ; Fills All Main Random Spawns System Arrays if bRSEnabledR1 == false ActorTypes_RS_R1 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR1 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR1 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR1 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR1 tmpStruct.iChance = iChanceSpawnRaiderR1 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR1 tmpStruct.iRerollChance = iRerollChanceRaiderR1 tmpStruct.iDifficulty = iDifficultyRaiderR1 tmpStruct.iEZ_Lvl = iEZRaiderR1 ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR1 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR1 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR1 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR1 tmpStruct.iChance = iChanceSpawnGunnerR1 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR1 tmpStruct.iRerollChance = iRerollChanceGunnerR1 tmpStruct.iDifficulty = iDifficultyGunnerR1 tmpStruct.iEZ_Lvl = iEZGunnerR1 ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR1 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR1 tmpStruct.iMaxAllowed = iMaxAllowedForgedR1 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR1 tmpStruct.iChance = iChanceSpawnForgedR1 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR1 tmpStruct.iRerollChance = iRerollChanceForgedR1 tmpStruct.iDifficulty = iDifficultyForgedR1 tmpStruct.iEZ_Lvl = iEZForgedR1 ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR1 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR1 tmpStruct.iMaxAllowed = iMaxAllowedTmenR1 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR1 tmpStruct.iChance = iChanceSpawnTmenR1 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR1 tmpStruct.iRerollChance = iRerollChanceTmenR1 tmpStruct.iDifficulty = iDifficultyTmenR1 tmpStruct.iEZ_Lvl = iEZTmenR1 ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR1 = true endif if bRSEnabledR2 == false ActorTypes_RS_R2 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR2 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR2 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR2 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR2 tmpStruct.iChance = iChanceSpawnRaiderR2 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR2 tmpStruct.iRerollChance = iRerollChanceRaiderR2 tmpStruct.iDifficulty = iDifficultyRaiderR2 tmpStruct.iEZ_Lvl = iEZRaiderR2 ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR2 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR2 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR2 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR2 tmpStruct.iChance = iChanceSpawnGunnerR2 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR2 tmpStruct.iRerollChance = iRerollChanceGunnerR2 tmpStruct.iDifficulty = iDifficultyGunnerR2 tmpStruct.iEZ_Lvl = iEZGunnerR2 ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR2 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR2 tmpStruct.iMaxAllowed = iMaxAllowedForgedR2 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR2 tmpStruct.iChance = iChanceSpawnForgedR2 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR2 tmpStruct.iRerollChance = iRerollChanceForgedR2 tmpStruct.iDifficulty = iDifficultyForgedR2 tmpStruct.iEZ_Lvl = iEZForgedR2 ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR2 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR2 tmpStruct.iMaxAllowed = iMaxAllowedTmenR2 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR2 tmpStruct.iChance = iChanceSpawnTmenR2 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR2 tmpStruct.iRerollChance = iRerollChanceTmenR2 tmpStruct.iDifficulty = iDifficultyTmenR2 tmpStruct.iEZ_Lvl = iEZTmenR2 ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR2 = true endif if bRSEnabledR3 == false ActorTypes_RS_R3 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR3 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR3 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR3 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR3 tmpStruct.iChance = iChanceSpawnRaiderR3 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR3 tmpStruct.iRerollChance = iRerollChanceRaiderR3 tmpStruct.iDifficulty = iDifficultyRaiderR3 tmpStruct.iEZ_Lvl = iEZRaiderR3 ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR3 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR3 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR3 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR3 tmpStruct.iChance = iChanceSpawnGunnerR3 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR3 tmpStruct.iRerollChance = iRerollChanceGunnerR3 tmpStruct.iDifficulty = iDifficultyGunnerR3 tmpStruct.iEZ_Lvl = iEZGunnerR3 ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR3 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR3 tmpStruct.iMaxAllowed = iMaxAllowedForgedR3 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR3 tmpStruct.iChance = iChanceSpawnForgedR3 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR3 tmpStruct.iRerollChance = iRerollChanceForgedR3 tmpStruct.iDifficulty = iDifficultyForgedR3 tmpStruct.iEZ_Lvl = iEZForgedR3 ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR3 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR3 tmpStruct.iMaxAllowed = iMaxAllowedTmenR3 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR3 tmpStruct.iChance = iChanceSpawnTmenR3 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR3 tmpStruct.iRerollChance = iRerollChanceTmenR3 tmpStruct.iDifficulty = iDifficultyTmenR3 tmpStruct.iEZ_Lvl = iEZTmenR3 ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR3 = true endif if bRSEnabledR4 == false ActorTypes_RS_R4 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR4 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR4 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR4 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR4 tmpStruct.iChance = iChanceSpawnRaiderR4 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR4 tmpStruct.iRerollChance = iRerollChanceRaiderR4 tmpStruct.iDifficulty = iDifficultyRaiderR4 tmpStruct.iEZ_Lvl = iEZRaiderR4 ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR4 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR4 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR4 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR4 tmpStruct.iChance = iChanceSpawnGunnerR4 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR4 tmpStruct.iRerollChance = iRerollChanceGunnerR4 tmpStruct.iDifficulty = iDifficultyGunnerR4 tmpStruct.iEZ_Lvl = iEZGunnerR4 ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR4 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR4 tmpStruct.iMaxAllowed = iMaxAllowedForgedR4 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR4 tmpStruct.iChance = iChanceSpawnForgedR4 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR4 tmpStruct.iRerollChance = iRerollChanceForgedR4 tmpStruct.iDifficulty = iDifficultyForgedR4 tmpStruct.iEZ_Lvl = iEZForgedR4 ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR4 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR4 tmpStruct.iMaxAllowed = iMaxAllowedTmenR4 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR4 tmpStruct.iChance = iChanceSpawnTmenR4 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR4 tmpStruct.iRerollChance = iRerollChanceTmenR4 tmpStruct.iDifficulty = iDifficultyTmenR4 tmpStruct.iEZ_Lvl = iEZTmenR4 ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR4 = true endif if bRSEnabledR5 == false ActorTypes_RS_R5 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR5 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR5 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR5 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR5 tmpStruct.iChance = iChanceSpawnRaiderR5 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR5 tmpStruct.iRerollChance = iRerollChanceRaiderR5 tmpStruct.iDifficulty = iDifficultyRaiderR5 tmpStruct.iEZ_Lvl = iEZRaiderR5 ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR5 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR5 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR5 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR5 tmpStruct.iChance = iChanceSpawnGunnerR5 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR5 tmpStruct.iRerollChance = iRerollChanceGunnerR5 tmpStruct.iDifficulty = iDifficultyGunnerR5 tmpStruct.iEZ_Lvl = iEZGunnerR5 ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR5 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR5 tmpStruct.iMaxAllowed = iMaxAllowedForgedR5 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR5 tmpStruct.iChance = iChanceSpawnForgedR5 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR5 tmpStruct.iRerollChance = iRerollChanceForgedR5 tmpStruct.iDifficulty = iDifficultyForgedR5 tmpStruct.iEZ_Lvl = iEZForgedR5 ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR5 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR5 tmpStruct.iMaxAllowed = iMaxAllowedTmenR5 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR5 tmpStruct.iChance = iChanceSpawnTmenR5 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR5 tmpStruct.iRerollChance = iRerollChanceTmenR5 tmpStruct.iDifficulty = iDifficultyTmenR5 tmpStruct.iEZ_Lvl = iEZTmenR5 ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR5 = true endif if bRSEnabledR6 == false ActorTypes_RS_R6 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR6 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR6 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR6 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR6 tmpStruct.iChance = iChanceSpawnRaiderR6 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR6 tmpStruct.iRerollChance = iRerollChanceRaiderR6 tmpStruct.iDifficulty = iDifficultyRaiderR6 tmpStruct.iEZ_Lvl = iEZRaiderR6 ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR6 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR6 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR6 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR6 tmpStruct.iChance = iChanceSpawnGunnerR6 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR6 tmpStruct.iRerollChance = iRerollChanceGunnerR6 tmpStruct.iDifficulty = iDifficultyGunnerR6 tmpStruct.iEZ_Lvl = iEZGunnerR6 ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR6 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR6 tmpStruct.iMaxAllowed = iMaxAllowedForgedR6 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR6 tmpStruct.iChance = iChanceSpawnForgedR6 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR6 tmpStruct.iRerollChance = iRerollChanceForgedR6 tmpStruct.iDifficulty = iDifficultyForgedR6 tmpStruct.iEZ_Lvl = iEZForgedR6 ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR6 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR6 tmpStruct.iMaxAllowed = iMaxAllowedTmenR6 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR6 tmpStruct.iChance = iChanceSpawnTmenR6 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR6 tmpStruct.iRerollChance = iRerollChanceTmenR6 tmpStruct.iDifficulty = iDifficultyTmenR6 tmpStruct.iEZ_Lvl = iEZTmenR6 ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR6 = true endif if bRSEnabledR7 == false ActorTypes_RS_R7 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR7 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR7 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR7 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR7 tmpStruct.iChance = iChanceSpawnRaiderR7 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR7 tmpStruct.iRerollChance = iRerollChanceRaiderR7 tmpStruct.iDifficulty = iDifficultyRaiderR7 tmpStruct.iEZ_Lvl = iEZRaiderR7 ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR7 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR7 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR7 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR7 tmpStruct.iChance = iChanceSpawnGunnerR7 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR7 tmpStruct.iRerollChance = iRerollChanceGunnerR7 tmpStruct.iDifficulty = iDifficultyGunnerR7 tmpStruct.iEZ_Lvl = iEZGunnerR7 ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR7 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR7 tmpStruct.iMaxAllowed = iMaxAllowedForgedR7 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR7 tmpStruct.iChance = iChanceSpawnForgedR7 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR7 tmpStruct.iRerollChance = iRerollChanceForgedR7 tmpStruct.iDifficulty = iDifficultyForgedR7 tmpStruct.iEZ_Lvl = iEZForgedR7 ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR7 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR7 tmpStruct.iMaxAllowed = iMaxAllowedTmenR7 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR7 tmpStruct.iChance = iChanceSpawnTmenR7 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR7 tmpStruct.iRerollChance = iRerollChanceTmenR7 tmpStruct.iDifficulty = iDifficultyTmenR7 tmpStruct.iEZ_Lvl = iEZTmenR7 ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR7 = true endif if bRSEnabledR8 == false ActorTypes_RS_R8 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR8 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR8 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR8 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR8 tmpStruct.iChance = iChanceSpawnRaiderR8 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR8 tmpStruct.iRerollChance = iRerollChanceRaiderR8 tmpStruct.iDifficulty = iDifficultyRaiderR8 tmpStruct.iEZ_Lvl = iEZRaiderR8 ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR8 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR8 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR8 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR8 tmpStruct.iChance = iChanceSpawnGunnerR8 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR8 tmpStruct.iRerollChance = iRerollChanceGunnerR8 tmpStruct.iDifficulty = iDifficultyGunnerR8 tmpStruct.iEZ_Lvl = iEZGunnerR8 ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR8 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR8 tmpStruct.iMaxAllowed = iMaxAllowedForgedR8 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR8 tmpStruct.iChance = iChanceSpawnForgedR8 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR8 tmpStruct.iRerollChance = iRerollChanceForgedR8 tmpStruct.iDifficulty = iDifficultyForgedR8 tmpStruct.iEZ_Lvl = iEZForgedR8 ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR8 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR8 tmpStruct.iMaxAllowed = iMaxAllowedTmenR8 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR8 tmpStruct.iChance = iChanceSpawnTmenR8 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR8 tmpStruct.iRerollChance = iRerollChanceTmenR8 tmpStruct.iDifficulty = iDifficultyTmenR8 tmpStruct.iEZ_Lvl = iEZTmenR8 ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR8 = true endif if bRSEnabledR9 == false ActorTypes_RS_R9 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR9 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR9 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR9 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR9 tmpStruct.iChance = iChanceSpawnRaiderR9 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR9 tmpStruct.iRerollChance = iRerollChanceRaiderR9 tmpStruct.iDifficulty = iDifficultyRaiderR9 tmpStruct.iEZ_Lvl = iEZRaiderR9 ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR9 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR9 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR9 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR9 tmpStruct.iChance = iChanceSpawnGunnerR9 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR9 tmpStruct.iRerollChance = iRerollChanceGunnerR9 tmpStruct.iDifficulty = iDifficultyGunnerR9 tmpStruct.iEZ_Lvl = iEZGunnerR9 ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR9 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR9 tmpStruct.iMaxAllowed = iMaxAllowedForgedR9 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR9 tmpStruct.iChance = iChanceSpawnForgedR9 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR9 tmpStruct.iRerollChance = iRerollChanceForgedR9 tmpStruct.iDifficulty = iDifficultyForgedR9 tmpStruct.iEZ_Lvl = iEZForgedR9 ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR9 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR9 tmpStruct.iMaxAllowed = iMaxAllowedTmenR9 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR9 tmpStruct.iChance = iChanceSpawnTmenR9 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR9 tmpStruct.iRerollChance = iRerollChanceTmenR9 tmpStruct.iDifficulty = iDifficultyTmenR9 tmpStruct.iEZ_Lvl = iEZTmenR9 ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR9 = true endif if bRSEnabledR10 == false ActorTypes_RS_R10 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR10 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR10 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR10 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR10 tmpStruct.iChance = iChanceSpawnRaiderR10 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR10 tmpStruct.iRerollChance = iRerollChanceRaiderR10 tmpStruct.iDifficulty = iDifficultyRaiderR10 tmpStruct.iEZ_Lvl = iEZRaiderR10 ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR10 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR10 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR10 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR10 tmpStruct.iChance = iChanceSpawnGunnerR10 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR10 tmpStruct.iRerollChance = iRerollChanceGunnerR10 tmpStruct.iDifficulty = iDifficultyGunnerR10 tmpStruct.iEZ_Lvl = iEZGunnerR10 ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR10 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR10 tmpStruct.iMaxAllowed = iMaxAllowedForgedR10 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR10 tmpStruct.iChance = iChanceSpawnForgedR10 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR10 tmpStruct.iRerollChance = iRerollChanceForgedR10 tmpStruct.iDifficulty = iDifficultyForgedR10 tmpStruct.iEZ_Lvl = iEZForgedR10 ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR10 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR10 tmpStruct.iMaxAllowed = iMaxAllowedTmenR10 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR10 tmpStruct.iChance = iChanceSpawnTmenR10 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR10 tmpStruct.iRerollChance = iRerollChanceTmenR10 tmpStruct.iDifficulty = iDifficultyTmenR10 tmpStruct.iEZ_Lvl = iEZTmenR10 ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR10 = true endif if bRSEnabledR11 == false ActorTypes_RS_R11 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR11 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR11 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR11 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR11 tmpStruct.iChance = iChanceSpawnRaiderR11 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR11 tmpStruct.iRerollChance = iRerollChanceRaiderR11 tmpStruct.iDifficulty = iDifficultyRaiderR11 tmpStruct.iEZ_Lvl = iEZRaiderR11 ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR11 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR11 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR11 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR11 tmpStruct.iChance = iChanceSpawnGunnerR11 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR11 tmpStruct.iRerollChance = iRerollChanceGunnerR11 tmpStruct.iDifficulty = iDifficultyGunnerR11 tmpStruct.iEZ_Lvl = iEZGunnerR11 ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR11 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR11 tmpStruct.iMaxAllowed = iMaxAllowedForgedR11 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR11 tmpStruct.iChance = iChanceSpawnForgedR11 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR11 tmpStruct.iRerollChance = iRerollChanceForgedR11 tmpStruct.iDifficulty = iDifficultyForgedR11 tmpStruct.iEZ_Lvl = iEZForgedR11 ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR11 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR11 tmpStruct.iMaxAllowed = iMaxAllowedTmenR11 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR11 tmpStruct.iChance = iChanceSpawnTmenR11 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR11 tmpStruct.iRerollChance = iRerollChanceTmenR11 tmpStruct.iDifficulty = iDifficultyTmenR11 tmpStruct.iEZ_Lvl = iEZTmenR11 ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR11 = true endif if bRSEnabledR12 == false ActorTypes_RS_R12 = new ActorTypeStruct[0] ActorTypeStruct tmpStruct if bAllowedRaiderR12 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlRaider tmpStruct.LvlActorBossBase = LvlRaiderBoss tmpStruct.bAllowedBoss = bAllowedBossRaiderR12 tmpStruct.iMaxAllowed = iMaxAllowedRaiderR12 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR12 tmpStruct.iChance = iChanceSpawnRaiderR12 tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR12 tmpStruct.iRerollChance = iRerollChanceRaiderR12 tmpStruct.iDifficulty = iDifficultyRaiderR12 tmpStruct.iEZ_Lvl = iEZRaiderR12 ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedGunnerR12 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlGunner tmpStruct.LvlActorBossBase = LvlGunnerBoss tmpStruct.bAllowedBoss = bAllowedBossGunnerR12 tmpStruct.iMaxAllowed = iMaxAllowedGunnerR12 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR12 tmpStruct.iChance = iChanceSpawnGunnerR12 tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR12 tmpStruct.iRerollChance = iRerollChanceGunnerR12 tmpStruct.iDifficulty = iDifficultyGunnerR12 tmpStruct.iEZ_Lvl = iEZGunnerR12 ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedForgedR12 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlForged tmpStruct.LvlActorBossBase = LvlForgedBoss tmpStruct.bAllowedBoss = bAllowedBossForgedR12 tmpStruct.iMaxAllowed = iMaxAllowedForgedR12 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR12 tmpStruct.iChance = iChanceSpawnForgedR12 tmpStruct.iChanceBoss = iChanceSpawnBossForgedR12 tmpStruct.iRerollChance = iRerollChanceForgedR12 tmpStruct.iDifficulty = iDifficultyForgedR12 tmpStruct.iEZ_Lvl = iEZForgedR12 ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif if bAllowedTmenR12 == true tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type tmpStruct.LvlActorBase = LvlTriggerman tmpStruct.LvlActorBossBase = LvlTriggerman tmpStruct.bAllowedBoss = bAllowedBossTmenR12 tmpStruct.iMaxAllowed = iMaxAllowedTmenR12 tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR12 tmpStruct.iChance = iChanceSpawnTmenR12 tmpStruct.iChanceBoss = iChanceSpawnBossTmenR12 tmpStruct.iRerollChance = iRerollChanceTmenR12 tmpStruct.iDifficulty = iDifficultyTmenR12 tmpStruct.iEZ_Lvl = iEZTmenR12 ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array else ;Nothing, ActorType does not enter the array endif bRSEnabledR12 = true endif Debug.Notification("Array of Structs is filled") EndFunction ;Fill Waterside Spawns Arrays Function FillAllWSArrays() ;Fill Waterside Random Actor Arrays ;bWSEnabledR1 = true EndFunction ;Fill Extra Wildlife Arrays Function FillAllWLArrays() ;Fill Wildlife Random Actor Arrays ; bWLEnabledR1 = true EndFunction ;Fill Infestation Arrays Function FillAllRRArrays() ;Fill Infestation Random Actor Arrays ;bRREnabled = true EndFunction ;Fill Extra Monsters Arrays Function FillAllMOArrays() ;Fill Monster Random Actor Arrays ; bMOEnabledR1 = true EndFunction ;Fill Sniper Arrays Function FillAllSNArrays() ;Fill Sniper Random Actor Arrays ; bSNEnabledR1 = true EndFunction ;Fill Settlement Spawns Arrays Function FillAllSSArrays() ;Fill Settlement Random Actor Arrays ; bSSEnabledR1 = true EndFunction ;Clear Functions for Systems Function ClearAllArrays() ;Clear ALL System Arrays if bRSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_RS_R1.Clear() bRSEnabledR1 = false endif if bRSEnabledR2 == true ActorTypes_RS_R2.Clear() bRSEnabledR2 = false endif if bRSEnabledR3 == true ActorTypes_RS_R3.Clear() bRSEnabledR3 = false endif if bRSEnabledR4 == true ActorTypes_RS_R4.Clear() bRSEnabledR4 = false endif if bRSEnabledR5 == true ActorTypes_RS_R5.Clear() bRSEnabledR5 = false endif if bRSEnabledR6 == true ActorTypes_RS_R6.Clear() bRSEnabledR6 = false endif if bRSEnabledR7 == true ActorTypes_RS_R7.Clear() bRSEnabledR7 = false endif if bRSEnabledR8 == true ActorTypes_RS_R8.Clear() bRSEnabledR8 = false endif if bRSEnabledR9 == true ActorTypes_RS_R9.Clear() bRSEnabledR9 = false endif if bRSEnabledR10 == true ActorTypes_RS_R10.Clear() bRSEnabledR10 = false endif if bRSEnabledR11 == true ActorTypes_RS_R11.Clear() bRSEnabledR11 = false endif if bRSEnabledR12 == true ActorTypes_RS_R12.Clear() bRSEnabledR12 = false endif if bWSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_WS_R1.Clear() bWSEnabledR1 = false endif if bWSEnabledR2 == true ActorTypes_WS_R2.Clear() bWSEnabledR2 = false endif if bWSEnabledR3 == true ActorTypes_WS_R3.Clear() bWSEnabledR3 = false endif if bWSEnabledR4 == true ActorTypes_WS_R4.Clear() bWSEnabledR4 = false endif if bWSEnabledR5 == true ActorTypes_WS_R5.Clear() bWSEnabledR5 = false endif if bWSEnabledR6 == true ActorTypes_WS_R6.Clear() bWSEnabledR6 = false endif if bWSEnabledR7 == true ActorTypes_WS_R7.Clear() bWSEnabledR7 = false endif if bWSEnabledR8 == true ActorTypes_WS_R8.Clear() bWSEnabledR8 = false endif if bWSEnabledR9 == true ActorTypes_WS_R9.Clear() bWSEnabledR9 = false endif if bWSEnabledR10 == true ActorTypes_WS_R10.Clear() bWSEnabledR10 = false endif if bWSEnabledR11 == true ActorTypes_WS_R11.Clear() bWSEnabledR11 = false endif if bWSEnabledR12 == true ActorTypes_WS_R12.Clear() bWSEnabledR12 = false endif if bWLEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_WL_R1.Clear() bWLEnabledR1 = false endif if bWLEnabledR2 == true ActorTypes_WL_R2.Clear() bWLEnabledR2 = false endif if bWLEnabledR3 == true ActorTypes_WL_R3.Clear() bWLEnabledR3 = false endif if bWLEnabledR4 == true ActorTypes_WL_R4.Clear() bWLEnabledR4 = false endif if bWLEnabledR5 == true ActorTypes_WL_R5.Clear() bWLEnabledR5 = false endif if bWLEnabledR6 == true ActorTypes_WL_R6.Clear() bWLEnabledR6 = false endif if bWLEnabledR7 == true ActorTypes_WL_R7.Clear() bWLEnabledR7 = false endif if bWLEnabledR8 == true ActorTypes_WL_R8.Clear() bWLEnabledR8 = false endif if bWLEnabledR9 == true ActorTypes_WL_R9.Clear() bWLEnabledR9 = false endif if bWLEnabledR10 == true ActorTypes_WL_R10.Clear() bWLEnabledR10 = false endif if bWLEnabledR11 == true ActorTypes_WL_R11.Clear() bWLEnabledR11 = false endif if bWLEnabledR12 == true ActorTypes_WL_R12.Clear() bWLEnabledR12 = false endif if bRREnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_RR_R1.Clear() bRREnabledR1 = false endif if bRREnabledR2 == true ActorTypes_RR_R2.Clear() bRREnabledR2 = false endif if bRREnabledR3 == true ActorTypes_RR_R3.Clear() bRREnabledR3 = false endif if bRREnabledR4 == true ActorTypes_RR_R4.Clear() bRREnabledR4 = false endif if bRREnabledR5 == true ActorTypes_RR_R5.Clear() bRREnabledR5 = false endif if bRREnabledR6 == true ActorTypes_RR_R6.Clear() bRREnabledR6 = false endif if bRREnabledR7 == true ActorTypes_RR_R7.Clear() bRREnabledR7 = false endif if bRREnabledR8 == true ActorTypes_RR_R8.Clear() bRREnabledR8 = false endif if bRREnabledR9 == true ActorTypes_RR_R9.Clear() bRREnabledR9 = false endif if bRREnabledR10 == true ActorTypes_RR_R10.Clear() bRREnabledR10 = false endif if bRREnabledR11 == true ActorTypes_RR_R11.Clear() bRREnabledR11 = false endif if bRREnabledR12 == true ActorTypes_RR_R12.Clear() bRREnabledR12 = false endif if bMOEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_MO_R1.Clear() bMOEnabledR1 = false endif if bMOEnabledR2 == true ActorTypes_MO_R2.Clear() bMOEnabledR2 = false endif if bMOEnabledR3 == true ActorTypes_MO_R3.Clear() bMOEnabledR3 = false endif if bMOEnabledR4 == true ActorTypes_MO_R4.Clear() bMOEnabledR4 = false endif if bMOEnabledR5 == true ActorTypes_MO_R5.Clear() bMOEnabledR5 = false endif if bMOEnabledR6 == true ActorTypes_MO_R6.Clear() bMOEnabledR6 = false endif if bMOEnabledR7 == true ActorTypes_MO_R7.Clear() bMOEnabledR7 = false endif if bMOEnabledR8 == true ActorTypes_MO_R8.Clear() bMOEnabledR8 = false endif if bMOEnabledR9 == true ActorTypes_MO_R9.Clear() bMOEnabledR9 = false endif if bMOEnabledR10 == true ActorTypes_MO_R10.Clear() bMOEnabledR10 = false endif if bMOEnabledR11 == true ActorTypes_MO_R11.Clear() bMOEnabledR11 = false endif if bMOEnabledR12 == true ActorTypes_MO_R12.Clear() bMOEnabledR12 = false endif if bSNEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_SN_R1.Clear() bSNEnabledR1 = false endif if bSNEnabledR2 == true ActorTypes_SN_R2.Clear() bSNEnabledR2 = false endif if bSNEnabledR3 == true ActorTypes_SN_R3.Clear() bSNEnabledR3 = false endif if bSNEnabledR4 == true ActorTypes_SN_R4.Clear() bSNEnabledR4 = false endif if bSNEnabledR5 == true ActorTypes_SN_R5.Clear() bSNEnabledR5 = false endif if bSNEnabledR6 == true ActorTypes_SN_R6.Clear() bSNEnabledR6 = false endif if bSNEnabledR7 == true ActorTypes_SN_R7.Clear() bSNEnabledR7 = false endif if bSNEnabledR8 == true ActorTypes_SN_R8.Clear() bSNEnabledR8 = false endif if bSNEnabledR9 == true ActorTypes_SN_R9.Clear() bSNEnabledR9 = false endif if bSNEnabledR10 == true ActorTypes_SN_R10.Clear() bSNEnabledR10 = false endif if bSNEnabledR11 == true ActorTypes_SN_R11.Clear() bSNEnabledR11 = false endif if bSNEnabledR12 == true ActorTypes_SN_R12.Clear() bSNEnabledR12 = false endif if bSSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_SS_R1.Clear() bSSEnabledR1 = false endif if bSSEnabledR2 == true ActorTypes_SS_R2.Clear() bSSEnabledR2 = false endif if bSSEnabledR3 == true ActorTypes_SS_R3.Clear() bSSEnabledR3 = false endif if bSSEnabledR4 == true ActorTypes_SS_R4.Clear() bSSEnabledR4 = false endif if bSSEnabledR5 == true ActorTypes_SS_R5.Clear() bSSEnabledR5 = false endif if bSSEnabledR6 == true ActorTypes_SS_R6.Clear() bSSEnabledR6 = false endif if bSSEnabledR7 == true ActorTypes_SS_R7.Clear() bSSEnabledR7 = false endif if bSSEnabledR8 == true ActorTypes_SS_R8.Clear() bSSEnabledR8 = false endif if bSSEnabledR9 == true ActorTypes_SS_R9.Clear() bSSEnabledR9 = false endif if bSSEnabledR10 == true ActorTypes_SS_R10.Clear() bSSEnabledR10 = false endif if bSSEnabledR11 == true ActorTypes_SS_R11.Clear() bSSEnabledR11 = false endif if bSSEnabledR12 == true ActorTypes_SS_R12.Clear() bSSEnabledR12 = false endif EndFunction ;Clear Functions for Main Random Spawns System Function ClearAllRSArrays() ;Clear Main Random Spawn Arrays if bRSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_RS_R1.Clear() bRSEnabledR1 == false endif if bRSEnabledR2 == true ActorTypes_RS_R2.Clear() bRSEnabledR2 = false endif if bRSEnabledR3 == true ActorTypes_RS_R3.Clear() bRSEnabledR3 = false endif if bRSEnabledR4 == true ActorTypes_RS_R4.Clear() bRSEnabledR4 = false endif if bRSEnabledR5 == true ActorTypes_RS_R5.Clear() bRSEnabledR5 = false endif if bRSEnabledR6 == true ActorTypes_RS_R6.Clear() bRSEnabledR6 = false endif if bRSEnabledR7 == true ActorTypes_RS_R7.Clear() bRSEnabledR7 = false endif if bRSEnabledR8 == true ActorTypes_RS_R8.Clear() bRSEnabledR8 = false endif if bRSEnabledR9 == true ActorTypes_RS_R9.Clear() bRSEnabledR9 = false endif if bRSEnabledR10 == true ActorTypes_RS_R10.Clear() bRSEnabledR10 = false endif if bRSEnabledR11 == true ActorTypes_RS_R11.Clear() bRSEnabledR11 = false endif if bRSEnabledR12 == true ActorTypes_RS_R12.Clear() bRSEnabledR12 = false endif EndFunction Function ClearRSArraysR1() if bRSEnabledR1 == true ActorTypes_RS_R1.Clear() bRSEnabledR1 = false endif EndFunction Function ClearRSArraysR2() if bRSEnabledR2 == true ActorTypes_RS_R2.Clear() bRSEnabledR2 = false endif EndFunction Function ClearRSArraysR3() if bRSEnabledR3 == true ActorTypes_RS_R3.Clear() bRSEnabledR3 = false endif EndFunction Function ClearRSArraysR4() if bRSEnabledR4 == true ActorTypes_RS_R4.Clear() bRSEnabledR4 = false endif EndFunction Function ClearRSArraysR5() if bRSEnabledR5 == true ActorTypes_RS_R5.Clear() bRSEnabledR5 = false endif EndFunction Function ClearRSArraysR6() if bRSEnabledR6 == true ActorTypes_RS_R6.Clear() bRSEnabledR6 = false endif EndFunction Function ClearRSArraysR7() if bRSEnabledR7 == true ActorTypes_RS_R7.Clear() bRSEnabledR7 = false endif EndFunction Function ClearRSArraysR8() if bRSEnabledR8 == true ActorTypes_RS_R8.Clear() bRSEnabledR8 = false endif EndFunction Function ClearRSArraysR9() if bRSEnabledR9 == true ActorTypes_RS_R9.Clear() bRSEnabledR9 = false endif EndFunction Function ClearRSArraysR10() if bRSEnabledR10 == true ActorTypes_RS_R10.Clear() bRSEnabledR10 = false endif EndFunction Function ClearRSArraysR11() if bRSEnabledR11 == true ActorTypes_RS_R11.Clear() bRSEnabledR11 = false endif EndFunction Function ClearRSArraysR12() if bRSEnabledR12 == true ActorTypes_RS_R12.Clear() bRSEnabledR12 = false endif EndFunction ;Clear Functions for Waterside Spawns System Function ClearAllWSArrays() ;Clear Waterside Random Spawn Arrays if bWSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_WS_R1.Clear() bWSEnabledR1 = false endif if bWSEnabledR2 == true ActorTypes_WS_R2.Clear() bWSEnabledR2 = false endif if bWSEnabledR3 == true ActorTypes_WS_R3.Clear() bWSEnabledR3 = false endif if bWSEnabledR4 == true ActorTypes_WS_R4.Clear() bWSEnabledR4 = false endif if bWSEnabledR5 == true ActorTypes_WS_R5.Clear() bWSEnabledR5 = false endif if bWSEnabledR6 == true ActorTypes_WS_R6.Clear() bWSEnabledR6 = false endif if bWSEnabledR7 == true ActorTypes_WS_R7.Clear() bWSEnabledR7 = false endif if bWSEnabledR8 == true ActorTypes_WS_R8.Clear() bWSEnabledR8 = false endif if bWSEnabledR9 == true ActorTypes_WS_R9.Clear() bWSEnabledR9 = false endif if bWSEnabledR10 == true ActorTypes_WS_R10.Clear() bWSEnabledR10 = false endif if bWSEnabledR11 == true ActorTypes_WS_R11.Clear() bWSEnabledR11 = false endif if bWSEnabledR12 == true ActorTypes_WS_R12.Clear() bWSEnabledR12 = false endif EndFunction Function ClearWSArraysR1() if bWSEnabledR1 == true ActorTypes_WS_R1.Clear() bWSEnabledR1 = false endif EndFunction Function ClearWSArraysR2() if bWSEnabledR2 == true ActorTypes_WS_R2.Clear() bWSEnabledR2 = false endif EndFunction Function ClearWSArraysR3() if bWSEnabledR3 == true ActorTypes_WS_R3.Clear() bWSEnabledR3 = false endif EndFunction Function ClearWSArraysR4() if bWSEnabledR4 == true ActorTypes_WS_R4.Clear() bWSEnabledR4 = false endif EndFunction Function ClearWSArraysR5() if bWSEnabledR5 == true ActorTypes_WS_R5.Clear() bWSEnabledR5 = false endif EndFunction Function ClearWSArraysR6() if bWSEnabledR6 == true ActorTypes_WS_R6.Clear() bWSEnabledR6 = false endif EndFunction Function ClearWSArraysR7() if bWSEnabledR7 == true ActorTypes_WS_R7.Clear() bWSEnabledR7 = false endif EndFunction Function ClearWSArraysR8() if bWSEnabledR8 == true ActorTypes_WS_R8.Clear() bWSEnabledR8 = false endif EndFunction Function ClearWSArraysR9() if bWSEnabledR9 == true ActorTypes_WS_R9.Clear() bWSEnabledR9 = false endif EndFunction Function ClearWSArraysR10() if bWSEnabledR10 == true ActorTypes_WS_R10.Clear() bWSEnabledR10 = false endif EndFunction Function ClearWSArraysR11() if bWSEnabledR11 == true ActorTypes_WS_R11.Clear() bWSEnabledR11 = false endif EndFunction Function ClearWSArraysR12() if bWSEnabledR12 == true ActorTypes_WS_R12.Clear() bWSEnabledR12 = false endif EndFunction ;Clear Functions for Extra Wildlife System Function ClearAllWLArrays() if bWLEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_WL_R1.Clear() bWLEnabledR1 = false endif if bWLEnabledR2 == true ActorTypes_WL_R2.Clear() bWLEnabledR2 = false endif if bWLEnabledR3 == true ActorTypes_WL_R3.Clear() bWLEnabledR3 = false endif if bWLEnabledR4 == true ActorTypes_WL_R4.Clear() bWLEnabledR4 = false endif if bWLEnabledR5 == true ActorTypes_WL_R5.Clear() bWLEnabledR5 = false endif if bWLEnabledR6 == true ActorTypes_WL_R6.Clear() bWLEnabledR6 = false endif if bWLEnabledR7 == true ActorTypes_WL_R7.Clear() bWLEnabledR7 = false endif if bWLEnabledR8 == true ActorTypes_WL_R8.Clear() bWLEnabledR8 = false endif if bWLEnabledR9 == true ActorTypes_WL_R9.Clear() bWLEnabledR9 = false endif if bWLEnabledR10 == true ActorTypes_WL_R10.Clear() bWLEnabledR10 = false endif if bWLEnabledR11 == true ActorTypes_WL_R11.Clear() bWLEnabledR11 = false endif if bWLEnabledR12 == true ActorTypes_WL_R12.Clear() bWLEnabledR12 = false endif EndFunction Function ClearWLArraysR1() if bWLEnabledR1 == true ActorTypes_WL_R1.Clear() bWLEnabledR1 = false endif EndFunction Function ClearWLArraysR2() if bWLEnabledR2 == true ActorTypes_WL_R2.Clear() bWLEnabledR2 = false endif EndFunction Function ClearWLArraysR3() if bWLEnabledR3 == true ActorTypes_WL_R3.Clear() bWLEnabledR3 = false endif EndFunction Function ClearWLArraysR4() if bWLEnabledR4 == true ActorTypes_WL_R4.Clear() bWLEnabledR4 = false endif EndFunction Function ClearWLArraysR5() if bWLEnabledR5 == true ActorTypes_WL_R5.Clear() bWLEnabledR5 = false endif EndFunction Function ClearWLArraysR6() if bWLEnabledR6 == true ActorTypes_WL_R6.Clear() bWLEnabledR6 = false endif EndFunction Function ClearWLArraysR7() if bWLEnabledR7 == true ActorTypes_WL_R7.Clear() bWLEnabledR7 = false endif EndFunction Function ClearWLArraysR8() if bWLEnabledR8 == true ActorTypes_WL_R8.Clear() bWLEnabledR8 = false endif EndFunction Function ClearWLArraysR9() if bWLEnabledR9 == true ActorTypes_WL_R9.Clear() bWLEnabledR9 = false endif EndFunction Function ClearWLArraysR10() if bWLEnabledR10 == true ActorTypes_WL_R10.Clear() bWLEnabledR10 = false endif EndFunction Function ClearWLArraysR11() if bWLEnabledR11 == true ActorTypes_WL_R11.Clear() bWLEnabledR11 = false endif EndFunction Function ClearWLArraysR12() if bWLEnabledR12 == true ActorTypes_WL_R12.Clear() bWLEnabledR12 = false endif EndFunction ;Clear Functions for Infestation System Function ClearAllRRArrays() if bRREnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_RR_R1.Clear() bRREnabledR1 = false endif if bRREnabledR2 == true ActorTypes_RR_R2.Clear() bRREnabledR2 = false endif if bRREnabledR3 == true ActorTypes_RR_R3.Clear() bRREnabledR3 = false endif if bRREnabledR4 == true ActorTypes_RR_R4.Clear() bRREnabledR4 = false endif if bRREnabledR5 == true ActorTypes_RR_R5.Clear() bRREnabledR5 = false endif if bRREnabledR6 == true ActorTypes_RR_R6.Clear() bRREnabledR6 = false endif if bRREnabledR7 == true ActorTypes_RR_R7.Clear() bRREnabledR7 = false endif if bRREnabledR8 == true ActorTypes_RR_R8.Clear() bRREnabledR8 = false endif if bRREnabledR9 == true ActorTypes_RR_R9.Clear() bRREnabledR9 = false endif if bRREnabledR10 == true ActorTypes_RR_R10.Clear() bRREnabledR10 = false endif if bRREnabledR11 == true ActorTypes_RR_R11.Clear() bRREnabledR11 = false endif if bRREnabledR12 == true ActorTypes_RR_R12.Clear() bRREnabledR12 = false endif EndFunction Function ClearRRArraysR1() if bRREnabledR1 == true ActorTypes_RR_R1.Clear() bRREnabledR1 = false endif EndFunction Function ClearRRArraysR2() if bRREnabledR2 == true ActorTypes_RR_R2.Clear() bRREnabledR2 = false endif EndFunction Function ClearRRArraysR3() if bRREnabledR3 == true ActorTypes_RR_R3.Clear() bRREnabledR3 = false endif EndFunction Function ClearRRArraysR4() if bRREnabledR4 == true ActorTypes_RR_R4.Clear() bRREnabledR4 = false endif EndFunction Function ClearRRArraysR5() if bRREnabledR5 == true ActorTypes_RR_R5.Clear() bRREnabledR5 = false endif EndFunction Function ClearRRArraysR6() if bRREnabledR6 == true ActorTypes_RR_R6.Clear() bRREnabledR6 = false endif EndFunction Function ClearRRArraysR7() if bRREnabledR7 == true ActorTypes_RR_R7.Clear() bRREnabledR7 = false endif EndFunction Function ClearRRArraysR8() if bRREnabledR8 == true ActorTypes_RR_R8.Clear() bRREnabledR8 = false endif EndFunction Function ClearRRArraysR9() if bRREnabledR9 == true ActorTypes_RR_R9.Clear() bRREnabledR9 = false endif EndFunction Function ClearRRArraysR10() if bRREnabledR10 == true ActorTypes_RR_R10.Clear() bRREnabledR10 = false endif EndFunction Function ClearRRArraysR11() if bRREnabledR11 == true ActorTypes_RR_R11.Clear() bRREnabledR11 = false endif EndFunction Function ClearRRArraysR12() if bRREnabledR12 == true ActorTypes_RR_R12.Clear() bRREnabledR12 = false endif EndFunction ;Clear Functions for Extra Monster System Function ClearAllMOArrays() if bMOEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_MO_R1.Clear() bMOEnabledR1 = false endif if bMOEnabledR2 == true ActorTypes_MO_R2.Clear() bMOEnabledR2 = false endif if bMOEnabledR3 == true ActorTypes_MO_R3.Clear() bMOEnabledR3 = false endif if bMOEnabledR4 == true ActorTypes_MO_R4.Clear() bMOEnabledR4 = false endif if bMOEnabledR5 == true ActorTypes_MO_R5.Clear() bMOEnabledR5 = false endif if bMOEnabledR6 == true ActorTypes_MO_R6.Clear() bMOEnabledR6 = false endif if bMOEnabledR7 == true ActorTypes_MO_R7.Clear() bMOEnabledR7 = false endif if bMOEnabledR8 == true ActorTypes_MO_R8.Clear() bMOEnabledR8 = false endif if bMOEnabledR9 == true ActorTypes_MO_R9.Clear() bMOEnabledR9 = false endif if bMOEnabledR10 == true ActorTypes_MO_R10.Clear() bMOEnabledR10 = false endif if bMOEnabledR11 == true ActorTypes_MO_R11.Clear() bMOEnabledR11 = false endif if bMOEnabledR12 == true ActorTypes_MO_R12.Clear() bMOEnabledR12 = false endif EndFunction Function ClearMOArraysR1() if bMOEnabledR1 == true ActorTypes_MO_R1.Clear() bMOEnabledR1 = false endif EndFunction Function ClearMOArraysR2() if bMOEnabledR2 == true ActorTypes_MO_R2.Clear() bMOEnabledR2 = false endif EndFunction Function ClearMOArraysR3() if bMOEnabledR3 == true ActorTypes_MO_R3.Clear() bMOEnabledR3 = false endif EndFunction Function ClearMOArraysR4() if bMOEnabledR4 == true ActorTypes_MO_R4.Clear() bMOEnabledR4 = false endif EndFunction Function ClearMOArraysR5() if bMOEnabledR5 == true ActorTypes_MO_R5.Clear() bMOEnabledR5 = false endif EndFunction Function ClearMOArraysR6() if bMOEnabledR6 == true ActorTypes_MO_R6.Clear() bMOEnabledR6 = false endif EndFunction Function ClearMOArraysR7() if bMOEnabledR7 == true ActorTypes_MO_R7.Clear() bMOEnabledR7 = false endif EndFunction Function ClearMOArraysR8() if bMOEnabledR8 == true ActorTypes_MO_R8.Clear() bMOEnabledR8 = false endif EndFunction Function ClearMOArraysR9() if bMOEnabledR9 == true ActorTypes_MO_R9.Clear() bMOEnabledR9 = false endif EndFunction Function ClearMOArraysR10() if bMOEnabledR10 == true ActorTypes_MO_R10.Clear() bMOEnabledR10 = false endif EndFunction Function ClearMOArraysR11() if bMOEnabledR11 == true ActorTypes_MO_R11.Clear() bMOEnabledR11 = false endif EndFunction Function ClearMOArraysR12() if bMOEnabledR12 == true ActorTypes_MO_R12.Clear() bMOEnabledR12 = false endif EndFunction ;Clear Functions for Sniper System Function ClearAllSNArrays() if bSNEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_SN_R1.Clear() bSNEnabledR1 = false endif if bSNEnabledR2 == true ActorTypes_SN_R2.Clear() bSNEnabledR2 = false endif if bSNEnabledR3 == true ActorTypes_SN_R3.Clear() bSNEnabledR3 = false endif if bSNEnabledR4 == true ActorTypes_SN_R4.Clear() bSNEnabledR4 = false endif if bSNEnabledR5 == true ActorTypes_SN_R5.Clear() bSNEnabledR5 = false endif if bSNEnabledR6 == true ActorTypes_SN_R6.Clear() bSNEnabledR6 = false endif if bSNEnabledR7 == true ActorTypes_SN_R7.Clear() bSNEnabledR7 = false endif if bSNEnabledR8 == true ActorTypes_SN_R8.Clear() bSNEnabledR8 = false endif if bSNEnabledR9 == true ActorTypes_SN_R9.Clear() bSNEnabledR9 = false endif if bSNEnabledR10 == true ActorTypes_SN_R10.Clear() bSNEnabledR10 = false endif if bSNEnabledR11 == true ActorTypes_SN_R11.Clear() bSNEnabledR11 = false endif if bSNEnabledR12 == true ActorTypes_SN_R12.Clear() bSNEnabledR12 = false endif EndFunction Function ClearSNArraysR1() if bSNEnabledR1 == true ActorTypes_SN_R1.Clear() bSNEnabledR1 = false endif EndFunction Function ClearSNArraysR2() if bSNEnabledR2 == true ActorTypes_SN_R2.Clear() bSNEnabledR2 = false endif EndFunction Function ClearSNArraysR3() if bSNEnabledR3 == true ActorTypes_SN_R3.Clear() bSNEnabledR3 = false endif EndFunction Function ClearSNArraysR4() if bSNEnabledR4 == true ActorTypes_SN_R4.Clear() bSNEnabledR4 = false endif EndFunction Function ClearSNArraysR5() if bSNEnabledR5 == true ActorTypes_SN_R5.Clear() bSNEnabledR5 = false endif EndFunction Function ClearSNArraysR6() if bSNEnabledR6 == true ActorTypes_SN_R6.Clear() bSNEnabledR6 = false endif EndFunction Function ClearSNArraysR7() if bSNEnabledR7 == true ActorTypes_SN_R7.Clear() bSNEnabledR7 = false endif EndFunction Function ClearSNArraysR8() if bSNEnabledR8 == true ActorTypes_SN_R8.Clear() bSNEnabledR8 = false endif EndFunction Function ClearSNArraysR9() if bSNEnabledR9 == true ActorTypes_SN_R9.Clear() bSNEnabledR9 = false endif EndFunction Function ClearSNArraysR10() if bSNEnabledR10 == true ActorTypes_SN_R10.Clear() bSNEnabledR10 = false endif EndFunction Function ClearSNArraysR11() if bSNEnabledR11 == true ActorTypes_SN_R11.Clear() bSNEnabledR11 = false endif EndFunction Function ClearSNArraysR12() if bSNEnabledR12 == true ActorTypes_SN_R12.Clear() bSNEnabledR12 = false endif EndFunction ;Clear Functions for Settlement Spawns System Function ClearAllSSArrays() if bSSEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_SS_R1.Clear() bSSEnabledR1 = false endif if bSSEnabledR2 == true ActorTypes_SS_R2.Clear() bSSEnabledR2 = false endif if bSSEnabledR3 == true ActorTypes_SS_R3.Clear() bSSEnabledR3 = false endif if bSSEnabledR4 == true ActorTypes_SS_R4.Clear() bSSEnabledR4 = false endif if bSSEnabledR5 == true ActorTypes_SS_R5.Clear() bSSEnabledR5 = false endif if bSSEnabledR6 == true ActorTypes_SS_R6.Clear() bSSEnabledR6 = false endif if bSSEnabledR7 == true ActorTypes_SS_R7.Clear() bSSEnabledR7 = false endif if bSSEnabledR8 == true ActorTypes_SS_R8.Clear() bSSEnabledR8 = false endif if bSSEnabledR9 == true ActorTypes_SS_R9.Clear() bSSEnabledR9 = false endif if bSSEnabledR10 == true ActorTypes_SS_R10.Clear() bSSEnabledR10 = false endif if bSSEnabledR11 == true ActorTypes_SS_R11.Clear() bSSEnabledR11 = false endif if bSSEnabledR12 == true ActorTypes_SS_R12.Clear() bSSEnabledR12 = false endif EndFunction Function ClearSSArraysR1() if bSSEnabledR1 == true ActorTypes_SS_R1.Clear() bSSEnabledR1 = false endif EndFunction Function ClearSSArraysR2() if bSSEnabledR2 == true ActorTypes_SS_R2.Clear() bSSEnabledR2 = false endif EndFunction Function ClearSSArraysR3() if bSSEnabledR3 == true ActorTypes_SS_R3.Clear() bSSEnabledR3 = false endif EndFunction Function ClearSSArraysR4() if bSSEnabledR4 == true ActorTypes_SS_R4.Clear() bSSEnabledR4 = false endif EndFunction Function ClearSSArraysR5() if bSSEnabledR5 == true ActorTypes_SS_R5.Clear() bSSEnabledR5 = false endif EndFunction Function ClearSSArraysR6() if bSSEnabledR6 == true ActorTypes_SS_R6.Clear() bSSEnabledR6 = false endif EndFunction Function ClearSSArraysR7() if bSSEnabledR7 == true ActorTypes_SS_R7.Clear() bSSEnabledR7 = false endif EndFunction Function ClearSSArraysR8() if bSSEnabledR8 == true ActorTypes_SS_R8.Clear() bSSEnabledR8 = false endif EndFunction Function ClearSSArraysR9() if bSSEnabledR9 == true ActorTypes_SS_R9.Clear() bSSEnabledR9 = false endif EndFunction Function ClearSSArraysR10() if bSSEnabledR10 == true ActorTypes_SS_R10.Clear() bSSEnabledR10 = false endif EndFunction Function ClearSSArraysR11() if bSSEnabledR11 == true ActorTypes_SS_R11.Clear() bSSEnabledR11 = false endif EndFunction Function ClearSSArraysR12() if bSSEnabledR12 == true ActorTypes_SS_R12.Clear() bSSEnabledR12 = false endif EndFunction ;Clear Functions for Ambush System Function ClearAllAMArrays() if bAMEnabledR1 == true ;Check if it is actually filled to prevent log spam ActorTypes_AM_R1.Clear() bAMEnabledR1 = false endif if bAMEnabledR2 == true ActorTypes_AM_R2.Clear() bAMEnabledR2 = false endif if bAMEnabledR3 == true ActorTypes_AM_R3.Clear() bAMEnabledR3 = false endif if bAMEnabledR4 == true ActorTypes_AM_R4.Clear() bAMEnabledR4 = false endif if bAMEnabledR5 == true ActorTypes_AM_R5.Clear() bAMEnabledR5 = false endif if bAMEnabledR6 == true ActorTypes_AM_R6.Clear() bAMEnabledR6 = false endif if bAMEnabledR7 == true ActorTypes_AM_R7.Clear() bAMEnabledR7 = false endif if bAMEnabledR8 == true ActorTypes_AM_R8.Clear() bAMEnabledR8 = false endif if bAMEnabledR9 == true ActorTypes_AM_R9.Clear() bAMEnabledR9 = false endif if bAMEnabledR10 == true ActorTypes_AM_R10.Clear() bAMEnabledR10 = false endif if bAMEnabledR11 == true ActorTypes_AM_R11.Clear() bAMEnabledR11 = false endif if bAMEnabledR12 == true ActorTypes_AM_R12.Clear() bAMEnabledR12 = false endif EndFunction Function ClearAMArraysR1() if bAMEnabledR1 == true ActorTypes_AM_R1.Clear() bAMEnabledR1 = false endif EndFunction Function ClearAMArraysR2() if bAMEnabledR2 == true ActorTypes_AM_R2.Clear() bAMEnabledR2 = false endif EndFunction Function ClearAMArraysR3() if bAMEnabledR3 == true ActorTypes_AM_R3.Clear() bAMEnabledR3 = false endif EndFunction Function ClearAMArraysR4() if bAMEnabledR4 == true ActorTypes_AM_R4.Clear() bAMEnabledR4 = false endif EndFunction Function ClearAMArraysR5() if bAMEnabledR5 == true ActorTypes_AM_R5.Clear() bAMEnabledR5 = false endif EndFunction Function ClearAMArraysR6() if bAMEnabledR6 == true ActorTypes_AM_R6.Clear() bAMEnabledR6 = false endif EndFunction Function ClearAMArraysR7() if bAMEnabledR7 == true ActorTypes_AM_R7.Clear() bAMEnabledR7 = false endif EndFunction Function ClearAMArraysR8() if bAMEnabledR8 == true ActorTypes_AM_R8.Clear() bAMEnabledR8 = false endif EndFunction Function ClearAMArraysR9() if bAMEnabledR9 == true ActorTypes_AM_R9.Clear() bAMEnabledR9 = false endif EndFunction Function ClearAMArraysR10() if bAMEnabledR10 == true ActorTypes_AM_R10.Clear() bAMEnabledR10 = false endif EndFunction Function ClearAMArraysR11() if bAMEnabledR11 == true ActorTypes_AM_R11.Clear() bAMEnabledR11 = false endif EndFunction Function ClearAMArraysR12() if bAMEnabledR12 == true ActorTypes_AM_R12.Clear() bAMEnabledR12 = false endif EndFunction ;Spawn Functions for Marker scripts Function Spawn_RS_R1(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R1.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R1[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R2(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R2.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R2[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R3(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R3.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R3[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R4(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R4.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R4[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R5(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R5.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R5[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R6(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R6.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R6[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R7(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R7.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R7[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R8(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R8.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R8[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R9(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R9.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R9[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R10(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R10.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R10[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R11(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R11.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R11[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Function Spawn_RS_R12(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code int iNumSpawnTypes = ActorTypes_RS_R12.Length ; how many types of spawning actors can we support int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types ActorTypeStruct spawnDetails = ActorTypes_RS_R12[iWhoToSpawn] akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance) EndFunction Enjoy reading that :D Link to comment Share on other sites More sharing options...
vkz89q Posted June 18, 2017 Share Posted June 18, 2017 I seen some information online that states that quests don't work properly when going back stages, but so far I've moved the primary menus over to this system and they work just fine, excatly as I pictured and I can also manage everything a bit better :smile: I have been playing a lot with quest and stages lately so I can give couple examples, I'll try to explain it simple as possible: Example 1. Quest with stages 10, 50, 100 and 200. Allow repeated stages is NOT selected in ck window. Let's assume every stage has a fragment on it. You start the quest by doing Quest.SetStage(100). The quest starts and you do GetCurrentStageID(), it will return 100. Now, you do SetStage(50), the fragment in that stage runs. You do GetCurrentStageID() it will return 100. It will always return the HIGHEST stage the quest has ever been. Now you do SetStage(50) again, it does NOT run the fragments because "Allow repeated stages" was not selected. Now you do IsStageDone(50) and it will return true. You do IsStageDone(10) and it will return false. As you can see, you can still use stages for controlling stuff. For example, player picks up a quest item and we set stage 10, to track if it's picked or not. So, now we can use condition IsStageDone(10) in our dialogue to see if the player picked the item. We also can't "undo" the stage 10, so we want to make our item not-droppable. Example 2. Same thing but we have "Allow repeated stages" checked. The only difference is that we can run any stage any amount of time and it will always run the fragment on it. If we run SetStage(10), it will run. We do SetStage(10), and it will run again. From now on, IsStageDone(10) will always return true after the first time we ran it. If we started our quest by running stage 200, GetCurrentStageID will always return 200. The only way to "reset" all stages, so CurrentStageID goes to 0 is to do this: Reset() Stop() and in that order. It won't work right the otherway around. Hope this helps. It will require then to Start() the quest again and you want to give it couple seconds atleast before starting again to make sure it's shut down and can actually start. Link to comment Share on other sites More sharing options...
SMB92 Posted June 18, 2017 Author Share Posted June 18, 2017 Thanks for the info. Very much glad that doesn't apply to me and what I'm using it for :D Link to comment Share on other sites More sharing options...
Reidlos Posted June 19, 2017 Share Posted June 19, 2017 This is like watching cookies baking in the oven as a kid, so close yet it takes so damn long in your head :) Link to comment Share on other sites More sharing options...
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