From 7a1cf8171b1065c16fb2091cc6794822534f5bb0 Mon Sep 17 00:00:00 2001 From: Wanne Date: Wed, 28 Aug 2013 17:09:45 +0000 Subject: [PATCH] - UB Improvements / Cleanup (by Jazz) o Deleted old / unused files and added / updated new files o Fixed problems with the icons of objects laid on the ground (wrong ja2set.dat) git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1741 4f8fa57e-7814-0410-bad4-adc449f26b7c --- .../Data-UB-1.13/BinaryData/AIMBIOS.EDT | Bin 0 -> 79520 bytes .../Data-UB-1.13/BinaryData/MERCBIOS.EDT | Bin 0 -> 48160 bytes .../{ => AddOns/Data-UB-1.13}/Ja2_Options.ini | 51 +- .../TableData/AIMAvailability.xml | 363 +- .../TableData/Email/EmailMercAvailable.xml | 1339 + .../TableData/Email/EmailMercLevelUp.xml | 1320 + .../TableData/Email/EmailSenderNameList.xml | 24 + .../Data-UB-1.13/TableData/HiddenNames.xml | 1271 + .../Inventory/MercStartingGear25.xml | 25411 ++++++++++++++++ .../TableData/MercAvailability.xml | 482 + .../TableData/MercOpinions25.xml | 0 .../Data-UB-1.13/TableData/MercProfiles25.xml | 21422 +++++++++++++ .../Data-UB-1.13/TableData/MercQuote.xml | 2807 ++ .../Data-UB-1.13/TableData/OldAIMArchive.xml | 196 + .../Data-UB-1.13}/TableData/RPCFacesSmall.xml | 22 +- Data-UB/AddOns/Data-UB-1.13/UB_Options.INI | 319 + .../Data-UB-Vanilla/BinaryData}/AIMBIOS.EDT | Bin 53760 -> 44800 bytes .../Data-UB-Vanilla/BinaryData}/MERCBIOS.EDT | Bin .../AddOns/Data-UB-Vanilla/Ja2_Options.INI | 3450 +++ .../TableData/AIMAvailability.xml | 258 + .../TableData/Email/EmailMercAvailable.xml | 0 .../TableData/Email/EmailMercLevelUp.xml | 1 - .../TableData/Email/EmailSenderNameList.xml | 264 + .../TableData/HiddenNames.xml | 32 - .../Inventory/MercStartingGear25.xml | 0 .../TableData/MercAvailability.xml | 10 +- .../TableData/MercOpinions25.xml | 13432 ++++++++ .../TableData/MercProfiles25.xml | 10396 ++++--- .../Data-UB-Vanilla}/TableData/MercQuote.xml | 102 +- .../TableData/OldAIMArchive.xml | 420 + .../TableData/RPCFacesSmall.xml | 254 + .../Data-UB-Vanilla}/UB_Options.INI | 45 + Data-UB/MercEdt/170.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/171.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/172.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/173.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/174.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/175.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/176.EDT | Bin 56160 -> 0 bytes Data-UB/MercEdt/177.EDT | Bin 56160 -> 0 bytes Data-UB/Scripts/GameInit.lua | 65 +- Data-UB/Scripts/HourlyUpdate.lua | 25 +- Data-UB/Scripts/InterfaceDialogue.lua | 48 +- Data-UB/Scripts/Overhead.lua | 110 +- Data-UB/Scripts/Quests.lua | 4 +- Data-UB/Scripts/StrategicEventHandler.lua | 49 +- Data-UB/Scripts/StrategicTownLoyalty.lua | 67 +- Data-UB/Scripts/strategicmap.lua | 73 +- Data-UB/TableData/FilesSenderList.xml | 35 - Data-UB/TableData/Lookup/ArmourClass.xml | 27 - Data-UB/TableData/Lookup/AttachmentClass.xml | 55 - Data-UB/TableData/Lookup/AttachmentSystem.xml | 15 - Data-UB/TableData/Lookup/Cursor.xml | 95 - Data-UB/TableData/Lookup/ExplosionSize.xml | 15 - Data-UB/TableData/Lookup/ExplosionType.xml | 43 - Data-UB/TableData/Lookup/ItemClass.xml | 79 - Data-UB/TableData/Lookup/LBEClass.xml | 23 - Data-UB/TableData/Lookup/MergeType.xml | 35 - Data-UB/TableData/Lookup/PocketSize.xml | 19 - Data-UB/TableData/Lookup/Silhouette.xml | 107 - Data-UB/TableData/Lookup/SkillCheckType.xml | 67 - Data-UB/TableData/Lookup/WeaponClass.xml | 35 - Data-UB/TableData/Lookup/WeaponType.xml | 39 - Data-UB/TableData/Map/Polish.SectorNames.xml | 1795 -- .../Map/Polish.SectorNamesLevel_1.xml | 1795 -- .../Map/Polish.SectorNamesLevel_2.xml | 1795 -- .../Map/Polish.SectorNamesLevel_3.xml | 1795 -- Data-UB/TableData/Map/Russian.SectorNames.xml | 1795 -- .../Map/Russian.SectorNamesLevel_1.xml | 1795 -- .../Map/Russian.SectorNamesLevel_2.xml | 1795 -- .../Map/Russian.SectorNamesLevel_3.xml | 1795 -- Data-UB/TableData/Map/SectorLoadscreens.xml | 419 +- Data-UB/TableData/Map/SectorNames.xml | 1794 -- Data-UB/TableData/Map/SectorNamesLevel_1.xml | 1794 -- Data-UB/TableData/Map/SectorNamesLevel_2.xml | 1794 -- Data-UB/TableData/Map/SectorNamesLevel_3.xml | 1794 -- Data-UB/Tilesets/50/SMGUNS.STI | Bin 12735 -> 0 bytes Data-UB/Tilesets/50/SMP1ITEMS.STI | Bin 12413 -> 0 bytes Data-UB/Tilesets/50/SMP2ITEMS.STI | Bin 6445 -> 0 bytes Data-UB/Tilesets/50/SMP3ITEMS.STI | Bin 2214 -> 0 bytes Data-UB/binarydata/JA2SET.DAT | Bin 340555 -> 340555 bytes Data/TableData/Items/Items.xml | 32 + Data/TableData/Items/Weapons.xml | 12 + Ja2.ini | 7 +- .../UB_1.13/Ja2_Settings.INI | 111 + .../UB_Vanilla/Ja2_Settings.INI | 111 + vfs_config.UB113.ini | 198 + vfs_config.UB.ini => vfs_config.UBVanilla.ini | 20 +- 88 files changed, 79144 insertions(+), 28123 deletions(-) create mode 100644 Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT create mode 100644 Data-UB/AddOns/Data-UB-1.13/BinaryData/MERCBIOS.EDT rename Data-UB/{ => AddOns/Data-UB-1.13}/Ja2_Options.ini (97%) rename Data-UB/{ => AddOns/Data-UB-1.13}/TableData/AIMAvailability.xml (65%) create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercAvailable.xml create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercLevelUp.xml rename Data-UB/{ => AddOns/Data-UB-1.13}/TableData/Email/EmailSenderNameList.xml (79%) create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/HiddenNames.xml create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/Inventory/MercStartingGear25.xml create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/MercAvailability.xml rename Data-UB/{ => AddOns/Data-UB-1.13}/TableData/MercOpinions25.xml (100%) create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/MercProfiles25.xml create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/MercQuote.xml create mode 100644 Data-UB/AddOns/Data-UB-1.13/TableData/OldAIMArchive.xml rename Data-UB/{ => AddOns/Data-UB-1.13}/TableData/RPCFacesSmall.xml (93%) create mode 100644 Data-UB/AddOns/Data-UB-1.13/UB_Options.INI rename Data-UB/{binarydata => AddOns/Data-UB-Vanilla/BinaryData}/AIMBIOS.EDT (83%) rename Data-UB/{binarydata => AddOns/Data-UB-Vanilla/BinaryData}/MERCBIOS.EDT (100%) create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/TableData/AIMAvailability.xml rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/Email/EmailMercAvailable.xml (100%) rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/Email/EmailMercLevelUp.xml (99%) create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailSenderNameList.xml rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/HiddenNames.xml (89%) rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/Inventory/MercStartingGear25.xml (100%) rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/MercAvailability.xml (95%) create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/TableData/MercOpinions25.xml rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/MercProfiles25.xml (76%) rename Data-UB/{ => AddOns/Data-UB-Vanilla}/TableData/MercQuote.xml (93%) create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/TableData/OldAIMArchive.xml create mode 100644 Data-UB/AddOns/Data-UB-Vanilla/TableData/RPCFacesSmall.xml rename Data-UB/{ => AddOns/Data-UB-Vanilla}/UB_Options.INI (93%) delete mode 100644 Data-UB/MercEdt/170.EDT delete mode 100644 Data-UB/MercEdt/171.EDT delete mode 100644 Data-UB/MercEdt/172.EDT delete mode 100644 Data-UB/MercEdt/173.EDT delete mode 100644 Data-UB/MercEdt/174.EDT delete mode 100644 Data-UB/MercEdt/175.EDT delete mode 100644 Data-UB/MercEdt/176.EDT delete mode 100644 Data-UB/MercEdt/177.EDT delete mode 100644 Data-UB/TableData/FilesSenderList.xml delete mode 100644 Data-UB/TableData/Lookup/ArmourClass.xml delete mode 100644 Data-UB/TableData/Lookup/AttachmentClass.xml delete mode 100644 Data-UB/TableData/Lookup/AttachmentSystem.xml delete mode 100644 Data-UB/TableData/Lookup/Cursor.xml delete mode 100644 Data-UB/TableData/Lookup/ExplosionSize.xml delete mode 100644 Data-UB/TableData/Lookup/ExplosionType.xml delete mode 100644 Data-UB/TableData/Lookup/ItemClass.xml delete mode 100644 Data-UB/TableData/Lookup/LBEClass.xml delete mode 100644 Data-UB/TableData/Lookup/MergeType.xml delete mode 100644 Data-UB/TableData/Lookup/PocketSize.xml delete mode 100644 Data-UB/TableData/Lookup/Silhouette.xml delete mode 100644 Data-UB/TableData/Lookup/SkillCheckType.xml delete mode 100644 Data-UB/TableData/Lookup/WeaponClass.xml delete mode 100644 Data-UB/TableData/Lookup/WeaponType.xml delete mode 100644 Data-UB/TableData/Map/Polish.SectorNames.xml delete mode 100644 Data-UB/TableData/Map/Polish.SectorNamesLevel_1.xml delete mode 100644 Data-UB/TableData/Map/Polish.SectorNamesLevel_2.xml delete mode 100644 Data-UB/TableData/Map/Polish.SectorNamesLevel_3.xml delete mode 100644 Data-UB/TableData/Map/Russian.SectorNames.xml delete mode 100644 Data-UB/TableData/Map/Russian.SectorNamesLevel_1.xml delete mode 100644 Data-UB/TableData/Map/Russian.SectorNamesLevel_2.xml delete mode 100644 Data-UB/TableData/Map/Russian.SectorNamesLevel_3.xml delete mode 100644 Data-UB/TableData/Map/SectorNames.xml delete mode 100644 Data-UB/TableData/Map/SectorNamesLevel_1.xml delete mode 100644 Data-UB/TableData/Map/SectorNamesLevel_2.xml delete mode 100644 Data-UB/TableData/Map/SectorNamesLevel_3.xml delete mode 100644 Data-UB/Tilesets/50/SMGUNS.STI delete mode 100644 Data-UB/Tilesets/50/SMP1ITEMS.STI delete mode 100644 Data-UB/Tilesets/50/SMP2ITEMS.STI delete mode 100644 Data-UB/Tilesets/50/SMP3ITEMS.STI create mode 100644 Profiles/UserProfile_UnfinishedBusiness/UB_1.13/Ja2_Settings.INI create mode 100644 Profiles/UserProfile_UnfinishedBusiness/UB_Vanilla/Ja2_Settings.INI create mode 100644 vfs_config.UB113.ini rename vfs_config.UB.ini => vfs_config.UBVanilla.ini (86%) diff --git a/Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT b/Data-UB/AddOns/Data-UB-1.13/BinaryData/AIMBIOS.EDT new file mode 100644 index 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b/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini similarity index 97% rename from Data-UB/Ja2_Options.ini rename to Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini index 2593b8dd9..8183c03c6 100644 --- a/Data-UB/Ja2_Options.ini +++ b/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini @@ -82,7 +82,7 @@ ;------------------------------------------------------------------------------------------------------------------------------ ; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 6 +MAX_NUMBER_PLAYER_MERCS = 24 ; Player vehicles, valid values 2 through 6, default is 2 MAX_NUMBER_PLAYER_VEHICLES = 2 @@ -222,20 +222,21 @@ NUM_P_ITEMS = 3 ; slots 54-56) will be used instead. ;------------------------------------------------------------------------------------------------------------------------------ -IMP_MALE_CHARACTER_COUNT = 4 +IMP_MALE_CHARACTER_COUNT = 8 IMP_FEMALE_CHARACTER_COUNT = 3 IMP_MALE_1 = 51 IMP_MALE_2 = 52 IMP_MALE_3 = 53 +IMP_MALE_4 = 169 ;UB-v1.13 -IMP_MALE_4 = 57 +IMP_MALE_5 = 57 -; The following are empty in standard JA2 1.13 but do not have full voice sets. -;IMP_MALE_4 = 169 -;IMP_MALE_5 = 65 -;IMP_MALE_6 = 71 -;IMP_MALE_7 = 163 +; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian) + +IMP_MALE_6 = 192 +IMP_MALE_7 = 193 +IMP_MALE_8 = 194 ;IMP_MALE_8 = 164 IMP_FEMALE_1 = 54 @@ -317,6 +318,32 @@ MAX_MERC_DEATHS_INSANE = 4 SLAY_STAYS_FOREVER = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will +; comment on current situation from battlefield if able to (alive and well). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_SPECK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc +; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA_DELAY = 14 + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JA1_NATIVES = TRUE + ;------------------------------------------------------------------------------------------------------------------------------ ; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. ; Valid values are from 1 to 3 where: @@ -1262,8 +1289,6 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE -SOLDIER_TOOLTIP_DISPLAY_ENERGY = TRUE -SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE ; Armor, Headgear SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE @@ -1396,7 +1421,7 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 ;------------------------------------------------------------------------------------------------------------------------------ ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) -USE_SCOPE_MODES = FALSE +USE_SCOPE_MODES = TRUE ; Allow display of scope modes on weapon DISPLAY_SCOPE_MODES = TRUE @@ -1634,19 +1659,16 @@ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. ;------------------------------------------------------------------------------------------------------------------------------ - INDIVIDUAL_ENEMY_NAMES = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. ;------------------------------------------------------------------------------------------------------------------------------ - INDIVIDUAL_ENEMY_RANK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ - INDIVIDUAL_CIVILIAN_NAMES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ @@ -1654,7 +1676,6 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE ; In the xml, one can specify name/bodytype/hair/skin/traits ; If selected, the game will select a newly created soldier's data from these profiles randomly ;------------------------------------------------------------------------------------------------------------------------------ - SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_MILITIA = FALSE diff --git a/Data-UB/TableData/AIMAvailability.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/AIMAvailability.xml similarity index 65% rename from Data-UB/TableData/AIMAvailability.xml rename to Data-UB/AddOns/Data-UB-1.13/TableData/AIMAvailability.xml index b98478d0a..9f40ec632 100644 --- a/Data-UB/TableData/AIMAvailability.xml +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/AIMAvailability.xml @@ -1,1292 +1,1531 @@ - - 0 + Barry 0 0 1 + Blood 1 1 2 + Lynx 2 2 3 + Grizzly 3 3 4 + Vicki 4 4 5 + Trevor 5 5 6 + Grunty 6 6 7 + Ivan 7 7 8 + Steroid 8 8 9 + Igor 9 9 10 + Shadow 10 10 11 + Red 11 11 12 + Reaper 12 12 13 + Fidel 13 13 14 + Fox 14 14 15 + Sidney 15 15 16 + Gus 16 16 17 + Buns 17 17 18 + Ice 18 18 19 + Spider 19 19 20 + Cliff 20 20 21 + Bull 21 21 22 + Hitman 22 22 23 + Buzz 23 23 24 + Raider 24 24 25 + Raven 25 25 26 + Static 26 26 27 + Len 27 27 28 + Danny 28 28 29 + Magic 29 29 30 + Stephen 30 30 31 + Scully 31 31 32 + Malice 32 32 33 + Dr. Q 33 33 34 + Nails 34 34 35 + Thor 35 35 36 + Scope 36 36 37 + Wolf 37 37 38 + MD 38 38 39 + Meltdown 39 39 40 + Biff -1 -1 41 + Haywire -1 -1 42 + Gasket -1 -1 43 + Razor -1 -1 44 + Flo -1 -1 45 + Gumpy -1 -1 46 + Larry -1 -1 47 + Larry -1 -1 48 + Cougar -1 -1 49 + Numb -1 -1 50 + Bubba -1 -1 51 + PGmale1 -1 -1 52 + PGmale2 -1 -1 53 + PGmale3 -1 -1 54 + PGLady1 -1 -1 55 + PGLady2 -1 -1 56 + PGLady3 -1 -1 57 + Miguel -1 -1 58 + Carlos -1 -1 59 + Ira -1 -1 60 + Dimitri -1 -1 61 + Devin -1 -1 62 + Robot -1 -1 63 + Hamous -1 -1 64 + Terry -1 -1 65 + RPC65 -1 -1 66 + Dynamo -1 -1 67 + Shank -1 -1 68 + Iggy -1 -1 69 + Vince -1 -1 70 + Conrad -1 -1 71 + RPC71 -1 -1 72 + Maddog -1 -1 73 + Darrel -1 -1 74 + Perko -1 -1 75 + Deidranna -1 -1 76 + Auntie -1 -1 77 + Enrico -1 -1 78 + Carmen -1 -1 79 + Joe -1 -1 80 + Steve -1 -1 81 + Rat -1 -1 82 + Annie -1 -1 83 + Chris -1 -1 84 + Bob -1 -1 85 + Brenda -1 -1 86 + Kingpin -1 -1 87 + Darren -1 -1 88 + Maria -1 -1 89 + Angel -1 -1 90 + Joey -1 -1 91 + Tony -1 -1 92 + Frank -1 -1 93 + Spike -1 -1 94 + Damon -1 -1 95 + Kyle -1 -1 96 + Micky -1 -1 97 + Skyrider -1 -1 98 + Pablo -1 -1 99 + Sal -1 -1 100 + Father -1 -1 101 + Fatima -1 -1 102 + Warden -1 -1 103 + Gordon -1 -1 104 + Gabby -1 -1 105 + Ernest -1 -1 106 + Fred -1 -1 107 + Madame -1 -1 108 + Yanni -1 -1 109 + Martha -1 -1 110 + Joe -1 -1 111 + Jasmin -1 -1 112 + Charlie -1 -1 113 + Jake -1 -1 114 + Pacos -1 -1 115 + Dave -1 -1 116 + Skipper -1 -1 117 + Hans -1 -1 118 + John -1 -1 119 + Mary -1 -1 120 + General -1 -1 121 + Sergeant -1 -1 122 + Armand -1 -1 123 + Lora -1 -1 124 + Franz -1 -1 125 + Howard -1 -1 126 + Sam -1 -1 127 + Eldin -1 -1 128 + Arnie -1 -1 129 + Tina -1 -1 130 + Fredo -1 -1 131 + Walter -1 -1 132 + Jenny -1 -1 133 + Billy -1 -1 134 + Brewster -1 -1 135 + Elliot -1 -1 136 + Derek -1 -1 137 + Oliver -1 -1 138 + Waldo -1 -1 139 + Doreen -1 -1 140 + Jim -1 -1 141 + Jack -1 -1 142 + Olaf -1 -1 143 + Ray -1 -1 144 + Olga -1 -1 145 + Tyrone -1 -1 146 + MadLab -1 -1 147 + Keith -1 -1 148 + Matt -1 -1 149 + Mike -1 -1 150 + Daryl -1 -1 151 + Herve -1 -1 152 + Peter -1 -1 153 + Alberto -1 -1 154 + Carlo -1 -1 155 + Manny -1 -1 156 + Oswald -1 -1 157 + Calvin -1 -1 158 + Carl -1 -1 159 + Speck... -1 -1 160 + Hummer -1 -1 161 + El Dorado -1 -1 162 + Truck -1 -1 163 + -1 -1 164 + -1 -1 165 + Gaston -1 -1 166 + Stogie -1 -1 167 + Tex -1 -1 168 + Biggins -1 -1 169 + PGmale4 -1 -1 170 + Monk 170 40 171 + Brain 171 41 172 + Scream 172 42 173 + Henning 173 43 174 + Lucky 174 44 175 + Laura 175 45 176 + Grace 176 46 177 + Rudolf 177 47 178 + Spooky -1 -1 179 + Skitz -1 -1 180 + Weasel -1 -1 181 + It -1 -1 182 + Bernie -1 -1 183 + Pops -1 -1 184 + Wally -1 -1 185 + Eli -1 -1 186 - -1 - -1 + Mitch + 186 + 69 187 - -1 - -1 + Carp + 187 + 70 188 + Lance -1 -1 189 + Raffi -1 -1 190 + Wink -1 -1 191 + -1 -1 192 + -1 -1 193 + -1 -1 194 + -1 -1 195 + -1 -1 196 + -1 -1 197 + -1 -1 198 + -1 -1 199 + -1 -1 200 + -1 -1 201 + -1 -1 202 + -1 -1 203 + -1 -1 204 + -1 -1 205 + -1 -1 206 + -1 -1 207 + -1 -1 208 + -1 -1 209 + -1 -1 210 + -1 -1 211 + -1 -1 212 + -1 -1 213 + -1 -1 214 + -1 -1 215 + -1 -1 216 + -1 -1 217 + -1 -1 218 + -1 -1 219 + -1 -1 220 + Postie -1 -1 221 + Reuban -1 -1 222 + Leon -1 -1 223 - -1 - -1 + Gary + 223 + 62 224 + Sparky -1 -1 225 + Beth -1 -1 226 + Sam -1 -1 227 + Hurl -1 -1 228 - -1 - -1 + Doc + 228 + 68 229 + Manuel -1 -1 230 - -1 - -1 + Boss + 230 + 48 231 - -1 - -1 + Snake + 231 + 49 232 - -1 - -1 + Spam + 232 + 50 233 - -1 - -1 + Spike + 233 + 51 234 - -1 - -1 + Jimmy + 234 + 52 235 - -1 - -1 + Leech + 235 + 56 236 - -1 - -1 + Bob + 236 + 53 237 - -1 - -1 + Kelly + 237 + 54 238 - -1 - -1 + Vinny + 238 + 55 239 - -1 - -1 + Kaboom + 239 + 57 240 - -1 - -1 + Bud + 240 + 58 241 - -1 - -1 + Rusty + 241 + 59 242 - -1 - -1 + Needle + 242 + 60 243 - -1 - -1 + Screw + 243 + 61 244 + Elroy -1 -1 245 - -1 - -1 + Mouse + 245 + 64 246 - -1 - -1 + Hector + 246 + 65 247 + Rev -1 -1 248 - -1 - -1 + Stella + 248 + 66 249 + Ears -1 -1 250 - -1 - -1 + Moses + 250 + 67 251 - -1 - -1 + Smoke + 251 + 63 252 + Dyno -1 -1 253 + Turtle -1 -1 254 + -1 -1 diff --git a/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercAvailable.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercAvailable.xml new file mode 100644 index 000000000..67c54f153 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercAvailable.xml @@ -0,0 +1,1339 @@ + + + + + + 0 + FW from AIM Server: Message from Barry Unger + Hello. This is an electronically mailed display message from Barry Unger in response to your response to my telephone response mechanism. ± ± I have currently returned and am now available on the world wide web location site of AIM if you are still interested in the services I provide. ± ± Thank you. ± + + + + 1 + FW from AIM Server: Message from Keith Hanson + Hey, man, Blood here. Got your message. I'm back if you want to get in touch. ± ± Your call. ± + + + + 2 + FW from AIM Server: Message from Rudy Roberts + Greetings. This is Rudy Roberts. Recently, you left a message for me, and as promised, I'm writing to let you know that I am now available. ± ± A word of caution, however. I regularly receive offers, so I encourage you to contact me at your earliest convenience. ± ± Thank you. ± + + + + 3 + FW from AIM Server: Message from Steve Bornell + Steve Bornell Grizzly heer. You left a mesasage on my thing at AIM. I'm bacck. In the future please cnotact when I am there. I hate this techno crap. EXIT exit Send sned help stoip stop SEND \\http:stop //http:stop send. send /send ?help stop. SEND Send. //http.send send this fuc ± + + + + 4 + FW from AIM Server: Message from Victoria Waters + Got your message, man. If you still in the market, you come by AIM, and we'll talk. ± + + + + 5 + FW from AIM Server: Message from Trevor Colby + G'day. Got your message. Sheila and I are back now, but I presume it's me you rang for, unless of course Sheila's into something I don't know about. ± ± Drop by AIM and we'll work it all out. ± + + + + 6 + FW from AIM Server: Message from Helmut Grunther + Hello. This is Grunty here. You left message on my machine. Now I leave one on yours. I have returned from assignment. ± + + + + 7 + FW from AIM Server: Message from Ivan Dolvich + Hello. I am house now. ± + + + + 8 + FW from AIM Server: Message from Bobby Gontarski + This is massage from Robert Gontarski to you. I am teling you now that I am hear in AIM and can servuce you. You stop at my face in Site. ± + + + + 9 + FW from AIM Server: Message from Igor Dolvich + Hello! This is Igor Dolvich, nephew of legendary Ivan Dolvich, returning your message. I am currently available to discuss employment opportunities. ± ± I also am seeking corporate sponsorship from liquor companies who want their brand name on my gun in exchange for product. ± + + + + 10 + FW from AIM Server: ???d?? ??????? + >>THIS MESSAGE FORWARDED TO AIM SERVER VIA ANONYMOUS EMAIL. You asked for Shadow. I might be available at the AIM site for a bit. You never really can tell. ± + + + + 11 + FW from AIM Server: Message from Ernie Spragg + Greetings friend! Sorry I wasn't in to take your call, but it's been a booming time for me, if ya know what I mean! You give a call on Red. You'll find me at AIM, of course. ± + + + + 12 + FW from AIM Server: Message from Carl Simmons + You left a message. Looks like we might have something to talk about. You know where to find me. ± + + + + 13 + FW from AIM Server: Message from Fidel Dahan + Sorry I no contact you sooner. They take Fidel's computer. They say they find files of bad pictures. Is not true. I no know how they get there. Right now is good time for job far away. You come to AIM, we talk. ± + + + + 14 + FW from AIM Server: Message from Cynthia Guzzman + Hello. You left a message for me? Let's talk and see if we can't get together for some action. ± + + + + 15 + FW from AIM Server: Message from Sidney Nettleson + Thank you for your interest. As I am certain you are aware, I am one of AIM's most celebrated professionals. If you would like to discuss my credentials further, I am now available for consultation. ± + + + + 16 + FW from AIM Server: Message from Gus Tarballs + Woody! Thought you'd never call! Heard you buzzed me while I was down golfing in the Middle East. ± ± Ain't busy right now. Maybe we can work us out a deal. ± + + + + 17 + FW from AIM Server: Message from Monica Sonderguaad + Hello. I've returned to AIM, now. If you like, we can discuss the possibility of a contract. (And, Gumpy, if it was is you using another one of those free accounts you keep pulling out of magazines, I'm going to stuff your modem where the sun doesn't shine.) ± + + + + 18 + FW from AIM Server: Message from Ice Williams + This is Ice. Heard you were asking around about me, and got your message. If you want to get together, I'll make some time. ± + + + + 19 + FW from AIM Server: Message from Dr. Donna Houston + Thanks for contacting me. Dr. Donna Houston, here. Finished up my last shift and could talk with you for a few minutes now. Of course, I'm on call, so, regretably, I can't guarantee anything. ± + + + + 20 + FW from AIM Server: Message from Dr. Clifford Highball + Dr. Clifford Highball is now available. ± + + + + 21 + FW from AIM Server: Message from John Peters + I'm back. ± ± Bull. ± + + + + 22 + FW from AIM Server: Message from Frank Hennessy + Hey, Ace. I got your message. I'll be hanging out here for a bit if you want to talk shop. ± + + + + 23 + FW from AIM Server: Message from Louisa Garneau + If you need something shot, give me a call. Otherwise, I'm not interested. ± + + + + 24 + FW from AIM Server: Message from Ron Higgens + Ron Higgens here. Got your message. ± + + + + 25 + FW from AIM Server: Message from Charlene Higgens + Hi. This is Charlene. Should be here for a while, unless something else comes up. ± + + + + 26 + FW from AIM Server: Message from Kirk Stevenson + You wanted to yak? I'm in. ± + + + + 27 + FW from AIM Server: Message from Corp. Len Anderson + Thank you for contacting me. If you wish to discuss your assignment at this time, I can be reached through AIM. ± ± Thank you! ± ± Corporal Len Anderson. ± + + + + 28 + FW from AIM Server: Message from Dr. Daniel Quinten + Good to hear from you. I have a few moments to meet with you if you're still looking for qualified medical personnel. I will gladly consider everything you have to say. ± + + + + 29 + FW from AIM Server: Message from Earl Walker + I'm in. You want to talk? You know where to find me. ± + + + + 30 + FW from AIM Server: Message from Stephen Rothman + Thank you for contacting me. As you are undoubtedly aware, I am considered to be one of AIM's top new members, and as such, I am often consulted and contracted for high-level, high-stress missions. ± ± While I am available to talk with you at present, I suspect it will be for a very limited time. ± + + + + 31 + FW from AIM Server: Message from Robert James Sullivan + Got your bell, mate. I'm here in AIM now, and am always looking for new assignments. Drop by, and we'll have us a talk. Don't think anything's going to come up between now and then, but you never know. ± + + + + 32 + FW from AIM Server: Message from J.P. Viau + Malice is in the office. I am standing by. ± + + + + 33 + FW from AIM Server: Message from Dr. Q. Huaong + Your message was received. Should you still have matters which you wish to discuss with me personally, I would welcome a meeting at this time. ± + + + + 34 + FW from AIM Server: Message from Edgar Smorth + Got it. You want it? Come get it. ± + + + + 35 + FW from AIM Server: Message from Thor Kaufman + Hello. Sorry I wasn't in to talk your call. Been a busy week for me. ± ± Anyway, I haven't got anything booked right now if you're still interested in talking. ± + + + + 36 + FW from AIM Server: Message from Sheila Sterling + Greetings. This is Scope Sterling, and I am, as promised, returning your message. Should you have matters to discuss with me, I shall be available through AIM. ± + + + + 37 + FW from AIM Server: Message from Peter Sanderson + You rang? I was in the john. Call me back. ± + + + + 38 + FW from AIM Server: Message from Dr. Michael Dawson + Great! I got your message, and am looking forward to hearing about any work you might have. ± ± Thank you! ± ± Michael Dawson, M.D. ± + + + + 39 + FW from AIM Server: Message from Norma Jessop + Got your pathetic message on my machine. You want to occupy more of my valuable time, you know where I am. ± + + + 40 + Subject : None + Message : None + + + 41 + Subject : None + Message : None + + + 42 + Subject : None + Message : None + + + 43 + Subject : None + Message : None + + + 44 + Subject : None + Message : None + + + 45 + Subject : None + Message : None + + + 46 + Subject : None + Message : None + + + 47 + Subject : None + Message : None + + + 48 + Subject : None + Message : None + + + 49 + Subject : None + Message : None + + + 50 + Subject : None + Message : None + + + 51 + Subject : None + Message : None + + + 52 + Subject : None + Message : None + + + 53 + Subject : None + Message : None + + + 54 + Subject : None + Message : None + + + 55 + Subject : None + Message : None + + + 56 + Subject : None + Message : None + + + 57 + Subject : None + Message : None + + + 58 + Subject : None + Message : None + + + 59 + Subject : None + Message : None + + + 60 + Subject : None + Message : None + + + 61 + Subject : None + 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Monk here. Message received. I'm back if you want to see me. ± ± Waiting for your call. ± + + + + 171 + FW from AIM Server: Message from Janno Allik + Am now ready to consider tasks. There is a time and place for everything. ± ± Janno Allik ± + + + + 172 + FW from AIM Server: Message from Lennart Vilde + Lennart Vilde now available! ± + + + + 173 + FW from AIM Server: Message from Henning von Branitz + Have received your message, thanks. To discuss employment, contact me at the AIM Website. ± ± Till then! ± ± Henning von Branitz ± + + + + 174 + FW from AIM Server: Message from Luc Fabre + Mesage received, merci! Am happy to consider your proposals. You know where to find me. ± ± Looking forward to hearing from you ± + + + + 175 + FW from AIM Server: Message from Dr. Laura Colin + Greetings! Good of you to leave a message It sounds interesting. ± ± Visit AIM again I would be happy to hear more. ± ± Best regards! ± ± Dr. Laura Colin ± + + + + 176 + FW from AIM Server: Message from Graziella Girelli + You wanted to contact me, but were not successful.± ± A family gathering. I am sure you understand? I've now had enough of family and would be very happy if you would contact me again over the AIM Site. ± ± Ciao! ± + + + + 177 + FW from AIM Server: Message from Rudolf Steiger + Do you know how many calls I get every day? Every tosser thinks he can call me. ± ± But I'm back, if you have something of interest for me.± + + + 178 + Subject : None + Message : None + + + 179 + Subject : None + Message : None + + + 180 + Subject : None + Message : None + + + 181 + Subject : None + Message : None + + + 182 + Subject : None + Message : None + + + 183 + Subject : None + Message : None + + + 184 + Subject : None + Message : None + + + 185 + Subject : None + Message : None + + + + 186 + FW from AIM Server: Message from Dr. Mitch Shudlem + I've just returned from my previous assignment, and I'm now available to negotiate employment with you. Word of advice - if you're looking for a bargain, you're wasting your time. ± ± Forget the rest, go with the best! ± Dr. Mitch Shudlem ± + + + + 187 + FW from AIM Server: Message from Howard Melfield + Hello, lad! I've just got your message. If you're still interested, contact me through our website. ± ± Howard Melfield ± Director of A.I.M. Health and Safety department ± Head of A.I.M Christmas Party Commitee ± + + + 188 + Subject : None + Message : None + + + 189 + Subject : None + Message : None + + + 190 + Subject : None + Message : None + + + 191 + Subject : None + Message : None + + + 192 + Subject : None + Message : None + + + 193 + Subject : None + Message : None + + + 194 + Subject : None + Message : None + + + 195 + Subject : None + Message : None + + + 196 + Subject : None + Message : None + + + 197 + Subject : None + Message : None + + + 198 + Subject : None + Message : None + + + 199 + Subject : None + Message : None + + + 200 + Subject : None + Message : None + + + 201 + Subject : None + Message : None + + + 202 + Subject : None + Message : None + + + 203 + Subject : None + Message : None + + + 204 + Subject : None + Message : None + + + 205 + Subject : None + Message : None + + + 206 + Subject : None + Message : None + + + 207 + Subject : None + Message : None + + + 208 + Subject : None + Message : None + + + 209 + Subject : None + Message : None + + + 210 + Subject : None + Message : None + + + 211 + Subject : None + Message : None + + + 212 + Subject : None + Message : None + + + 213 + Subject : None + Message : None + + + 214 + Subject : None + Message : None + + + 215 + Subject : None + Message : None + + + 216 + Subject : None + Message : None + + + 217 + Subject : None + Message : None + + + 218 + Subject : None + Message : None + + + 219 + Subject : None + Message : None + + + 220 + Subject : None + Message : None + + + 221 + Subject : None + Message : None + + + 222 + Subject : None + Message : None + + + 223 + Subject : None + Message : None + + + 224 + Subject : None + Message : None + + + 225 + Subject : None + Message : None + + + 226 + Subject : None + Message : None + + + 227 + Subject : None + Message : None + + + + 228 + Subject : FW from AIM Server: Message from Dr. Ahmad Koolhan + Message : TODO! + + + 229 + Subject : None + Message : None + + + 230 + Subject : FW from AIM Server: Message from Glen Hatchet + Message : TODO! + + + 231 + Subject : FW from AIM Server: Message from Johnny Edwards + Message : TODO! + + + 232 + Subject : FW from AIM Server: Message from Alan Webster + Message : TODO! + + + 233 + Subject : FW from AIM Server: Message from Maj. Spike Scallion + Message : TODO! + + + 234 + Subject : FW from AIM Server: Message from Jimmy Upton + Message : TODO! + + + 235 + Subject : FW from AIM Server: Message from Timothy Jenkins + Message : TODO! + + + 236 + Subject : FW from AIM Server: Message from Capt. Bob Adams + Message : TODO! + + + 237 + Subject : FW from AIM Server: Message from Col. Leo Kelly + Message : TODO! + + + 238 + Subject : FW from AIM Server: Message from Vincenzo Massimo + Message : TODO! + + + 239 + Subject : FW from AIM Server: Message from Marty Moffat + Message : TODO! + + + 240 + Subject : FW from AIM Server: Message from Lt. Bud Hellar + Message : TODO! + + + 241 + Subject : FW from AIM Server: Message from Russel Hunter + Message : TODO! + + + 242 + Subject : FW from AIM Server: Message from Dr. Mark Kranhuim + Message : TODO! + + + 243 + Subject : FW from AIM Server: Message from Patrick Phillips + Message : TODO! + + + 244 + Subject : None + Message : None + + + 245 + Subject : FW from AIM Server: Message from Anita Backman + Message : TODO! + + + 246 + Subject : FW from AIM Server: Message from Hector Alvarez + Message : TODO! + + + 247 + Subject : None + Message : None + + + 248 + Subject : FW from AIM Server: Message from Dr. Margaret Trammel + Message : TODO! + + + 249 + Subject : None + Message : None + + + 250 + Subject : FW from AIM Server: Message from Murray Ebstern + Message : TODO! + + + 251 + Subject : FW from AIM Server: Message from Lesley Petersen + Message : TODO! + + + 252 + Subject : None + Message : None + + + 253 + Subject : None + Message : None + + + 254 + Subject : None + Message : None + + \ No newline at end of file diff --git a/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercLevelUp.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercLevelUp.xml new file mode 100644 index 000000000..30e35f9d8 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailMercLevelUp.xml @@ -0,0 +1,1320 @@ + + + + + 0 + Subject: None + Message : None + + + 1 + Subject: None + Message : None + + + 2 + Subject: None + Message : None + + + 3 + Subject: None + Message : None + + + 4 + Subject: None + Message : None + + + 5 + Subject: None + Message : None + + + 6 + Subject: None + Message : None + + + 7 + Subject: None + Message : None + + + 8 + Subject: None + Message : None + + + 9 + Subject: None + Message : None + + + 10 + Subject: None + Message : None + + + 11 + Subject: None + Message : None + + + 12 + Subject: None + Message : None + + + 13 + Subject: None + Message : None + + + 14 + Subject: None + Message : None + + + 15 + Subject: None + Message : None + + + 16 + Subject: None + Message : None + + + 17 + Subject: None + Message : None + + + 18 + Subject: None + Message : None + + + 19 + Subject: None + Message : None + + + 20 + Subject: None + Message : None + + + 21 + Subject: None + Message : None + + + 22 + Subject: None + Message : None + + + 23 + Subject: None + Message : None + + + 24 + Subject: None + Message : None + + + 25 + Subject: None + Message : None + + + 26 + Subject: None + Message : None + + + 27 + Subject: None + Message : None + + + 28 + Subject: None + Message : None + + + 29 + Subject: None + Message : None + + + 30 + Subject: None + Message : None + + + 31 + Subject: None + Message : None + + + 32 + Subject: None + Message : None + + + 33 + Subject: None + Message : None + + + 34 + Subject: None + Message : None + + + 35 + Subject: None + Message : None + + + 36 + Subject: None + Message : None + + + 37 + Subject: None + Message : None + + + 38 + Subject: None + Message : None + + + 39 + Subject: None + Message : None + + + + 40 + Notice of Fee Increase + Hereby be informed that due to Biff's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± + + + + 41 + Notice of Fee Increase + This notice is to inform you that due to Haywire's exemplary performance his fees have been revised. Effective immediately there will be an increase to his salary. ± ± Speck T. Kline ± + + + + 42 + Notice of Fee Increase + Please be advised that, as of this moment, Gasket's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± + + + + 43 + Notice of Fee Increase + Please be advised that Razor's experience entitles him to more equitable compensation. He's fees have therefore been increased to more accurately reflect his worth. ± ± Speck T. Kline ± + + + + 44 + Notice of Fee Increase + Please consider yourself advised that Flo's improvement in the field merits an improvement in her compensation. ± ± Speck T. Kline ± + + + + 45 + Notice of Fee Increase + Please take note. Due to the improved performance of Gumpy his fees for services rendered have undergone an increase. ± ± Speck T. Kline ± + + + + 46 + Notice of Fee Increase + Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + + + + 47 + Notice of Fee Increase + Please be advised, in consideration of Larry's dedication and experience his daily fee has been increased. ± ± Speck T. Kline ± + + + + 48 + Notice of Fee Increase + Please consider yourself notified that Cougar's exceptional service to date warrants an increase to his daily fee, effective immediately. ± ± Speck T. Kline ± + + + + 49 + Notice of Fee Increase + Please consider this correspondance legal notice. Numb's daily fee has been increased to account for his improved performance. ± ± Speck T. Kline ± + + + + 50 + Notice of Fee Increase + This is a legal notice that Bubba's fees for services provided has been increased to properly reflect his abilities. ± ± Speck T. Kline ± + + + 51 + Subject: None + Message : None + + + 52 + Subject: None + Message : None + + + 53 + Subject: None + Message : None + + + 54 + Subject: None + Message : None + + + 55 + Subject: None + Message : None + + + 56 + Subject: None + Message : None + + + 57 + Subject: None + Message : None + + + + 58 + Notice of Fee Increase + Hereby be informed that due to Gastons's past performance his fees for services rendered have undergone an increase. Personally, I'm not surprised. ± ± Speck T. Kline ± + + + + 59 + Notice of Fee Increase + Please be advised that, as of this moment, Stogies's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. 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: None + + + 177 + Subject: None + Message : None + + + + 178 + Notice of Fee Increase + Please take note. Due to the improved performance of Spooky his fees for services rendered have been increased. ± ± Speck T. Kline ± + + + + 179 + Notice of Fee Increase + Please take note. Due to the improved performance of Skitz his salary has been increased. ± ± Speck T. Kline ± + + + + 180 + Notice of Fee Increase + Please take note. Due to the improved performance of Weasel his wages for services rendered have been increased. ± ± Speck T. Kline ± + + + + 181 + Notice of Fee Increase + Please take note. Improved performance of It entitles him to increased salary. ± ± Speck T. Kline ± + + + + 182 + Notice of Fee Increase + Please be advised that Bernie's experience entitles him to more equitable compensation. His wages for services rendered have been increased. ± ± Speck T. Kline ± + + + + 183 + Notice of Fee Increase + Please be advised that Pops's experience entitles him to more equitable compensation. His wages for services rendered have been increased. ± ± Speck T. Kline ± + + + + 184 + Notice of Fee Increase + Please be advised that Wally's extraordinary battlefield experience requires more equitable compensation. His wages for services rendered have been increased. ± ± Speck T. Kline ± + + + + 185 + Notice of Fee Increase + Please be advised that Eli's outstanding performance warrants an increase in salary. His wages have been increased. ± ± Speck T. Kline ± + + + 186 + Subject: None + Message : None + + + 187 + Subject: None + Message : None + + + + 188 + Notice of Fee Increase + Please be advised that Lance's progressively better performance no the battlefield deserves an increase in salary. ± ± Speck T. Kline ± + + + + 189 + Notice of Fee Increase + Please consider yourself informed that Dr. Leevon's exceptional service entitles him to more equitable compensation. His wages have been increased. ± ± Speck T. Kline ± + + + + 190 + Notice of Fee Increase + Due to Wink's outstanding performance and massive gain in experience his salary has been recalculated. ± ± Speck T. Kline ± + + + + 191 + Notice of Fee Increase + Due to my outstanding performance on the battlefield, I feel obliged to inform you that my salary has been increased. ± ± Speck T. Kline ± + + + 192 + Subject: None + Message : None + + + 193 + Subject: None + Message : None + + + 194 + Subject: None + Message : None + + + + 195 + Notice of Fee Increase + Due to John Kulba's outstanding performance and massive gain in experience his salary has been recalculated. ± ± Speck T. Kline ± + + + + 196 + Notice of Fee Increase + Please be advised that Elio's progressively better performance no the battlefield deserves an increase in salary. ± ± Speck T. Kline ± + + + + 197 + Notice of Fee Increase + Please consider yourself informed that Juan's exceptional service entitles him to more equitable compensation. His wages have been increased. ± ± Speck T. Kline ± + + + + 198 + Notice of Fee Increase + Please take note. Due to the improved performance of Wahan his wages for services rendered have been increased. ± ± Speck T. Kline ± + + + 199 + Subject: None + Message : None + + + 200 + Subject: None + Message : None + + + 201 + Subject: None + Message : None + + + 202 + Subject: None + Message : None + + + 203 + Subject: None + Message : None + + + 204 + Subject: None + Message : None + + + 205 + Subject: None + Message : None + + + 206 + Subject: None + Message : None + + + 207 + Subject: None + Message : None + + + 208 + Subject: None + Message : None + + + 209 + Subject: None + Message : None + + + 210 + Subject: None + Message : None + + + 211 + Subject: None + Message : None + + + 212 + Subject: None + Message : None + + + 213 + Subject: None + Message : None + + + 214 + Subject: None + Message : None + + + 215 + Subject: None + Message : None + + + 216 + Subject: None + Message : None + + + 217 + Subject: None + Message : None + + + 218 + Subject: None + Message : None + + + 219 + Subject: None + Message : None + + + 220 + Notice of Fee Increase + Please take note. As of this moment, Postie's fees for services rendered have increased to coincide with the increase in his abilities. ± ± Speck T. Kline ± + + + 221 + Notice of Fee Increase + Please take note, due to the improvement in Reuban's performance his compensation for services render has undergone a revaluation. ± ± Speck T. Kline ± + + + 222 + Notice of Fee Increase + Please take note, due to the improvement in Leon's performance his compensation for services render has undergone a revaluation. ± ± Speck T. Kline ± + + + 223 + Notice of Fee Increase + Please do not answer. Following Gary's personal improvement, his fees for services rendered have been reestimated. ± ± Speck T. Kline ± + + + 224 + Notice of Fee Increase + Please take note of this notification. Due to Sparky's significantly improved performance her salary has been increased. ± ± Speck T. Kline ± + + + 225 + Notice of Fee Increase + Please consider yourself informed that Beth's improved performance entitles her to wages' reconsideration. ± ± Speck T. Kline ± + + + 226 + Notice of Fee Increase + This notice is to inform you that due to Sam's exemplary performance his fees have been revised. Effective immediately there will be an increase to his salary. ± ± Speck T. Kline ± + + + + 227 + Notice of Fee Increase + This notice is to inform you that due to Hurl's exceptional effectiveness his salary has undergone a significant recalculation. ± ± Speck T. Kline ± + + + 228 + Subject: None + Message : None + + + 229 + Subject: None + Message : None + + + 230 + Subject: None + Message : None + + + 231 + Subject: None + Message : None + + + 232 + Subject: None + Message : None + + + 233 + Subject: None + Message : None + + + 234 + Subject: None + Message : None + + + 235 + Subject: None + Message : None + + + 236 + Subject: None + Message : None + + + 237 + Subject: None + Message : None + + + 238 + Subject: None + Message : None + + + 239 + Subject: None + Message : None + + + 240 + Subject: None + Message : None + + + 241 + Subject: None + Message : None + + + 242 + Subject: None + Message : None + + + 243 + Subject: None + Message : None + + + 244 + Notice of Fee Increase + Please be advised that Elroy's substantial experience gain entitles him to adequately substantial salary raise. ± ± Speck T. Kline ± + + + 245 + Subject: None + Message : None + + + 246 + Subject: None + Message : None + + + 247 + Notice of Fee Increase + Please be informed that Reverend's wages have been increased due to exceptional improvement in his abilities. ± ± Speck T. Kline ± + + + 248 + Subject: None + Message : None + + + 249 + Notice of Fee Increase + Please consider yourself legally informed that due to improvement in Ears' perfomance his honorarium has been raised. ± ± Speck T. Kline ± + + + 250 + Subject: None + Message : None + + + 251 + Subject: None + Message : None + + + + 252 + Notice of Fee Increase + Please consider yourself informed that due to improvement in Dyno's performance his salary requires reconsideration. ± ± Speck T. Kline ± + + + + 253 + Notice of Fee Increase + Please be advised that due to Turtle's exceptional performance his wages have been recalculated. ± ± Speck T. Kline ± + + + 254 + Subject: None + Message : None + + \ No newline at end of file diff --git a/Data-UB/TableData/Email/EmailSenderNameList.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailSenderNameList.xml similarity index 79% rename from Data-UB/TableData/Email/EmailSenderNameList.xml rename to Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailSenderNameList.xml index 89a26a1a2..8a0491ade 100644 --- a/Data-UB/TableData/Email/EmailSenderNameList.xml +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/Email/EmailSenderNameList.xml @@ -1,26 +1,45 @@  + + + + 0 Enrico + 1 Psych Pro Inc + 2 Help Desk + 3 Psych Pro Inc + 4 Speck + 5 R.I.S. @@ -186,22 +205,27 @@ None + 46 M.I.S. Insurance + 47 Bobby Rays + 48 Kingpin + 49 John Kulba + 50 A.I.M. diff --git a/Data-UB/AddOns/Data-UB-1.13/TableData/HiddenNames.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/HiddenNames.xml new file mode 100644 index 000000000..ff76e68b9 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/HiddenNames.xml @@ -0,0 +1,1271 @@ + + + 0 + Barry + 0 + + + 1 + Blood + 0 + + + 2 + Lynx + 0 + + + 3 + Grizzly + 0 + + + 4 + Vicki + 0 + + + 5 + Trevor + 0 + + + 6 + Grunty + 0 + + + 7 + Ivan + 0 + + + 8 + Steroid + 0 + + + 9 + Igor + 0 + + + 10 + Shadow + 0 + + + 11 + Red + 0 + + + 12 + Reaper + 0 + + + 13 + Fidel + 0 + + + 14 + Fox + 0 + + + 15 + Sidney + 0 + + + 16 + Gus + 0 + + + 17 + Buns + 0 + + + 18 + Ice + 0 + + + 19 + Spider + 0 + + + 20 + Cliff + 0 + + + 21 + Bull + 0 + + + 22 + Hitman + 0 + + + 23 + Buzz + 0 + + + 24 + Raider + 0 + + + 25 + Raven + 0 + + + 26 + Static + 0 + + + 27 + Len + 0 + + + 28 + Danny + 0 + + + 29 + Magic + 0 + + + 30 + Stephen + 0 + + + 31 + Scully + 0 + + + 32 + Malice + 0 + + + 33 + Dr. Q + 0 + + + 34 + Nails + 0 + + + 35 + Thor + 0 + + + 36 + Scope + 0 + + + 37 + Wolf + 0 + + + 38 + MD + 0 + + + 39 + Meltdown + 0 + + + 40 + Biff + 0 + + + 41 + Haywire + 0 + + + 42 + Gasket + 0 + + + 43 + Razor + 0 + + + 44 + Flo + 0 + + + 45 + Gumpy + 0 + + + 46 + Larry + 0 + + + 47 + Larry + 0 + + + 48 + Cougar + 0 + + + 49 + Numb + 0 + + + 50 + Bubba + 0 + + + 51 + PGmale1 + 0 + + + 52 + PGmale2 + 0 + + + 53 + PGmale3 + 0 + + + 54 + PGLady1 + 0 + + + 55 + PGLady2 + 0 + + + 56 + PGLady3 + 0 + + + 57 + 0 + + + 58 + Gaston Cavalier + 0 + + + 59 + Lt. 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+1,196 @@ + + + + + 0 + Wink + Wink Dickerson + Known primarily for his strong throwing arm, yet poor accuracy, Wink Dinkerson finally received the call he had been waiting for all of his life. Severe budget cuts left the Montreal Expos searching for pitching talent, or the lack of it, just about anywhere. After accepting a contract for 140 Canadian dollars a week, Wink has earned a position as the fifth pitcher in the starting rotation of their farm club. + 7 + + + + 1 + Larry + Larry Roachburn + After eight attempts at rehab without any sustained success, A.I.M. was left with little choice but to terminate Larry Roachburn's membership within the organization. From what we understand, Larry's father persuaded him to make yet another attempt at ridding himself of his demons and cleansing his body from decades of toxicity. The organization wishes him the best of luck in all his future endeavors. + 10 + + + + 2 + Ears + Edward "Ears" Stockwell + Ears Stockwell handed in his resignation almost eighteen months ago. Since that time, we have heard nothing from him and therefore have no news to report. Though, to be honest, we haven't exactly gone out of our way to make contact with him either. + 11 + + + + 3 + Bernie + Doctor Bernie Gloveless + Bernie's history with A.I.M. can probably be, at best, described as checkered. After refusing to give up his position as the organization's physician and considering the abundance of complaints from fellow members, A.I.M. felt obliged to give Dr. Bernie Gloveless a dishonorable discharge. He's currently employed with an international insurance company, so you might want to remember his name the next time your company sends you for your annual physical. + 15 + + + + 4 + Reuban + "Unusually Ruthless" Reuban + After years of eluding capture, Reuban was finally arrested and deported to Romania. He is currently serving six concurrent life sentences for the massacre of his wife and family. Although Reuban will never be able to enjoy life as a free man, he seems to be adjusting well to his new found surroundings. His prison duties include landscaping the grounds and some of his shrub sculptures have won the penitentiary numerous "Good Prisonkeeping" awards. + 16 + + + + 5 + Pops + Pops McGillicutty + After years of trying to convince Pops McGillicutty to retire, A.I.M. was finally forced to institute a mandatory retirement policy for those reaching the age of 85. Wanting to do his part to eliminate river burials, Pops opened a web-based Funeral Salon specializing in the respectful interment of mercenaries. + 17 + + + + 6 + Tex + Tex R. Colburn + One of our more colorful warriors, Tex Colburn, handed in his six-shooters to fulfill his dream of starring on the big screen. As a rising star in Japanese westerns, he played the lead in "Much Dust, Many Bullets," and has received glowing reviews for his roles in the classic films "Attack of the Clydesdales" and "Have Honda, will Travel." + 19 + + + + 7 + Hurl + Hurl E. Cutter + Hurl, a profitable patient for doctors everywhere, has been missing for the past nine months. A careful search of hospital records and unidentified bodies in the Havana area, his last known whereabouts, has failed to provide any insight. Fidel Dahan has been repeatedly questioned concerning his disappearance, yet police are no further ahead in their investigation. + 20 + + + + 8 + Biff + Biff Apscott + Biff Apscott was a truly unique man among mercenary men. He will be greatly missed for his youthful enthusiasm and the way he reminded everyone of just how brave they were. Although somewhat hard to believe, we have been made aware that he has opened up his own mercenary organization in a somewhat pitiful attempt to compete with A.I.M. It's probably not necessary to elaborate on just how worried we are. + 21 + + + + 9 + Raffi + Dr. Raffitto "Raffi" Leevon + Doctor Leevon, whose medical degree was always the subject of much debate, left this organization at the beginning of the year without notification. Apparently, he has changed his name and embarked on a new career. Doctor Raffiman, and his Cajun-funk band, Rotis & Haggis, have captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous. + 23 + + + + 10 + Mike + Mike + While undergoing negotiations for yet another pay increase, Mike suddenly withdrew from the discussions when he was informed that many employers had already complained about his exaggerated rates. His current whereabouts are unknown, just like pretty much everything else about him. The last correspondence received by this office, postmarked in a small country whose name escapes us, contained threats we'd rather not recall. + 24 + + + + 11 + Speck + Speck T. Kline + While Speck never quite fit in with the mercenary lifestyle, his knack for repairing what was widely believed to be unrepairable made him one of our most sought-after members. That is, perhaps, why his decision to open a competing mercenary agency came as such a surprise to this organization. A.I.M. wishes him the best of luck, as we are all well aware, he will need it. + 27 + + + + 12 + Weasel + Willy "Weasel" Augustin + Wee Willy, otherwise known as Weasel and Mouthpiece, was primarily engaged by his employers as an inexpensive set of ears to keep tabs on his teammates. And, in a sick sense of justice, Augustin finally received what many felt he had coming. After blowing the whistle on his wife for welfare fraud, she returned to the family home after making bail and blew him away. + 28 + + + + 13 + Lance + Lance Fisher + Due to persistent personality clashes with Victoria Waters, Lance was asked to resign from A.I.M. in exchange for a posting at Westpoint Military Academy. He accepted, and is currently an instructor of ethics and tactical withdrawal, a subject which he recently published a book on. "Beating a Path to Safety without Screaming," is available at most military college bookstores. + 30 + + + + 14 + Eli + Doctor Eli Summers + Doctor Summers was by all accounts a gamer who made himself popular with employers by accepting assignments with newcomers and going about his business in a non-intrusive manner. Although A.I.M. regrets his decision to leave the organization, we are rather pleased to report that the good doctor has turned his favorite hobby into a profession. Currently playing on the Seniors Pro Golf Tour, Eli finished a respectable fourth in the Depends Open at Pebble Beach. + 32 + + + + 15 + Elroy + Elroy B. Tolken + He's gone. We didn't ask. We don't care. Does anybody? + 33 + + + + 16 + Skitz + Bruce "Skitz" Bonner + Bruce Bonner is gone - way gone! The addition of qualified explosive experts to our roster made a long-overdue decision much easier to make. After a record setting eight probationary periods, Skitz was finally expelled from the organization. Despite intensive therapy and twenty-one electroshock treatments, Skitz remains confined in Saint Michael's Hospital for the Criminally Insane. + 34 + + + + 17 + Wally + Walter "Wally" Yuntz + Someone once said that if Wally didn't have bad luck, he wouldn't have any luck at all. After learning that he did indeed have problems with his vision, Wally was scheduled for corrective surgery. The operation should have put his poor marksmanship behind him forever but the laser Yuntz was placed under experienced a programming error. Now totally blind, he and his lead Chippy, serve as Dr. Eli Summers' caddies on the Seniors Pro Golf Tour. + 35 + + + + 18 + Turtle + Herman "Turtle" Regents + Perhaps, Turtle's departure is best explained by an excerpt from his letter of resignation: "The pace of combat has become too much for me. I have been forced to run the beat rather than walk it. I have exhausted all avenues and find myself short of alternatives, other than to cough up my resignation effective immediately." Last we heard, Herman was working in Chicago as a probation officer. + 36 + + + + 19 + Rev + Reverend Clyde Potter + Due to numerous complaints from the organization's atheist members, the combat chaplain position was eliminated from A.I.M., and the preachy Potter, as one of our least utilized members, was eliminated as well. After leaving A.I.M., Reverend Clyde Potter took a position with the Innercity Church of Christ in Baltimore. He currently denies ever having been associated with A.I.M. He returns his pension checks and refuses to take our calls. + 38 + + + + 20 + It + Carl "It" Goodman + Hired mainly for his brute force, Carl excelled with a crowbar and pleased employers for years with his simple, non-threatening attitude. After leaving A.I.M., Goodman returned to the world of professional wrestling where he claims every move is for keeps and the risk is real. Friends and fans alike can catch him as the Masked Mercenary most Saturday nights on Pay-Per-View's Wrestling Extravaganza. + 42 + + + + 21 + Hamous + Hamous + Hamous had his first taste of combat in Metavira, and based on a glowing recommendation from a major client, Jack Richards, he was granted an internship with this organization, which recently expired. Regrettably, poor Hamous never did manage to save up enough money to purchase that mini-van he desperately wanted. So he did the next best thing and stole one just outside of Paris. Actually, it was an ice cream truck and he was last seen headed towards Istanbul in it. + 45 + + + + 22 + Dyno + Roger "Dyno" Wittman + Roger tried. Boy did he try. But he just seemed to lack the necessary edge. Understandably, some of the guys liked having him along for the laughs while others enjoyed cleaning their rifles with him. But ultimately, he realized he just wasn't cut out for the profession. Last we heard, Dyno was serving as the understudy to the Green Hippo in Animals on Ice. + 49 + + \ No newline at end of file diff --git a/Data-UB/TableData/RPCFacesSmall.xml b/Data-UB/AddOns/Data-UB-1.13/TableData/RPCFacesSmall.xml similarity index 93% rename from Data-UB/TableData/RPCFacesSmall.xml rename to Data-UB/AddOns/Data-UB-1.13/TableData/RPCFacesSmall.xml index dc0aab880..7195bfde9 100644 --- a/Data-UB/TableData/RPCFacesSmall.xml +++ b/Data-UB/AddOns/Data-UB-1.13/TableData/RPCFacesSmall.xml @@ -1,13 +1,4 @@ - - + 0 Gaston @@ -250,5 +241,14 @@ MouthY - position of mouth Y (required) 7 8 22 - + + + 27 + Mike + 149 + 6 + 8 + 6 + 23 + \ No newline at end of file diff --git a/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI b/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI new file mode 100644 index 000000000..33b95f713 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-1.13/UB_Options.INI @@ -0,0 +1,319 @@ +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13: Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This file controls special settings for the v1.13 Unfinished Business. +; The general common settings are stored in the ja2_options.ini file. +;------------------------------------------------------------------------------------------------------------------------------ + +[Unfinished Business Settings] + +;****************************************************************************************************************************** +; This section changes general settings of Unfinished Business +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Show/hide the map buttons on the strategy screen. +;------------------------------------------------------------------------------------------------------------------------------ + +BORDER_TOWN = TRUE +BORDER_MINE = TRUE +BORDER_TEAMS = TRUE +BORDER_MILITIA = FALSE +BORDER_AIRSPACE = TRUE +BORDER_ITEM = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Can the initial sector (default H7) be attacked immediatly by enemies? +;------------------------------------------------------------------------------------------------------------------------------ + +EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; After blowing up the fan in the J13, the enemy is alerted, and the underground sectors (J14-1 and K14-1) +; will be added to enemy units. +;------------------------------------------------------------------------------------------------------------------------------ + +HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the option to do a auto resolve battle? +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_RESOLVE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Initial grid numbers and times of the crashed helicopter +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na FALSE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na FALSE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na FALSE, to gra nie korzysta z tych parametrów. +; Jeżli ustawimy InGameHeli na TRUE oraz InGameHeliCrash na TRUE, to gra będzie używać te parametry. +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_HELICOPTER_GRIDNO_1 = 14947 +INITIAL_HELICOPTER_GRIDNO_2 = 15584 +INITIAL_HELICOPTER_GRIDNO_3 = 15754 +INITIAL_HELICOPTER_GRIDNO_4 = 16232 +INITIAL_HELICOPTER_GRIDNO_5 = 16067 +INITIAL_HELICOPTER_GRIDNO_6 = 16230 +INITIAL_HELICOPTER_GRIDNO_7 = 15272 + +INITIAL_HELICOPTER_RANDOM_TIME_1 = 1300 +INITIAL_HELICOPTER_RANDOM_TIME_2 = 2000 +INITIAL_HELICOPTER_RANDOM_TIME_3 = 2750 +INITIAL_HELICOPTER_RANDOM_TIME_4 = 3400 +INITIAL_HELICOPTER_RANDOM_TIME_5 = 4160 +INITIAL_HELICOPTER_RANDOM_TIME_6 = 4700 +INITIAL_HELICOPTER_RANDOM_TIME_7 = 5630 + +;------------------------------------------------------------------------------------------------------------------------------ +; Sektor do którego najemnicy będą teleportowani po zakończeniu gry. Sektorem ostatecznej walki z generałem jest L15-3. +; Domyślny sektor : K16. +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_END_SECTOR_X = 16 +DEFAULT_END_SECTOR_Y = 11 +DEFAULT_END_SECTOR_Z = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the landing of a helicopter, like it is in default JA2 1.13? +; If this value is set to "TRUE", then "ENABLE_UB_HELICOPTER_CRASH" has to be set to "FALSE" +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_JA2_HELICOPTER_LANDING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the crash site (Unfinished Business). If this parameter is set to "TRUE", then +; "ENABLE_JA2_HELICOPTER_LANDING" has to be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_UB_HELICOPTER_CRASH = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable Jerry Dialogues? +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_QUOTES = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Add Jerry to the sector (sector default H7). +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the tactical grid number from Jerry. +; Jerry will be in a sector which is defined as the start sector. +; See ja2_options.ini: DEFAULT_ARRIVAL_SECTOR_X, DEFAULT_ARRIVAL_SECTOR_Y. +;------------------------------------------------------------------------------------------------------------------------------ + +JERRY_GRIDNO = 15109 + +;------------------------------------------------------------------------------------------------------------------------------ +; The switch in the L15-3. The final sector with General Morris. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_IN_MORRIS_AREA_GRIDNO = 15231 + +;------------------------------------------------------------------------------------------------------------------------------ +; After firing the rockets, our mercenaries will automatically go to the elevator. +;------------------------------------------------------------------------------------------------------------------------------ + +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1 = 14268 +SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2 = 15708 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po przeczytaniu instrukcji Morrisa, zostaje pokazne miejsce przełącznika na panelu sterowania. +;------------------------------------------------------------------------------------------------------------------------------ + +RADIO_LOCATORS_GRIDNO_1 = 15070 +RADIO_LOCATORS_GRIDNO_2 = 14744 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsca przy wentylatorze (sektor J13), pod którymi podkładam ładunki wybuchowe. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_GRIDNO_1 = 15100 +POWERGEN_SECTOR_GRIDNO_2 = 12220 +POWERGEN_SECTOR_GRIDNO_3 = 14155 +POWERGEN_SECTOR_GRIDNO_4 = 13980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Po wysadzeniu wentylatora, (sektor J13) w tym miejscu pojawi się przejście do sektora J14-1. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_SECTOR_EXITGRID_GRIDNO = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Dodanie dźwięku wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +POWERGEN_FAN_SOUND_GRIDNO_1 = 10979 +POWERGEN_FAN_SOUND_GRIDNO_2 = 19749 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce włączenia wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +START_FANBACKUP_AGAIN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; Miejsce zatrzymania wentylatora. +;------------------------------------------------------------------------------------------------------------------------------ + +STOP_POWERGEN_FAN_GRIDNO = 10980 + +;------------------------------------------------------------------------------------------------------------------------------ +; The tactical grid numbers of the fan tiles (default sector J13) +;------------------------------------------------------------------------------------------------------------------------------ + +FAN_GRIDNO_1 = 10978 +FAN_GRIDNO_2 = 10979 +FAN_GRIDNO_3 = 10980 +FAN_GRIDNO_4 = 10818 +FAN_GRIDNO_5 = 10819 +FAN_GRIDNO_6 = 10820 +FAN_GRIDNO_7 = 10658 +FAN_GRIDNO_8 = 10659 +FAN_GRIDNO_9 = 10660 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Campaign Settings] + +;****************************************************************************************************************************** +; These settings changes some campaign settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Use MovementCosts.xml file? If TRUE, then MAKE_STRATEGIC_MOVEMENT_COSTS must be set to "FALSE". +;------------------------------------------------------------------------------------------------------------------------------ + +STRATEGIC_MOVEMENT_COSTS_XML = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically generate enemies in the sectors. +; Enemy units are not generated in the main sectors: H7, H8, H9, H10,H11, I9, I10, I11, I12, I13, +; J11, J12, J13, K14, K15, K16, L15, I13_B1, J13_B1, J14_B1, K15_B1, K15_B2, L15_B2, L15_B3 +; To set the enemies in these sectors use GameInit.lua file or GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +ADD_RANDOM_ENEMY_TO_SECTOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game automatically creates the directions of travel between sectors? +;------------------------------------------------------------------------------------------------------------------------------ + +MAKE_STRATEGIC_MOVEMENT_COSTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the quest: "Broken internet laptop." +;------------------------------------------------------------------------------------------------------------------------------ + +LAPTOP_QUEST = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable the news of the death of mercenaries. This option uses the file email.edt. +;------------------------------------------------------------------------------------------------------------------------------ + +NOTIFY_ON_DEAD_AIM_MERCS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game be initialized with GarrisonGroups.xml and PatrolGroups.xml +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENEMY_ARMY_XMLS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use special UB Strategic Actions for the default UB campaign ? +;------------------------------------------------------------------------------------------------------------------------------ + +JA2UB = TRUE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; These settings changes some laptop settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default JA2 password (XEP624)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_JA2 = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the I.M.P website be protected with the default UB password (GP97SL)? +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_PASS_UB = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should those links be visible on the AIM website? These options take use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +LINK_INSURANCE = FALSE +LINK_FUNERAL = TRUE +LINK_BOBBY = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should Bobby Ray's website be accessable? These option takes use of "Email.edt" file +;------------------------------------------------------------------------------------------------------------------------------ + +BOBBY_SITE_ACCESSED = FALSE + +;----------------------- +; Weapon +;----------------------- + +[Unfinished Business Items] + +TEX_MOVIE_ATTACK_CLYDESDALES = 1356 +TEX_MOVIE_WILD_EAST = 1357 +TEX_MOVIE_HAVE_HONDA = 1358 +LAPTOP_TRANSMITTER = 1355 +CHE_GUEVARA_CANTEEN = 1359 +MERC_WRISTWATCH = 1360 +SAM_GARVER_COMBAT_KNIFE = 1353 +MERC_UMBRELLA_OLD = 1361 +MORRIS_INSTRUCTION_NOTE = 1362 +HAND_CANNON = 1352 +HARTFORD_6_SHOOTER = 66 +MERC_UMBRELLA = 1361 +CLIP_CANNON_BALL = 1354 +BARRETT_UB = 335 +CALICO_960_UB = 69 +PSG1_UB = 334 +L85_UB = 331 +TAR21_UB = 332 +VAL_SILENT_UB = 333 +MICRO_UZI_UB = 330 +CALICO_950_UB = 67 +CALICO_900_UB = 68 + +;----------------------- +; Profiles +;----------------------- + +[Unfinished Business Profiles] + +MANUEL = 60 +BIGENS = 61 +JOHN_K = 62 +TEX = 64 +GASTON = 58 +STOGIE = 59 +JERRY = 76 +PGMALE4 = 57 +BETTY = 73 +RAUL = 74 +MORRIS = 75 +RUDY = 77 + diff --git a/Data-UB/binarydata/AIMBIOS.EDT b/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/AIMBIOS.EDT similarity index 83% rename from Data-UB/binarydata/AIMBIOS.EDT rename to Data-UB/AddOns/Data-UB-Vanilla/BinaryData/AIMBIOS.EDT index 28e26219a16321c61ddd23ae227aa8e596d48483..e7f0a059d7907c6ba0c64e396345a3531d3cd541 100644 GIT binary patch delta 8 PcmZoz!rX9=X~B8`5Q78P delta 5671 zcmb7|O>A6O8HP_>m!xe%8o5>|j`5gEEK;F~Pyv++MB}8jQ-Xy^psA2(W;`?Y#511h z{KTY-n=TLt6{O^d6`Mwa1*%ZhBC(*VR5ol;*HrQqb5O;OcE)6hG7SZnBaO@Bw}jlJ;^ZPm4W zHva9zQvCO^#|pOFiF6P;+8IlDH!*>3EwR0>zoR4?nu*>pV66XbQKRBGso&M!RKifD zAsUouX$P}vdLL*X+M!k&Iw`6`%h=S{CW_QVvXu^Vpe>6yJl2X8z;^t$B}#jT6*#bt zm<@62i@K2%@ru1-n!aehEt(xEP!ENCp@ohPPxRB(@}}Mi!bZ|?M~wPOu})Ia3R=`e zdmHKGR08qIQ2z(vi+ajIG9?P&BL{_0VDL0_;!^#QhX^n}8O5d7-izP-?Cb)nDqJPK zxi(W^`*C?R|MiZj3G_g6YT>)$gp;~DgBBMA9-fHciYSo>1@2V@w3cK@JOuXyy8z&Vdebio==p<_k#=BL9r&;8-QVbK(U2 zEelO{b(-*-a#fs0@{?`CU+l4lU6+!_Bq@IM`odu%rzpkx%6v+*zTVM=2mu^UT-5uv z&SN=p4V6KPa*l0B)V83N=rW42>6*^mC{Nojn_3wplp~9nAZH~^KPLg%ZHOA`%@6|` zjktVl`4~ZMr$Zw->vxNbYgTfQfalOVBXD1aRtW;QNF@@?y8}5EcLK=X?_WE9{!sCq z{Q^X2n<*NjWHaxZQXzYFzyA;7>)uFFyeK@NBO~2DAy+Vd_o)O6Y7r@qW(0|FyE++s z&uN|AT1erJ@9zFM-kdoS-~ZWc;lf0|<|L{~D5V3zBdt#q5E2Kk!Vk5nsmKBF+2{&7 ztda0d(IC}D4`32r;4v!Gw_AuHV-Xc8DO3j=1S0k_O2@Y(&^c{>+-Yr$d8 zEuzsCSJcNv#wR!|sAIKo(D_x|_ZNu!r^@%l8tS2bsFWnK!{>wsMUKWL{il`v`N{a_+kaG$zqGTq zPbs65j54C&il^JEWjz0HKXL}IIrkiD8j8CV=D6OrLUc8;|RA!{s!Z}F;8#@R3$6i*&TfdpR2A%sSeaCtlnVjR7?&V-!4F65Rq>mwM zO`fPyX-Ci0aCdI%IJ?vg_pcPq_#aIO@W+>%qS@NV39p(Gxd%~d5>Nbc;h{Yj#9Kdn zOVD~bzVXs*flyM?u(epXTEw|w5|~_702*g-GOg8S07y?)@S(|ax|K9}QB)LDPVH)y z)`FwUarI>ZPq?c!B1)5ud#>C#4{ACf!J$x!Z>XV>5ZrwZ;Ro zQA*Z3iN-Tkxz*ZpD9nWx1fHu*j{? zXv)OQd!Wd}{93t-plTd(tD{;qrACQ744whNuop#V#IB- zr)q%?loL`1Ezt@qh!qBcCbEH;RE1ucnvtqk-<&`6d12s#`1kqQ_>U8(G^iYX#=+`K zh;Nr}wFjFY2HI;D!c|$x5Z``qZV?sMwC_PD!=@a!FbMiJ&r+3eS9j zv*4UZ8_xk;!XJ=-;`*Ii8cJR-a^5t>IOCnP-IfZzKUUd*Z(L_xf715>DOFu?P&+qi z!xG54JNP8EltyOgOkHp8oIZIGlvXxdo$P#|z#!aB-OY?X2?Q{u2E7{pw0otvnDS;j z1^Sb5x+2wk@?%$&G_9<9EG>8i+iMoz11Es;me}f5i zXx>aJz-qhvNMm3zJauJ=8(L*#Evf8Vc0W8)^|fhSzxsHS!18hPf`-B>$l14i@F1;F z!jQ2SFu}G{x_qakM3N=`%;DH2KIJ{GA8Tih7IYKl;dU99>V|`6z-O4uBsnn*%1xcY zpmTcTdluRlv|s}emK7}F#Aw0|IcKZlu=N@Fs9*ZoAH&KrSB_w_%j8a03S(f05H4RR ILnpfYF;quVrT_o{ diff --git a/Data-UB/binarydata/MERCBIOS.EDT b/Data-UB/AddOns/Data-UB-Vanilla/BinaryData/MERCBIOS.EDT similarity index 100% rename from Data-UB/binarydata/MERCBIOS.EDT rename to Data-UB/AddOns/Data-UB-Vanilla/BinaryData/MERCBIOS.EDT diff --git a/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI b/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI new file mode 100644 index 000000000..3ccf033f0 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI @@ -0,0 +1,3450 @@ + +;****************************************************************************************************************************** +; Jagged Alliance 2 v1.13 +;****************************************************************************************************************************** + +; This file controls various settings which have been added to the game by the 1.13 mod. +; +; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate +; features unique to 1.13. +; +; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change +; something unless you know what you're doing, or are willing to experiment. +; +; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, +; and contains more detailed descriptions of each setting and its effect. +; +; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning +; when the game is started, but at worst a default value will be used instead of the wrong one. +; If any lines are removed from this file, the game will always use a default value. +; +; Adding new settings requires changing the game's code. +; +; +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! +;------------------------------------------------------------------------------------------------------------------------------ +;------------------------------------------------------------------------------------------------------------------------------ +; +; General Guidelines: +; +; PRICE_MODIFIER = 1-100 (Lower is better) +; +; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT +; +; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range +; +; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) +; +; MAX_STRATEGIC_TEAM_SIZE >= 20 +; +; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 +; +; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE +; +; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE +; +; _ELITE_BONUS = 1-100 (percentages) +; +;------------------------------------------------------------------------------------------------------------------------------ + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### +; # # ## # # # # # # # # # # # # ## # # # +; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # +; #### #### # # #### # # # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[System Limit Settings] + +;****************************************************************************************************************************** +; These settings control some program limits. +; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the max number of mercs and vehicles you can recruit. +; +; PLEASE NOTE: +; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! +; To load any "broken" savegames, simply revert to your original settings. +;------------------------------------------------------------------------------------------------------------------------------ + +; Player mercs, valid values 16 through 32, default is 24 +MAX_NUMBER_PLAYER_MERCS = 18 +; Player vehicles, valid values 2 through 6, default is 2 +MAX_NUMBER_PLAYER_VEHICLES = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 +MAX_NUMBER_ENEMIES_IN_TACTICAL = 20 +; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 +MAX_NUMBER_CREATURES_IN_TACTICAL = 20 +; Rebels (i.e., militia), valid values 16 through 64, default is 32 +MAX_NUMBER_MILITIA_IN_TACTICAL = 20 +; Civilians, valid values 16 through 40, default is 32 +MAX_NUMBER_CIVS_IN_TACTICAL = 32 + +;------------------------------------------------------------------------------------------------------------------------------ +; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 +; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. +; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together +; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon +; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE +; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than +; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. +; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE +; regardless of attachments. Values 0-32000, default is 9 +; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ITEM_SIZE = 34 +MAX_WEAPON_SIZE = 9 +OLD_INVENTORY_ITEM_NUMBER = 99 + +;------------------------------------------------------------------------------------------------------------------------------ +; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. +; This switch will do nothing if you play with OCTH. +; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) +; The switch and the old code will probably be removed in the future. +;------------------------------------------------------------------------------------------------------------------------------ +USE_NEW_CTH_CALCULATION = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Data File Settings] + +;****************************************************************************************************************************** +; These settings tell the game where it should get the data it needs for a few SPECIFIC features. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Difficulty-based PROF.DAT +; +; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". +; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty +; level of your current game. This allows using different character profiles depending on difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DIFFICULTY_BASED_PROF_DAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; PROFEX (profile externalization) +; +; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are +; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. +; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. +; If FALSE, reads profile data from PROF.DAT. +READ_PROFILE_DATA_FROM_XML = TRUE + +; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. +; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML +; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. +WRITE_PROFILE_DATA_TO_XML = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; 0 = Use default drop item system for enemies / militia. +; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, +; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). +; +; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file +; Must be TRUE if NUM_P_ITEMS (below) is > 3 +; If an xml file doesn't exist, setting the value to true will create one. +; Issues have been reported using big maps with this value set to TRUE +; Valid values = TRUE or FALSE, Default = FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +USE_XML_TILESETS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the number of PItem graphics files used by the game +; Requires using modified xml version of ja2set.dat for values > 3 +; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files +; Do not change this unless you are modding the game, or it will probably break everything! +; Issues have been reported using big maps with values > 3 +; Valid value range = 3-20, default = 3 +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_P_ITEMS = 3 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Recruitment Settings] + +;****************************************************************************************************************************** +; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; The following allow you to change how many and which slots from prof.dat are available for +; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other +; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice +; sets will work although the IMPs will be silent a lot of the time. +; +; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by +; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one +; male and one female slot available. +; +; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females +; slots 54-56) will be used instead. +;------------------------------------------------------------------------------------------------------------------------------ + +IMP_MALE_CHARACTER_COUNT = 4 +IMP_FEMALE_CHARACTER_COUNT = 3 + +IMP_MALE_1 = 51 +IMP_MALE_2 = 52 +IMP_MALE_3 = 53 +;UB-v1.13 +IMP_MALE_4 = 57 + +; The following are empty in standard JA2 1.13 but do not have full voice sets. +;IMP_MALE_4 = 169 +;IMP_MALE_5 = 65 +;IMP_MALE_6 = 71 +;IMP_MALE_7 = 163 +;IMP_MALE_8 = 164 + +IMP_FEMALE_1 = 54 +IMP_FEMALE_2 = 55 +IMP_FEMALE_3 = 56 + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with the I.M.P "personalized" merc generation. +;------------------------------------------------------------------------------------------------------------------------------ + +; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character +; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by +; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. +IMP_INITIAL_POINTS = 500 + +; How low any attribute can go before it drops straight to 0. +IMP_MIN_ATTRIBUTE = 35 + +; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. +IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 + +; How high any attribute can be increased. +IMP_MAX_ATTRIBUTE = 85 + +; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). +IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 + +; You get this many points for selecting a disability for your IMP. +IMP_BONUS_POINTS_FOR_DISABILITY = 0 + +; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. +IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25 + +; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. +; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. +EXPERTS_GET_DIFFERENT_CHOICES = FALSE + +; The financial cost of the created IMP character. +IMP_PROFILE_COST = 3000 + +; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated +; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) +DYNAMIC_IMP_PROFILE_COST = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The following values deal with M.E.R.C recruitment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. +MERC_WEBSITE_IMMEDIATELY_AVAILABLE = TRUE + +; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. +MERC_WEBSITE_ALL_MERCS_AVAILABLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). +; You can set how many mercs can die this way (in total) at each difficulty level. +;------------------------------------------------------------------------------------------------------------------------------ + +;Mercs can be on assignment? +; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign +; 1 = all mercs available at the start of the game, during the campaign they will go on assignment +; 2 = all mercs at your disposal. nobody goes on any other assignment than yours +MERCS_CAN_BE_ON_ASSIGNMENT = 0 + +;Can AIM/MERC mercs die while away on other assignments? +MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE + +;How many mercs can die at each difficulty level? +MAX_MERC_DEATHS_EASY = 1 +MAX_MERC_DEATHS_EXPERIENCED = 2 +MAX_MERC_DEATHS_EXPERT = 3 +MAX_MERC_DEATHS_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can +; only be recruited for a limited amount of time. +;------------------------------------------------------------------------------------------------------------------------------ + +SLAY_STAYS_FOREVER = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will +; comment on current situation from battlefield if able to (alive and well). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_SPECK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc +; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JOHN_KULBA_DELAY = 14 + +;------------------------------------------------------------------------------------------------------------------------------ +; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. +;------------------------------------------------------------------------------------------------------------------------------ + +RECRUITABLE_JA1_NATIVES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. +; Valid values are from 1 to 3 where: +; 1 = immediately after liberating Omerta +; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" +; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta +; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta +; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel +;------------------------------------------------------------------------------------------------------------------------------ + +EARLY_REBELS_RECRUITMENT = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_SKILLS_IN_HIRING_PAGE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? +; 0 = do not use random stats (JA2 vanilla setting) +; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values +; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" +; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level +; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) +; +; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. +; Valid +/- range (0-50) +; For example MERCS_RANDOM_STAT_RANGE = 10, +; Stat = 80 will random between 70-90 +; Stat = 95 will random between 90-100 due to 100 maximum limit +; Stat = 5 will random between 1-9 due to 1 minimum limit +; Stat = 0/1/100 will not random +; +; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. +; Valid +/- range (0-4) +; For example MERCS_RANDOM_EXP_RANGE = 2, +; Exp = 4 will random between 2-6 +; Exp = 8 will random between 7-9 due to 9 maximum limit +; Exp = 2 will random between 1-3 due to 1 minimum limit +; Exp = 1/9 will will not random +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_STATS = 0 +MERCS_RANDOM_STAT_RANGE = 10 +MERCS_RANDOM_EXP_RANGE = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) +; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_RANDOM_START_SALARY = FALSE +MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Financial Settings] + +;****************************************************************************************************************************** +; Use these settings to change the financial difficulty of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These are the Starting cash values for the various difficulties. +; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion) +; You can also set negative values here. +;------------------------------------------------------------------------------------------------------------------------------ + +STARTING_CASH_NOVICE = 45000 +STARTING_CASH_EXPERIENCED = 35000 +STARTING_CASH_EXPERT = 30000 +STARTING_CASH_INSANE = 15000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases or decreases (by percentage) the amount of cash that mines generate every day. +; +; 100% = normal JA2 profits. +; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. +; This value goes all the way up to 65535%, but that's not recommended. +;------------------------------------------------------------------------------------------------------------------------------ + +MINE_INCOME_PERCENTAGE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Increases the percentage that the merc salaries rise when they go one experience level up +; (hardcoded salary maximum 30k per day or 500k per one or two weeks) +; 0 = no raise +; 25 = default setting +; 100 = double salary every level up +;------------------------------------------------------------------------------------------------------------------------------ + +MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the ability to sell unneeded equipment to the locals. +; +; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. +; FALSE Turns off the option. +; +; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. +; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. +; Valid ranges for PRICE_MODIFIER are -1-100. +; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a +; larger modifier. +; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later +; in the game. +;------------------------------------------------------------------------------------------------------------------------------ + +SELL_ITEMS_WITH_ALT_LMB = FALSE +SELL_ITEMS_PRICE_MODIFIER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Various costs of training Militia. +;------------------------------------------------------------------------------------------------------------------------------ + +; Basic cost of training Militia (Green / Rookie) +MILITIA_BASE_TRAINING_COST = 750 + +; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). +MILITIA_COST_MULTIPLIER_REGULAR = 1 + +; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). +; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. +MILITIA_COST_MULTIPLIER_ELITE = 2 + +; Multiplier for the price of training Mobile Militia. +MILITIA_COST_MULTIPLIER_MOBILE = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Daily prices for maintaining one militiaman of each type. +; +; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia +; will leave your service. +; +; Only militia who have been in your service for 24 hours are paid! +;------------------------------------------------------------------------------------------------------------------------------ + +DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0 +DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0 +DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0 +DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0 +DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0 +DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the cost of helicopter movement PER SECTOR. +;------------------------------------------------------------------------------------------------------------------------------ + +;Cost for moving through sectors that are free of enemy SAM Site control. +HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 + +;Cost for moving through sectors that are being controlled by an enemy SAM Site. +HELICOPTER_BASE_COST_PER_RED_TILE = 1000 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Troubleshooting Settings] + +;****************************************************************************************************************************** +; Use these settings to possibly prevent lock-ups and crashes. +; This section also contains some error-reporting settings. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Time in seconds for DeadLock delay, default 30. +; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). +; Do not set this too low, or it may cause enemies to become useless! +;------------------------------------------------------------------------------------------------------------------------------ + +DEAD_LOCK_DELAY = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Automatically save the game every N GAME-hours. 0 = disable. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTO_SAVE_EVERY_N_HOURS = 0 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Graphics Settings] + +;****************************************************************************************************************************** +; Change basic video/graphics settings. +; These settings do not affect gameplay at all, only the visual aspect of the game. +;****************************************************************************************************************************** + +; If disabled the game will run faster. +VERTICAL_SYNC = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls animation speed for faster movements in battle +; 1.0 = normal +; 0 = max speed +; Range: 0-1.0 (fractions are allowed) +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_TURN_SPEED_UP_FACTOR = 1.0 +ENEMY_TURN_SPEED_UP_FACTOR = 1.0 +CREATURE_TURN_SPEED_UP_FACTOR = 1.0 +MILITIA_TURN_SPEED_UP_FACTOR = 1.0 +CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the game use the externalized sector loadscreens? +; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. +; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_EXTERNALIZED_LOADSCREENS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Show hints on the loadscreen? +; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_LOADSCREENHINTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. +; The delay will only be used if USE_LOADSCREENHINTS = TRUE +;------------------------------------------------------------------------------------------------------------------------------ + +ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +;New Starting Gear Interface +;This will enable the 21 item view in the AIM page and the possibility to select gearkits +;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) +;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_STARTING_GEAR_INTERFACE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Should the queen's army avoid recruiting Female soldiers? +; If set to TRUE, female enemies will only occur as Elites in the army. +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; New thin progress bar in tactical interface for turns is drawn instead of the default one. +;------------------------------------------------------------------------------------------------------------------------------ +SMALL_SIZE_PB = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Sound Settings] + +;****************************************************************************************************************************** +; Change the volume and behavior of sounds in JA2 1.13. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change to increase volume for weapon sounds +; Range: 0-100% +; 0 = no change +; 100 = max volume +;------------------------------------------------------------------------------------------------------------------------------ + +WEAPON_SOUND_EFFECTS_VOLUME = 0 + + + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # ## # # # +; # #### # # # # #### # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # +; # # # #### # ### #### # # #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in the TACTICAL screen. +; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of +; combat (when all enemies are dead). +; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. +;------------------------------------------------------------------------------------------------------------------------------ + +REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This section controls the behavior of the "SHIFT + F" hotkey. +; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. +;------------------------------------------------------------------------------------------------------------------------------ + +; Set this to false to keep weapons loaded. +; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. +SHIFT_F_UNLOAD_WEAPONS = FALSE + +; Set this to false to keep item attachments. +; Unseparable attachments will not be removed. +SHIFT_F_REMOVE_ATTACHMENTS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". +; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses +; he's got during the day. +; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +SMART_GOGGLE_SWAP = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. +; When FALSE, these hotkeys will only swap goggles for the currently selected squad. +;------------------------------------------------------------------------------------------------------------------------------ + +GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. +; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking +; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting +; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. +; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. +;------------------------------------------------------------------------------------------------------------------------------ + +MINES_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ITEMS_SPOTTED_NO_TALK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. +; This setting does not affect leaving sectors on map edges +;------------------------------------------------------------------------------------------------------------------------------ + +GRID_EXIT_IN_TURNBASED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. +; If set to "FALSE", the mercs will not stand up after the battle. +;------------------------------------------------------------------------------------------------------------------------------ + +STAND_UP_AFTER_BATTLE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable the ability to give commands to Militia during TACTICAL mode. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TACTICAL_MILITIA_COMMAND = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Use the Enhanced Description Box instead of the old one? +; 0 = Both Strategic and Tactical +; 1 = Strategic only +; 2 = Tactical only +; Use the in-game Options Menu to turn the E.D.B on and off. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_ENHANCED_DESCRIPTION_BOX = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Toggles new targeting cursors for Burst and Autofire. +; 0 = No new targeting cursors. +; 1 = New Burst and Autofire targeting cursors +; 2 = New Burst targeting cursor only +; 3 = New Autofire targeting cursor only +;------------------------------------------------------------------------------------------------------------------------------ + +USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on +; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our +; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained +; character will see the exact results. +;------------------------------------------------------------------------------------------------------------------------------ + +INACCURATE_CTH_READOUT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's +; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets +; left is completely hidden. +; Increasing this value will make it harder to give an accurate bullet count during battle. +; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is +; displayed as normal. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_BULLET_COUNT_INTENSITY = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. +; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_MESSAGES_IN_TACTICAL = 6 + +;------------------------------------------------------------------------------------------------------------------------------ +; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). +; 0 = Data\Interface\PORTRAITICONS_A.STI +; 1 = Data\Interface\PORTRAITICONS_B.STI +; 2 = Data\Interface\PORTRAITICONS_C.STI +; 3 = Data\Interface\PORTRAITICONS_D.STI +;------------------------------------------------------------------------------------------------------------------------------ + +TACTICAL_FACE_ICON_STYLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see camouflaged portraits of your merc if they were any camo. +; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_CAMOUFLAGE_FACES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you do not see the health text when hovering the mouse over an enemy / creature. +;------------------------------------------------------------------------------------------------------------------------------ + +HIDE_ENEMY_HEALTH_TEXT = FALSE +;------------------------------------------------------------------------------------------------------------------------------ +; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOW_HEALTHBARSOVERHEAD = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; How should the game display the enemy hit counter? +; 0 = Show damage inflicted as used to +; 1 = Show "?" as indicator if you scored a hit +; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_HIT_COUNT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 10000 +; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it +; takes 3-4 hits to take all the breath away. +;------------------------------------------------------------------------------------------------------------------------------ + +STAMINA_HIT = 10000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, +; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes +; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button +; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_EXT_MOUSE_KEYS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Alternative aiming-levels for targets. +;------------------------------------------------------------------------------------------------------------------------------ + +ALT_AIMING_ENABLED = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; The merc can now perform aimed burst fire and aimed auto fire. +; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply +; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. +; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_AIMED_BURST = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. +; 2 is an optimal recommended value. +;------------------------------------------------------------------------------------------------------------------------------ + +AIMING_BURST_PENALTY = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: TRUE +; Disable visibility of enemy, if they see militia but don't see our mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to +; make it lower for silencer and to make it higher for suppressor. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WEAR_SUPPRESSOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Unnamed civils don't make much actions when you fire. For faster civils turns. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_LAZY_CIVILIANS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 100 +; Chance to say annoying phrase. +; 1. when merc see item. +; 2. when battle turns to real time +; 3. when merc see enemy +; 4. approve action +;------------------------------------------------------------------------------------------------------------------------------ + +CHANCE_SAY_ANNOYING_PHRASE = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: FALSE +; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) +; he turn on RED ALERT alarm. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AI_TACTICAL = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 3 +; Penalty (in %) on tile when you shot in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_PENALTY = 3 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 2 +; Modifer of damage when hit in head (for enemy and mercs). +;------------------------------------------------------------------------------------------------------------------------------ + +SHOT_HEAD_DIVISOR = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Default: 0 +; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. +;------------------------------------------------------------------------------------------------------------------------------ + +SHOOT_UNSEEN_PENALTY = 100 + +; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) +; This saves AP if we decide to immediately continue moving to another location. +NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Difficulty Settings] + +;****************************************************************************************************************************** +; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus APs for Enemy Soldiers: +; Number of extra APs for enemy troops at the various difficulty levels. +; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100). +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_AP_BONUS_NOVICE = 0 +ENEMY_AP_BONUS_EXPERIENCED = 0 +ENEMY_AP_BONUS_EXPERT = 0 +ENEMY_AP_BONUS_INSANE = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Bonus for the player's mercs +; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. +; Do not set this higher than 50. +;------------------------------------------------------------------------------------------------------------------------------ + +PLAYER_AP_BONUS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy CtH bonus +; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. +; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the +; current shot, he has 60% instead). +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual increase +ADMIN_CTH_BONUS_PERCENT = 0 +REGULAR_CTH_BONUS_PERCENT = 0 +ELITE_CTH_BONUS_PERCENT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy damage resistance bonus +; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and +; punches will be reduced by as many percent as you set here. +; The setting also reduce the breath (aka energy) damage inflicted. +; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) +;------------------------------------------------------------------------------------------------------------------------------ + +; values represent percentual reduction +ADMIN_DAMAGE_RESISTANCE = 0 +REGULAR_DAMAGE_RESISTANCE = 0 +ELITE_DAMAGE_RESISTANCE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These options determine if the game skill traits should be also available to enemies or militia +; +; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy +; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). +; The actual chance the enemies/militia will gain a skill trait is based on: +; 1) Type of soldier (admin/regular/elite) +; 2) Current game progress +; 3) Special equipment (for certain traits only) +; 4) ASSIGNED_SKILL_TRAITS_RARITY setting +; 5) Random factor +; +; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they +; will be more efficient with their weapons +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE +ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. +; You can enter values from -100 to 100. +; Negative values represent lesser chance of assigning traits to non-merc soldiers. +; Possitive values represent bigger chance for traits to appear. +; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) +;------------------------------------------------------------------------------------------------------------------------------ + +ASSIGNED_SKILL_TRAITS_RARITY = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether militia can drop their equipment when they die, like enemies do. +; +; 0 = JA2 Default. Militia can't drop any equipment. +; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) +; 2 = Militia can drop their equipment regardless of who killed them. +; +; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When +; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly +; (or none at all). +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_DROP_EQUIPMENT = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as +; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. +;------------------------------------------------------------------------------------------------------------------------------ + +CIVILIANS_DROP_ALL = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the +; number of "sub-points" you need to acquire to gain a new level. +; +; JA2 defaults are: +; Skills: 25 Sub-Points to advance +; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. +; Attribs: 50 Sub-Points to advance +; Includes Health, Strength, Wisdom, Dexterity, and Agility. +; ExpLevel: 350 Sub-Points (times the current experience level) to advance. +; +; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. +; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! +; +; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear +; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new +; campaign, or suffer(??) the consequences!! +;------------------------------------------------------------------------------------------------------------------------------ + +; Attributes +HEALTH_SUBPOINTS_TO_IMPROVE = 50 +STRENGTH_SUBPOINTS_TO_IMPROVE = 50 +WISDOM_SUBPOINTS_TO_IMPROVE = 50 +DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 +AGILITY_SUBPOINTS_TO_IMPROVE = 50 +; Skills +MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 +MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 +EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 +MEDICAL_SUBPOINTS_TO_IMPROVE = 25 +LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 +; Experience +LEVEL_SUBPOINTS_TO_IMPROVE = 350 + +;------------------------------------------------------------------------------------------------------------------------------ +; Real Time Sneaking Setting +; +; While observing enemies in real time, the player may enter turn-based at will. +; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, +; inactive if RT sneaking is disabled. +; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. +; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - +; turn-based will continue until the player no longer sees any enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; If TRUE, disables some potentially annoying messages during real-time sneaking mode +QUIET_REAL_TIME_SNEAK = FALSE + +; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. +NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. +; +; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. +; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. +; 1 = Both options on. +; +; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. +; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no +; one else will accidentally step on that mine. +;------------------------------------------------------------------------------------------------------------------------------ + +MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Civilian/Militia hostility settings. +; +; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the +; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". +;------------------------------------------------------------------------------------------------------------------------------ + +; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. +; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. +CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE + +; 0 = Militia will never become hostile to you, no matter what you do to them. +; 1 = Militia will only become hostile to you if you kill one of them. +; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. +CAN_MILITIA_BECOME_HOSTILE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Mercs strength during autoresolve. +; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more +; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit +; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player +; would be much more capable of surviving and killing. +;------------------------------------------------------------------------------------------------------------------------------ + +MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 +MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Ambushes +; This setting allows a chance an enemy group ambush player's squad. +; The chance is based on many factors: +; * Game difficulty. +; * Whether you know if the enemy is there or not. +; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). +; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs +; mean higher chance). +; * Highest level amongst the mercs in your squad. +; * Some other small circumstances. +; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER + +; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. +; If you like to play vanilla JA2 style, set this to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE + +; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) +; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) +ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; With this option, you can make the special NPCs in game tougher. +; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. +; The value gives them following bonuses: +; 1) APs bonus (+ value/4 APs) +; 2) CtH bonus (actual CtH = (CtH * value/100)) +; 3) Damage resistance (+ value/2 %) +; 4) Breath(energy) damage resistance (+ value %) +; 5) They are worth more experiences for mercs if killed +; +; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they +; are special. +; The setting can be from 0 to 200. (+-100 is recommended for good effect.) +;------------------------------------------------------------------------------------------------------------------------------ + +SPECIAL_NPCS_STRONGER = 0 + +; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them +ASSASSINS_DISGUISED = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy Assassins +; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait +; new trait system is required for this, and new inventory is system is heavily advised +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE: assassins can appear +ENEMY_ASSASSINS = FALSE + +; minimum progress required for assassins to appear +ASSASSIN_MINIMUM_PROGRESS = 20 + +; assassins can only spawn if at least x militia are in sector +ASSASSIN_MINIMUM_MILITIA = 10 + +; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the +; sector, there is a 10% chance of assassins showing up +; 200 means that the chance is 20%, 50 means 5%, and so on +ASSASSIN_PROPABILITY_MODIFIER = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Vision Settings] + +;****************************************************************************************************************************** +; These settings change the sight distance of all characters in the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Base sight range for every person in the game. This value is automatically multiplied by 2! +; JA2 Default is 13. +; Range: 0-255 +;------------------------------------------------------------------------------------------------------------------------------ + +BASE_SIGHT_RANGE = 13 + +;------------------------------------------------------------------------------------------------------------------------------ +;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest +;Important points: +;3: normal day +;8: mid dawn +;12: normal night time +;values are in percent +;Range: 1-100 +;------------------------------------------------------------------------------------------------------------------------------ + +BRIGHTNESS_MOD_0 = 80 +BRIGHTNESS_MOD_1 = 86 +BRIGHTNESS_MOD_2 = 93 +BRIGHTNESS_MOD_3 = 100 +BRIGHTNESS_MOD_4 = 94 +BRIGHTNESS_MOD_5 = 88 +BRIGHTNESS_MOD_6 = 82 +BRIGHTNESS_MOD_7 = 76 +BRIGHTNESS_MOD_8 = 70 +BRIGHTNESS_MOD_9 = 64 +BRIGHTNESS_MOD_10 = 58 +BRIGHTNESS_MOD_11 = 51 +BRIGHTNESS_MOD_12 = 43 +BRIGHTNESS_MOD_13 = 30 +BRIGHTNESS_MOD_14 = 17 +BRIGHTNESS_MOD_15 = 9 + +;------------------------------------------------------------------------------------------------------------------------------ +; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. +; Some scopes and headgear may make vision even narrower. +; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_TUNNEL_VISION = FALSE + + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Tooltip Settings] + +;****************************************************************************************************************************** +; In this section you can set details about enemy tooltips. +; Tooltips can be enabled/disabled in the Option Screen. +; To display the tooltip move the mouse over the enemy and press ALT. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum amount of information that soldier tooltips will display +; 1 = Limited - are they wearing any armor (but not where), general type of weapon +; (but no mention of attachments), do they have a gas mask or NVG. +; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon +; and visible weapon attachments, do they have a gas mask or NVG. +; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. +; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIER_TOOLTIP_DETAIL_LEVEL = 0 + +; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, +; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. +DYNAMIC_SOLDIER_TOOLTIPS = FALSE + +; Enable/disable individual lines of information within the tooltip +; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line +; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines + +; Location, Distance +SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE +; Behavior, Condition +SOLDIER_TOOLTIP_DISPLAY_ID = FALSE +SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE +SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE +SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE +SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE +; Armor, Headgear +SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE +SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE +SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE +; Weapons +SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE +; Inventory +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; ULTRA DYNAMIC TOOLTIPS +;------------------------------------------------------------------------------------------------------------------------------ + +; Override the distance at which tooltips can be seen? +ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE + +; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) +DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 + +; Change the amount of details received in the tooltip, based on your range to that enemy? +ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Gameplay Settings] + +;****************************************************************************************************************************** +; These settings change the rules of the game in TACTICAL mode. +; They affect all characters (friend and foe) equally! +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow walking and sidesteps with raised weapons? +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Alternative Weapon Holding settings +;------------------------------------------------------------------------------------------------------------------------------ + +; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and +; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). +; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and +; no use of scopes. +; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and +; here is explanation of each: +; 0 - Turned off entirely. +; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. +; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels +; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed +; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire +; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). +; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to +; the standard holding before the shot. +; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol +; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you +; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this +; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. +; Of course, Scope Modes has to be allowed for this to work (they are as default). +; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish +; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. +; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing +; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. +; +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0 + +; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on +; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with +; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. +; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) +; +RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 + +; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. +; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like +; semi-raised gun (quarter-raised by now actullay). +; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). +; +RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 + +; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here +; means -10% APs to shoot from hip / one-handed grip. +; +FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 + +; The base (N)CtH penalty when firing from alternative weapon holding. +CTH_PENALTY_FROM_ALTWEAPHOLD = 30 + +; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. (This modifier is DOUBLED under NCTH, +AIMING_PENALY_FROM_ALTWEAPHOLD = 30 + +; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming +; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). +AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; + + +;------------------------------------------------------------------------------------------------------------------------------ +; Weapon resting features +;------------------------------------------------------------------------------------------------------------------------------ + +; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? +; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. +WEAPON_RESTING = FALSE + +; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still +; unfamiliar with the feature) +WEAPON_RESTING_DISPLAY = FALSE + +; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. +; Value Range: 0 - 100. +WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Scope modes +;------------------------------------------------------------------------------------------------------------------------------ + +; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) +USE_SCOPE_MODES = FALSE + +; Allow display of scope modes on weapons in tactical +DISPLAY_SCOPE_MODES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; external feeding +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself +EXTERNAL_FEEDING = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the grid number for the initial merc arrival location. +; The JA2 default grid number is 4870 (Sector A9 Omerta). +;------------------------------------------------------------------------------------------------------------------------------ + +INITIAL_MERC_ARRIVAL_LOCATION = 15427 + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. +; +; Maximum and minimum values go from 0 to 100. +; The "DIVISOR" only works when the minimum is set to 0. +; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random +; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor +; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. +; +; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. +; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every +; 100. +; With Divisor 2, we get a 1/200 ratio. +; With Divisor 10, we get a 1/1000 ratio. And so on. +;------------------------------------------------------------------------------------------------------------------------------ + +MAXIMUM_POSSIBLE_CTH = 99 +MINIMUM_POSSIBLE_CTH = 1 +MINIMUM_CTH_DIVISOR = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; The next three settings control realistic tracer fire. +; +; REALISTIC_TRACERS: Toggle Realistic Tracers. +; 0 = off (regular tracers). +; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. +; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction +; +; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. +; 0 = no tracers. +; 1 = every bullet is a tracer. +; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. +; +; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire +; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but +; seriously, keep it around 20, willya? +; +; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. +; +;------------------------------------------------------------------------------------------------------------------------------ + +REALISTIC_TRACERS = 0 +NUM_BULLETS_PER_TRACER = 1 +CTH_BUMP_PER_TRACER = 0 +MIN_RANGE_FOR_TRACER = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to +; the target. The further you are away from the target, the lower that cap will be. +; Increase this value to increase the importance of range in this calculation. +; +; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. +;------------------------------------------------------------------------------------------------------------------------------ + +RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) +; +; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. +; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). +;------------------------------------------------------------------------------------------------------------------------------ + +INCREASE_AIMING_COSTS = FALSE + +; Divisor of the gun's "READY" cost that is added to the the first aiming level. +; 0 = No extra cost. +FIRST_AIM_READY_COST_DIVISOR = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value +; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla +; style) +; +; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As +; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result +; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system +; which results in a flat -2CTH against only the first rounds penalty +; +; Valid range: 0 - 10 +;------------------------------------------------------------------------------------------------------------------------------ +AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic setting to allow more than 4 aiming clicks for any gun +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_EXTRA_AIM_LEVELS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. +; +; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, +; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach +; 8 aiming levels. +; +; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). +; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AIMING_LIMITS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to "TRUE", the AIM Levels you can spend depends on the distance. +; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). +; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). +; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: +; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE +; Reasonable values include 10 and BASE_SIGHT_RANGE (13). +;------------------------------------------------------------------------------------------------------------------------------ + +AIM_LEVELS_COMPATIBILITY_OPTION = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These values determine to what group a scope belongs to. +; Scopes are separated in groups by the aimbonus they give per click. +; +; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. +; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. +; Anything lower than a medium scope will get a maximum of 5 aimclicks. +; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. +; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. +; You don't need to change this unless you change the aiming bonus that scopes give. +;------------------------------------------------------------------------------------------------------------------------------ + +; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) +VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 + +; From what aiming bonus a scope is considered high power (Battle Scope 7x) +HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 + +; From what aiming bonus a scope is considered medium power (ACOG 4x) +MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 + +;------------------------------------------------------------------------------------------------------------------------------ +; These control the AIs willingness to assign a soldier as a Sniper +; +; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. +; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using +; a sniper rifle. +; +; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". +; +; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +; +; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming +; other criteria are met. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SNIPER_RESTRICT_TO_ELITE = TRUE +AI_SNIPER_MIN_RANGE = 40 +AI_SNIPER_CHANCE = 30 +AI_SNIPER_CHANCE_WITH_SR = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Firing at moving targets. +; +; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number +; of tiles this target has moved since the beginning of their current turn. +; Use these settings to change the severity of this effect. +;------------------------------------------------------------------------------------------------------------------------------ + +; How much CTH is lost when firing at a target, for each tile the target has moved so far? +CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 + +; How much CTH can be lost in total due to the movement of your target? +MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 + +;------------------------------------------------------------------------------------------------------------------------------ +; Add extra effects to critical hits. +; +; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause +; attribute loss. +; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. +;------------------------------------------------------------------------------------------------------------------------------ + +; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness +; is also proportional to damage. +; 0 = Disabled. +; 100 = Always. +CHANCE_BLINDED_BY_HEADSHOT = 0 + +; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. +CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can jump through open windows by pressing Shift + j. +; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and +; there has to be a free tile next to the window (the landing tile). +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_JUMP_THROUGH_WINDOWS = FALSE + +; allows jumping through closed windows, smashing them while jumping +CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. +;------------------------------------------------------------------------------------------------------------------------------ + +CAN_CLIMB_ON_WALLS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. +; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. +;------------------------------------------------------------------------------------------------------------------------------ + +INDIVIDUAL_ENEMY_RANK = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. +;------------------------------------------------------------------------------------------------------------------------------ +INDIVIDUAL_CIVILIAN_NAMES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. +; In the xml, one can specify name/bodytype/hair/skin/traits +; If selected, the game will select a newly created soldier's data from these profiles randomly +;------------------------------------------------------------------------------------------------------------------------------ +SOLDIER_PROFILES_ENEMY = FALSE +SOLDIER_PROFILES_MILITIA = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use +; the rag to completely erase the camo. +; This is important for Camouflaged/Ranger traits. +;------------------------------------------------------------------------------------------------------------------------------ + +CAMO_REMOVING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enhanced Close Combat System +; +; This option generally improves many things around the game's close combat system, like: +; +; * HtH hit to head deal more damage but has lesser chance to hit. +; * HtH hit to legs do half damage but has much better chance to hit. +; * HtH damage on lying enemies increased. +; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. +; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists +; perform their spinning kick then. +; * Attributes used for HtH attacks or stealing slightly tweaked. +; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) +; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now +; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to +; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a +; message occures that you haven't taken all you wanted. +; * Several minor tweaks included. +;------------------------------------------------------------------------------------------------------------------------------ + +ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of +; experience points. This amount is counted as times . Setting this to zero +; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. +; +; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice +; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, +; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort +; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) +;------------------------------------------------------------------------------------------------------------------------------ + +AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings +; True = enabled, they always have all three items +; False = disabled, classic behaviour +;------------------------------------------------------------------------------------------------------------------------------ + +SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Improved Interrupt System (IIS) +; (Enable IIS on gamestart screen.) +; +; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get +; interrupts more frequent) +BASIC_PERCENTAGE_APS_REGISTERED = 60 + +; Percent added to basic percentage per soldier's experience level +; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, +; which is further adjusted by range to target) +PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 + +; A value controlling how often an interrupt can be triggered, lower = more interrupts +; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries +; and such though) +BASIC_REACTION_TIME_LENGTH = 25 + +; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats +; exp level and such +ALLOW_COLLECTIVE_INTERRUPTS = TRUE + +; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) +ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +;Should the Robot be exempt from paying AP-to-Ready? +ROBOT_NO_READYTIME = FALSE + + +;------------------------------------------------------------------------------------------------------------------------------ +; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about +; being spotted, to compensate it a marker and enemy quote is implemented. +; This setting can be 0 or 1 or 2. +; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before +; 1 = enemies will not do that +; 2 = enemies will only TURN towards our direction, and NOT raise their weapon +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Energy cost on weapon manipulation +; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. +; Weapon weight: +; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, +; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), +; as those are more likely adviced to be fired from hip (LMGs) or on bipod. +; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. +; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_WEIGHT = 0 + +; Weapon recoil kick: +; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). +; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. +; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force +; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when +; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may +; (should) consider firing from hip as a more beneficial stance for it. +; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. +; 0 = disabled. 100 = default. Max is 250 (rather excessive). +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0 + +; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such +; NPCs are not required to be in CIV_TEAM anymore. +ALL_NAMED_NPCS_DECIDE_ACTION = FALSE + +; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious +ACCESS_OTHER_MERC_INVENTORIES = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Cover System Settings] + +;****************************************************************************************************************************** +; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. +;****************************************************************************************************************************** + +; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. +COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 + +; This tell how much a stealth value of 100 will decrese the sight range of an enemy. +; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. +COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 + +; This is similar to STEALTH_EFFECTIVENESS. +; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. +COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 + +; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. +COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 + +; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, +; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. +COVER_SYSTEM_LBE_EFFECTIVENESS = 20 + +; Running around crazy will give you a penalty of up to 50% (default). +COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 + +; The cover system automaticly calculates how dense an object it. +; This will tell you how much percent of vision should be decreased if the object is 100% dense, +; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). +; If you put it to a realistic setting, where solid stuff always blocks enemy views, +; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. +COVER_SYSTEM_TREE_EFFECTIVENESS = 15 + +; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. +; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. +COVER_SYSTEM_UPDATE_DELAY = 500 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Suppression Fire Settings] + +;****************************************************************************************************************************** +; These settings control the behavior of Suppression Fire, its severity, and its side-effects. +; +; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought +; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! +; +; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. +;****************************************************************************************************************************** + +;****************************************************************************************************************************** +; SUPPRESSION BASICS +; +; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. +; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. +; +; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, +; and morale loss. This value is based on the character's Experience and Morale, among other things. +; +; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing +; his Chance-to-Hit considerably. It also makes the character harder to hit himself. +; +; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! +; +; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. +; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression +; fire, it means that the character is useless of a whole turn and can be assaulted safely. +; +; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are +; hiding. +; Note that they will try to do the same thing to you! +;****************************************************************************************************************************** + + +;------------------------------------------------------------------------------------------------------------------------------ +; Controls how powerful suppression fire is. +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, +; not instead +; +; 0 = JA2 Default: Suppression is DISABLED. +; 100 = Suppression is fully activated. +; +; This value can be raised to 65535... But don't. Values over 200 are already excessive. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_EFFECTIVENESS_PLAYER = 0 +SUPPRESSION_EFFECTIVENESS_AI = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Minimum and Maximum amount of Suppression Tolerance a character can have. +; +; NOTE: You'll cause problems if you set MIN to a value greater then MAX +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_TOLERANCE_MAX = 24 +SUPPRESSION_TOLERANCE_MIN = 1 + +; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. +NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE + +; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. +TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; This controls how much Suppression Shock is taken when under fire. +; +; 100 is the "normal" effect. +; Range is 0 (no suppression shock) to 65535 (65535% effect). +; 200 is a LOT. +;------------------------------------------------------------------------------------------------------------------------------ + +SUPPRESSION_SHOCK_INTENSITY = 0 + +; The maximum number of Shock points a character can have. +MAX_SUPPRESSION_SHOCK = 5 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shocked Target CTH Penalty +; +; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). +; Use these settings to change the CTH penalty for shooting at such targets. +;------------------------------------------------------------------------------------------------------------------------------ + +; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. +CTH_PENALTY_PER_TARGET_SHOCK = 0 + +; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! +MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 + +; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. +CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 +CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 +CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 + +; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop. +MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Shock Effects +; +; A Shocked character becomes less useful, primarily losing CTH on all his attacks. +; Use these settings to enable further effects from being shocked. +;------------------------------------------------------------------------------------------------------------------------------ + +; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. +; 0 = No limit. +MAX_CTH_PENALTY_FROM_SHOCK = 0 + +; Vision loss due to Suppression Shock. +; 0 = No vision loss. +; 2 = Vision range reduced proportionally to shock. +; 3 = Tunnel Vision increased proportionally to shock. +; 1 = Both options enabled. +SHOCK_REDUCES_SIGHTRANGE = 0 + +; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes +; the character considerably less resistance to further suppression fire, until the shock can clear away. +COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon +; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid +; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every +; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. +;------------------------------------------------------------------------------------------------------------------------------ + +AI_SUPPRESS_MIN_MAG_SIZE = 30 +AI_SUPPRESS_MIN_AMMO_REMAINING = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Explosive Suppression +; +; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause +; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range +; of the explosion itself! +; 0 = disabled. +; 100 = "normal" effect. +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Other settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". +NOTIFY_WHEN_PINNED_DOWN = FALSE + +; Minimum distance at which friendly characters become suppressed their own forces. +MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weather Settings] + +;****************************************************************************************************************************** +; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy +; positions. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Rain settings +; +; (For slow CPUs, you may want to disable rain entirely. +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable rain appearing in the game. +ALLOW_RAIN = FALSE + +; Chance of rain to be triggered once per day. +RAIN_CHANCE_PER_DAY = 0 + +; Minimum/Maximum length of rain. +RAIN_MIN_LENGTH_IN_MINUTES = 60 +RAIN_MAX_LENGTH_IN_MINUTES = 300 + +; For slow CPUs decrease the MAX_RAIN_DROPS. +MAX_RAIN_DROPS = 80 + +; Controls how rain affects visual distance +; Range: 0-100% +; 0% = Rain doesn't decrease sightrange. +; 100% = Can't see anything in the rain. +VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 + +; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. +WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 + +; Reduction of the speed of regaining your breath (stamina) when it is raining. +BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1 + + +;------------------------------------------------------------------------------------------------------------------------------ +; Lightning settings +; +; (ALLOW_RAIN must be set to TRUE for this to work.) +;------------------------------------------------------------------------------------------------------------------------------ + +; Enable/Disable lightning occuring during rain. +ALLOW_LIGHTNING = FALSE + +; Minimum/Maximum intervals between lightning in real time mode. +MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 +MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 + +; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) +MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 +MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 + +; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. +DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 + +; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). +CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Weapon Overheating Settings] + +;****************************************************************************************************************************** +; In this section you can modify global settings for weapon overheating. +;****************************************************************************************************************************** + +; Should a 'thermometer' for guns and replacable barrels be displayed? +OVERHEATING_DISPLAY_THERMOMETER = FALSE + +; Starting amount of red colour in the temperature bar. Must be in [0, 255] +OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 + +; If a barrel is not in someone's inventory, it cools down a little bit better. +OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 + +; with this value one can increase or lower the temperature generated by all guns. Values from 0.1 to 10.0 +OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER = 1.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Zombie Settings] + +;****************************************************************************************************************************** +; In this section you can specify how the dead will raise from their graves. +;****************************************************************************************************************************** + +; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there +; is still room for more zombies in the sector)? +; 0 - Every corpse spawns a zombie once +; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... +; 2 - It is randomly decided if a corpse can rise +; 3 - A corpse spawns a zombie once, after that it's random +ZOMBIE_RISE_BEHAVIOUR = 0 + +; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should +; every zombie rise individually (FALSE)? +ZOMBIE_SPAWN_WAVES = FALSE + +; How often are waves of zombies created? 0 means never, 100 means whenever possible +ZOMBIE_RISE_WAVE_FREQUENCY = 60 + +; Can zombies climb roofs? +ZOMBIE_CAN_CLIMB = TRUE + +; Can zombies jump through windows? +ZOMBIE_CAN_JUMP_WINDOWS = FALSE + +; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch +; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) +; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. +; This still results in deadlocks! +ZOMBIE_EXPLODING_CIVS = TRUE + +; Damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_DAMAGE_RESISTANCE = 0 + +; Breath damage is reduced by this percentage. Valid values from -50 to 95 +ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 + +; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though +ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE + +; Zombie difficulty level, determines hitpoints, stats and skills +; 1 - Night of the Living Dead +; 2 - Dawn of the Dead +; 3 - Resident Evil +; 4 - 28 Days later +ZOMBIE_DIFFICULTY_LEVEL = 3 + +; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from +ZOMBIE_RISE_WITH_ARMOUR = FALSE + +; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. +; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Poison Settings] + +;****************************************************************************************************************************** +; In this section you can specify the new poison system +;****************************************************************************************************************************** + +; The poison system is a new feature that gives a bit of variation to the life and damage system. +; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives +; poison damage, he not only looses life, he also gains a poison point. +; The basic consequences are: +; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional +; poison points +; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he +; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. +; The lost point will be bandaged, so you do not have to immediately bandage it. +; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. +; We require immediate medical assistance, or we will die! +; Yes, it is possible to die this way. +; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new +; action automatically performed by your doctors and the hospital, if the merc is their patient. +; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). +; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. + +; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 +POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 + +; A multiplicator that determines how many heal points are needed to cure one point of poison +POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 + +; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 +ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 + +; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). +; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier +; valid values from 1.0 to 10.0, 4.0 is recommended +POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Food Settings] + +;****************************************************************************************************************************** +; In this section you can specify the food system +;****************************************************************************************************************************** + +; Your team needs water food, otherwise they'll starve... +; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food +; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) +; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: +; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) +; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep +; - breath regenerates slower +; - his performance on assignments (training milita, doctoring, repairing...) is worse +; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! +; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) + +; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 +FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 +FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 + +; The digestion value is modfied with the number corresponding to your current activity +FOOD_DIGESTION_SLEEP = 0.6 +FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 +FOOD_DIGESTION_TRAVEL = 1.5 +FOOD_DIGESTION_ASSIGNMENT = 0.9 +FOOD_DIGESTION_ONDUTY = 1.0 +FOOD_DIGESTION_COMBAT = 2.0 + +; allow decay of food in every sector? +FOOD_DECAY_IN_SECTORS = TRUE +; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 +FOOD_DECAY_MODIFICATOR = 1.0 + +; maximum amount of food poisoning one can get from eating a single piece of food +FOOD_MAX_POISONING = 5 + +; do mercs make sounds when eating/drinking? +FOOD_EATING_SOUNDS = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Tactical Fortification Settings] + +;****************************************************************************************************************************** +; In this section you can specify settings for the fortification system +;****************************************************************************************************************************** + +; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + + +; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### +; # # # # # # # # # # # # # # # # ## # # # +; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### +; # # # # # # # # # # # # # # # # # # # # # # +; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gamestart Settings] + +;****************************************************************************************************************************** +; These settings control the situation at the start of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game starting time and merc arrival delay +; +; The values are in seconds (3600 = 1 hour) +; +; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME +; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival +; +; Do not change this setting after the game has started +; Do not set the values too low +;------------------------------------------------------------------------------------------------------------------------------ + +; Default value is 3600 (1am) +GAME_STARTING_TIME = 3600 + +; Default value is 21600 (7am) +FIRST_ARRIVAL_DELAY = 21600 + +;------------------------------------------------------------------------------------------------------------------------------ +; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). +; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). +; +; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe +; airspace sector immediately after your initial arrival!! +;------------------------------------------------------------------------------------------------------------------------------ + +DEFAULT_ARRIVAL_SECTOR_X = 7 +DEFAULT_ARRIVAL_SECTOR_Y = 8 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Interface Settings] + +;****************************************************************************************************************************** +; These settings change the user interface in STRATEGIC mode. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. +; +; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Change the color of the Stat Progress Bars shown on your character's information panel. +; +; The bars can be turned off completely using the in-game Options Menu. +;------------------------------------------------------------------------------------------------------------------------------ + +STAT_PROGRESS_BARS_RED = 140 +STAT_PROGRESS_BARS_GREEN = 90 +STAT_PROGRESS_BARS_BLUE = 20 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determine whether the Daily Expenses window takes into account your mercs' contracts. +; +; 0 = Do not take merc contracts into account. +; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) +; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most +; recent contract signed with them. +;------------------------------------------------------------------------------------------------------------------------------ + +INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0 + +; If disabled, the transition from the strategy screen will be skipped before entering tactical screen +DISABLE_STRATEGIC_TRANSITION = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Progress Settings] + +;****************************************************************************************************************************** +; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. +; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Game progress weights +; +; Determine what factors influence your current progress. +; Range: 0-100% +; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults +;------------------------------------------------------------------------------------------------------------------------------ + +; The maximum number of progress points you can get from killing enemies. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 + +; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you +; conquer more sectors. Default 25 +GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 + +; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you +; control more mines and get more loyalty in the towns where the mines are. Default 50 +GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 + +; The maximum number of progress points you can get from exploring sectors on the map. Default 0 +GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses +; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. +; +; If set to TRUE, all progress weights are automatically set to 100. +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATE_PROGRESS_CALCULATION = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Additional factors to Progress Calculation +;------------------------------------------------------------------------------------------------------------------------------ + +; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see +; above) can surpass it. +GAME_PROGRESS_MINIMUM = 0 + +; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% +; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. +GAME_PROGRESS_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Number of kills required to get a single progress point, based on game difficulty. +; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above) +;------------------------------------------------------------------------------------------------------------------------------ + +NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7 +NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10 +NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15 +NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The minimum progress level required to trigger some events. +; Range: 0-100% +;------------------------------------------------------------------------------------------------------------------------------ + +; Default 35 +GAME_PROGRESS_START_MADLAB_QUEST = 35 + +; Default 50 +GAME_PROGRESS_MIKE_AVAILABLE = 50 + +; Default 70 +GAME_PROGRESS_IGGY_AVAILABLE = 70 + +; The queen decides to go on the offensive. WARNING: This will be hard! +; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect +GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 +GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 + + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Event Settings] + +;****************************************************************************************************************************** +; Controls various campaign events. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? +; NOTE: This will make the beginning of the game MUCH HARDER if enabled! + +TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE + +; This enables massive counterattacks in all cities, just like in Drassen. +; NOTE: These attacks will be huge. You have been warned. +; 0: no attacks +; 1: counterattacks on all cities possible +; 2: 1 + major offensives depending on game progress +AGGRESSIVE_STRATEGIC_AI = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode) + +ENABLE_CREPITUS = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Mine Shut-down Event +; +; Allows you to control which mine will run out of ore and stop working. + +; Select mine. +; -1 = Game chooses a mine randomly. +; 0 = No mine will shut down! +; 2 = Drassen +; 3 = Alma +; 4 = Cambria +; 5 = Chitzena +; 6 = Grumm +;------------------------------------------------------------------------------------------------------------------------------ + +WHICH_MINE_SHUTS_DOWN = -1 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Gameplay Settings] + + +;****************************************************************************************************************************** +; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will +; definitely change the way it is played. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Reinforcements +; +; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive +; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. +; +; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is +; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others +; die or run away. +;------------------------------------------------------------------------------------------------------------------------------ + +; Allows enemy/militia reinforcements from adjacent sectors. +ALLOW_REINFORCEMENTS = FALSE + +; Allows reinforcements only between city sectors. Only affects militia, not enemies. +ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Vehicle Inventory +;------------------------------------------------------------------------------------------------------------------------------ + +; Do vehicles have their own inventory to carry equipment? +VEHICLE_INVENTORY = FALSE + +; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). +HUMVEE_OFFROAD = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This determines how important luck is in Auto-Resolve combat, compared to actual skills. +; JA2 Default is 2.0 (luck is as important as skills). +; Lower this value to reply more on skills, raise to rely more on luck. +; Minimum is 1.0. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTORESOLVE_LUCK_FACTOR = 2.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map +; (as a big red "?"). +; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. +;------------------------------------------------------------------------------------------------------------------------------ + +NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Set the frequency and severity of risks triggered by using strategic facilities. +;------------------------------------------------------------------------------------------------------------------------------ + +; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. +FACILITY_EVENT_RARITY = 1000 + +; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more +; noticeable. Increase this for the opposite. Default = 50. +FACILITY_DANGER_RATE = 50 + +;****************************************************************************************************************************** +; Activates the new additional repair mode. +; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing +; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor +; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the +; same sector, then all equipped armor, and so forth, always starting with the item with least durability +; (especially jammed guns). +; +; FALSE = 1.13 repair system +; TRUE = New additional repair system based on priorities +;****************************************************************************************************************************** + +ADDITIONAL_REPAIR_MODE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; advanced repair/dirt system +;------------------------------------------------------------------------------------------------------------------------------ + +; determines wether a gun can suffer permanent damage that cannot be repaired other by local smiths. +ADVANCED_REPAIR = FALSE + +; the only items we can repair are guns and armour +ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE + +; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can +MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE + +; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming +DIRT_SYSTEM = FALSE + +; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) +FULL_REPAIR_CLEANS_GUN = FALSE + +; every trun, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number +SECTOR_DIRT_DIVIDER = 1000 + +; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 +DIRT_GLOBAL_MODIFIER = 1.25 + +;****************************************************************************************************************************** +; Set how to handle Skyrider "hot LZ" options +; +; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) +; 1 = Allow Skyrider to drop off mercs to center of map +; 2 = Skyrider drops mercs at map edge from direction he entered the sector. +;****************************************************************************************************************************** + +ALLOW_SKYRIDER_HOT_LZ = 2 + +;****************************************************************************************************************************** +; Always make all the terrorists to appear in Arulco. +; +;****************************************************************************************************************************** + +ENABLE_ALL_TERRORISTS = FALSE + +;****************************************************************************************************************************** +; Enable all sectors with "secret" weapon caches. +; (These sectors hold usually a few chests with various mediocre to good equipment.) +; +;****************************************************************************************************************************** + +ENABLE_ALL_WEAPON_CACHES = FALSE + +;****************************************************************************************************************************** +; Override each map's percent likelihood of an item appearing. +; Valid range = 0-100, where 0 uses the map values. +; (Mainly for modders, can possibly take the fun out of the game) +;****************************************************************************************************************************** + +MAP_ITEM_CHANCE_OVERRIDE = 0 + +;****************************************************************************************************************************** +; Prisoner system +;****************************************************************************************************************************** + +; can you capture enemy soldiers? +ALLOW_TAKE_PRISONERS = FALSE + +; can you offer enemies a surrender option? +ENEMY_CAN_SURRENDER = FALSE + +; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds. +DISPLAY_SURRENDER_VALUES = FALSE + +; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 +SURRENDER_MULTIPLIER = 5.0 + +; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked +; you to surrender, and you refused +PLAYER_CAN_ASK_TO_SURRENDER = TRUE + +; chance that released soldiers join the army again +PRISONER_RETURN_TO_ARMY_CHANCE = 50 + +; chance that interrogated soldiers decide to join your cause (they will be turned into militia) +PRISONER_DEFECT_CHANCE = 25 + +; chance that interrogated soldiers can give info on enemy positions +PRISONER_INFO_BASECHANCE = 25 + +; chance that interrogated soldiers can give info on enemy numbers +PRISONER_INFO_NUMBER_CHANCE = 30 + +; chance that interrogated soldiers can give info on enemy movement directions +PRISONER_INFO_DIRECTION_CHANCE = 40 + +; chance that interrogated soldiers get you ransom money +PRISONER_RANSOM_CHANCE = 25 + +; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners +; Interrogation first removes admin prisoners, then regulars and then elites +; If regulars and elites join your militia, there is a chance that they will be ddmoted, otherwise they will join as regular or veteran militia +; special prisoners do not exist... yet. +PRISONER_INTERROGATION_POINTS_ADMIN = 80 +PRISONER_INTERROGATION_POINTS_REGULAR = 100 +PRISONER_INTERROGATION_POINTS_ELITE = 140 +PRISONER_INTERROGATION_POINTS_SPECIAL = 250 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Laptop Settings] + +;****************************************************************************************************************************** +; Use these settings to make changes to the laptop screen. +;****************************************************************************************************************************** + +; If set to TRUE, you can browse to the briefing room website on the laptop +BRIEFING_ROOM = FALSE + +; Currently not used! If set to TRUE, you can browse to the encyclopedia website on the laptop +ENCYCLOPEDIA = FALSE + +; If disabled, the transition will be skipped when opening/closing the laptop +DISABLE_LAPTOP_TRANSITION = FALSE + +; Fast loading of WWW laptop sites? +FAST_WWW_SITES_LOADING = FALSE + +; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only +LAPTOP_MOUSE_CAPTURED = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Bobby Ray Settings] + +;****************************************************************************************************************************** +; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. +;****************************************************************************************************************************** + +; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. +BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE + +; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. +BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10 + +;------------------------------------------------------------------------------------------------------------------------------ +; Item shipment settings +;------------------------------------------------------------------------------------------------------------------------------ + +; Should the stealing from shipments (in Drassen this is Pablo) be disabled? +STEALING_FROM_SHIPMENTS_DISABLED = FALSE + +; Set the chance in percentage of whole shipment lost from Bobby Ray +CHANCE_OF_SHIPMENT_LOSS = 10 + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Item Property Settings] + +;****************************************************************************************************************************** +; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change +; all the individual entries in Items.XML or Weapons.XML. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in damage) +; maximum damage (internal) is 255 +;------------------------------------------------------------------------------------------------------------------------------ + +EXPLOSIVES_DAMAGE_MODIFIER = 100 +MELEE_DAMAGE_MODIFIER = 100 +GUN_DAMAGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. +; Range: 0-1000 +; 100 means 100% (no change in range) +; 200 means 200% (doubles the range) +; 50 means 50% (halves the range) +;------------------------------------------------------------------------------------------------------------------------------ +GUN_RANGE_MODIFIER = 100 + +;------------------------------------------------------------------------------------------------------------------------------ +; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target +; in an unprotected area. Each armor item has a different coverage value. +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_ARMOR_COVERAGE = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. +; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. +;------------------------------------------------------------------------------------------------------------------------------ + +DYNAMIC_AMMO_WEIGHT = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, +; but won't lower B/5AP below 0. +; 0 = No change from normal +; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. +;------------------------------------------------------------------------------------------------------------------------------ + +AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) +; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. +; At 0.5, characters can comfortably carry twice as much with the same amount of strength. +;------------------------------------------------------------------------------------------------------------------------------ + +STRENGTH_TO_LIFT_HALF_KILO = 1.0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. +; Note: This is only used if Old Trait System is played +;------------------------------------------------------------------------------------------------------------------------------ + +MORTAR_CTH_DIVISOR = 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. +; It is recommended to play with this set to FALSE when the attachments are assigned properly. +; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. +; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. +;------------------------------------------------------------------------------------------------------------------------------ + +USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; The chance in percentages that an attachment will have to drop with the item if an NPC dies. +; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. +; Inseperable attachments will always drop. Range: 0 - 100% +;------------------------------------------------------------------------------------------------------------------------------ + +ATTACHMENT_DROP_RATE = 100 + + +;------------------------------------------------------------------------------------------------------------------------------ +; The maximum amount of attachments NPC's can get on their gun when they get random equipment. +; They will usually get less attachments than this value because of randomness. Range: 2 - 30 +;------------------------------------------------------------------------------------------------------------------------------ + +MAX_ENEMY_ATTACHMENTS = 3 + +; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? +SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Enemy AI Settings] + +;****************************************************************************************************************************** +; These settings change the behavior of the queen's army on the Strategy Map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; New strategic AI +; +; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies +; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens +; to every city, possibly several times during the campaign! +; When set to TRUE, this setting has the potential of making the game considerably harder. +;------------------------------------------------------------------------------------------------------------------------------ + +NEW_AGGRESSIVE_AI = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; Enemy army composition +; +; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign. +;------------------------------------------------------------------------------------------------------------------------------ + +; Percentage of troops that are actually placed on the map at the start of the game. +; 100 = All "default" troops are placed. +; 200 = Twice as many troops are placed. +INITIAL_GARRISON_PERCENTAGES_NOVICE = 70 +INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100 +INITIAL_GARRISON_PERCENTAGES_EXPERT = 150 +INITIAL_GARRISON_PERCENTAGES_INSANE = 200 + +; Minimum enemy group size. Enemy groups will never be smaller than this! +MIN_ENEMY_GROUP_SIZE_NOVICE = 3 +MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4 +MIN_ENEMY_GROUP_SIZE_EXPERT = 6 +MIN_ENEMY_GROUP_SIZE_INSANE = 12 + +; Percent of troops converted to extra elites in enemy groups +PERCENT_EXTRA_ELITES_EXPERIENCED = 0 +PERCENT_EXTRA_ELITES_EXPERT = 25 +PERCENT_EXTRA_ELITES_INSANE = 50 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Pool +; +; These settings control how many troops the queen has for using against you, how many new troops she gets every day, +; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored. +UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE +UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE +UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE + +; Amount of troops avaliable to the queen at game start +QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200 +QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400 +QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000 + +; Amount of troops that will be added to queens army when the troops pool is empty +QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60 + +;------------------------------------------------------------------------------------------------------------------------------ +; Alert Levels +; +; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes +; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better +; chance of spotting your mercs in the wilderness and chasing them around. +; +; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in +; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically. +; +; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map. +;------------------------------------------------------------------------------------------------------------------------------ + +; Sets the starting alert chances. +ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5 +ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20 +ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60 +ENEMY_STARTING_ALERT_LEVEL_INSANE = 80 + +; When an enemy spots and chases a player group, the alertness value decrements by this value. +; Ranges from 1-100 (but recommend 20-60). +ENEMY_ALERT_DECAY_NOVICE = 75 +ENEMY_ALERT_DECAY_EXPERIENCED = 50 +ENEMY_ALERT_DECAY_EXPERT = 25 +ENEMY_ALERT_DECAY_INSANE = 10 + +; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's +; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable +; is what is used to determine the free checks. +NUM_AWARE_BATTLES_NOVICE = 1 +NUM_AWARE_BATTLES_EXPERIENCED = 2 +NUM_AWARE_BATTLES_EXPERT = 3 +NUM_AWARE_BATTLES_INSANE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Queen's Army AI / Behavior +; +; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive +; she is about it. +;------------------------------------------------------------------------------------------------------------------------------ + +; The base interval between the queen's decisions. She can only make one decision at a time. +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180 +BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90 + +; A random variation to the interval between queen's decisions. +EVALUATION_DELAY_VARIANCE_NOVICE = 240 +EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180 +EVALUATION_DELAY_VARIANCE_EXPERT = 120 +EVALUATION_DELAY_VARIANCE_INSANE = 60 + +; This is a delay between the player taking a sector, and the queen being able to decide to attack it. +; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks. +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48 +GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6 + +; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol. +; A longer grace period causes defeated enemy patrols to reappear less often. +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8 +GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2 + +; Determines whether the queen always prefers attacking your sectors to defending her own. +; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable +; unlimited reinforcements +AGGRESSIVE_QUEEN_AI_NOVICE = FALSE +AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE +AGGRESSIVE_QUEEN_AI_EXPERT = FALSE +AGGRESSIVE_QUEEN_AI_INSANE = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; Individual Enemy Group Behavior +; +; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what +; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. +; This behavior was deactivated in original game. +; +; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to +; reinforce this sector. +; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. +; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. +;------------------------------------------------------------------------------------------------------------------------------ + +ENEMY_INVESTIGATE_SECTOR = FALSE +REASSIGN_PENDING_REINFORCEMENTS = FALSE + + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Town Militia. +;****************************************************************************************************************************** + +; Defines the maximum number of Militia that can occupy the same sector +; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the +; duration of the battle. +MAX_MILITIA_PER_SECTOR = 20 + +; The number of Town Militia that are trained in a single "training session". +NUM_MILITIA_TRAINED_PER_SESSION = 10 + +; How much loyalty you need in a town to allow you to train Militia there. +MIN_LOYALTY_TO_TRAIN_MILITIA = 20 + +; This controls how fast town militia gets trained. +MILITIA_TRAINING_RATE = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, +; and are almost as well-trained as enemy Blackshirts. +;------------------------------------------------------------------------------------------------------------------------------ + +; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. +; FALSE = Only Regular (Light-Blue) militia can be trained. +ALLOW_TRAINING_ELITE_MILITIA = FALSE + +; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) +ELITE_MILITIA_TRAINING_DELAY= 1 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Town Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia training bonus for RPC (as a percentage of the normal training speed) +; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. +RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 + +; Minimum leadership skill required to be able to train Militia at all +MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0 + +; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). +LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE + +; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. +REQ_LEADERSHIP_FOR_MAX_MILITIA = 1 + +; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test +; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia +; training. +; 100 = no bonus. 150 = 50% bonus. etcetera +; Note: This is only used if Old Trait System is played +TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Training Settings] + +;****************************************************************************************************************************** +; These settings control the training of Mobile Militia. +;****************************************************************************************************************************** + +; Allows training militia that move around on the Strategy Map. +; If FALSE, all other settings in this category are disabled automatically. +ALLOW_MOBILE_MILITIA = FALSE + +; Delay ability to train Mobile Militia till this day +MOBILE_MILITIA_TRAINING_DELAY = 1 + +; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). +NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4 + +;------------------------------------------------------------------------------------------------------------------------------ +; Training method options. +; +; There are two methods: +; One is Manual Training - you pay money to train Mobile Militia whenever you desire. +; The second method is to have them created automatically (for free!) every N hours. +;------------------------------------------------------------------------------------------------------------------------------ + +; Determines which method of training is used. +; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all +; "Leadership and Mobile Militia Training settings", below. +MUST_TRAIN_MOBILE_MILITIA = TRUE + +; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile +; Militia group. +; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. +CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; Leadership and Mobile Militia training +;------------------------------------------------------------------------------------------------------------------------------ + +; Minimum required leadership skill to train Mobile Militia +MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 + +; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the +; value dictated by DIV_OF_ORIGINAL_MILITIA. +; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE + +; Required leadership score to train the maximum number of Mobile Militia allowed. +; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) +REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90 + +; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). +LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE + +; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups +; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. +PERCENT_MOBILE_MILITIA_ELITES = 20 +PERCENT_MOBILE_MILITIA_REGULARS = 30 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Mobile Militia Movement Settings] + +;****************************************************************************************************************************** +; These settings control how Mobile Militia move around the strategy map. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If set to FALSE, Mobile Militia can move anywhere they want. +; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) +;------------------------------------------------------------------------------------------------------------------------------ + +RESTRICT_ROAMING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; EXPLORATION-based restrictions +; +; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions. +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; CONQUEST-based restrictions +; +; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. +; This utilizes the rules laid down in the file "DynamicRestrictions.XML". +; RESTRICT_ROAMING must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a +; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they +; have already been liberated once in the past. +; +; In the JA2 campaign, this allows travel through: +; San Mona, Tixa, Orta, Estoni, and Omerta. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. +; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. +; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. +; +; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. +;------------------------------------------------------------------------------------------------------------------------------ + +ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE +ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Strength Settings] + +;****************************************************************************************************************************** +; These settings control the strength of town or mobile militia in tactial combat and autoresolve. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; These settings determine how well the militia will fight during autoresolve and tactical combat. +; +; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia +; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia +; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. +;------------------------------------------------------------------------------------------------------------------------------ + +; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also +; negative, meaning the militia will be weaker. +GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 + +; Flat bonus to Militiamen Action Points. +GREEN_MILITIA_APS_BONUS = 0 +REGULAR_MILITIA_APS_BONUS = 0 +VETERAN_MILITIA_APS_BONUS = 0 + +; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) +GREEN_MILITIA_CTH_BONUS_PERCENT = 0 +REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 +VETERAN_MILITIA_CTH_BONUS_PERCENT = 0 + +; Normal and energy damage is reduced by this many percents. +GREEN_MILITIA_DAMAGE_RESISTANCE = 0 +REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 +VETERAN_MILITIA_DAMAGE_RESISTANCE = 0 + +; Determines bonus to assigned weapon and gear quality (coolness). +GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Militia Equipment Settings] + +;****************************************************************************************************************************** +; These settings control the how militia can equip itslef from sector inventories +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. +; +; This applies to both tactical and strategic combat. +; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. +; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. +; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works +; if no mercs are present in that sector. +; If militia reinforces a sector, they will take their gear along. +; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. +; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). +;------------------------------------------------------------------------------------------------------------------------------ + +; if set to true, militia will take parts of its equipment from a sector's inventory. +MILITIA_USE_SECTOR_EQUIPMENT = FALSE + +; determines wether militia picks helmets, vests and leg armour from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE + +; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. +MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE + +; determines wether militia takes knifes and punch weapons from the sector +MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE + +; determines wether militia takes guns from the sector +MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE + +; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. +; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped +; If this is set to TRUE, make sure to occasionally restock ammo for your militia. +MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE + +; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type +MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE + +; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector +MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE + +; the number of bullets deemed sufficient for a gun is +; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) +; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 +MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 + +; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector +; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and +; orange gear cannot be chosen by any militia. +MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Shopkeeper Inventory Settings] + +;****************************************************************************************************************************** +; These settings control the inventory of Arulco's resident shopkeepers. +; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away +; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. +;------------------------------------------------------------------------------------------------------------------------------ +CHANCE_TONY_AVAILABLE = 80 + +;------------------------------------------------------------------------------------------------------------------------------ +; Turn on to get BR shipments faster +;------------------------------------------------------------------------------------------------------------------------------ +FAST_BOBBY_RAY_SHIPMENTS = FALSE + +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Strategic Assignment Settings] + +;****************************************************************************************************************************** +; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Basic Settings +; +; Use these to affect all assignments. +;------------------------------------------------------------------------------------------------------------------------------ + +; The amount time a character must be on assignment before it can have any effect. +; Theoretically, everything will go faster if this is lower... +MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 + +;------------------------------------------------------------------------------------------------------------------------------ +; Skill Training +; +; These settings control the speed of training, and how useful some characters are at training others. +;------------------------------------------------------------------------------------------------------------------------------ + +; Min skill required for a character to be able to increase that skill at all. +MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1 + +; Max value to which any skill can be trained. +MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 + +; Divisor for rate of self-training (the "PRACTICE" assignment) +TRAINING_RATE_DIVISOR = 1000 + +; The divisor for rate of training bonus due to instructors influence +; Reduce to speed-up trainer/student training +; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points +INSTRUCTED_TRAINING_DIVISOR = 3000 + +; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) +; Also applies to training militia +TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 + +; The minimum skill rating a character must have before he can train fellow teammates in that skill. +MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 + +;------------------------------------------------------------------------------------------------------------------------------ +; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. +; +; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. +; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. +; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. +; 1 = Both options on. +;------------------------------------------------------------------------------------------------------------------------------ + +SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0 +SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. +; +; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. +; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until at least one student wakes up. +; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered +; "Resting", and will regain their fatigue back slowly until the trainer wakes up. +; 1 = Both options on. +; +; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the +; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). +;------------------------------------------------------------------------------------------------------------------------------ + +REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0 + +;------------------------------------------------------------------------------------------------------------------------------ +; Doctoring +; +; (for reference: OKLIFE = 15 health) +;------------------------------------------------------------------------------------------------------------------------------ + +; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) +; Low = patient, high = working +NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 +NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 +NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 + +; Increase this value to reduce doctoring pts per hour, or vice versa. +; At 2400, the theoretical maximum is 150 full healing pts/day. +DOCTORING_RATE_DIVISOR = 2400 + +; How many points of healing each hospital patients gains per hour in the hospital +; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! +HOSPITAL_HEALING_RATE = 5 + +; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) +BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 + +; Multiplier for how much medical skill is needed, for each point below OKLIFE +MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 + +; Number of "doctor" points used up to heal each point below OKLIFE +POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 + +;------------------------------------------------------------------------------------------------------------------------------ +; Repairing +;------------------------------------------------------------------------------------------------------------------------------ + +; Cost to unjam a weapon in repair pts +REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 + +; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa +REPAIR_RATE_DIVISOR = 2500 + +; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points +; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows +; down repair. A lower value speeds it up. +REPAIR_SESSIONS_PER_DAY = 24 + +;------------------------------------------------------------------------------------------------------------------------------ +; SquadNames +;------------------------------------------------------------------------------------------------------------------------------ + +; use squadnames from SquadNames.xml +USE_XML_SQUADNAMES = FALSE + +[Clock Settings] + +;****************************************************************************************************************************** +; These settings control the speed behavior of the game. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; Change in Clock Speed from base clock speed in percent +; Range: 100 - 300 Default: 150 +;------------------------------------------------------------------------------------------------------------------------------ + +CLOCK_SPEED_PERCENT = 150 + +;------------------------------------------------------------------------------------------------------------------------------ +; Timeslice in microseconds. The frequency that the screen is refreshed. +; At normal speed the clock is updated every 16 milliseconds. +; Range: 1000 - 20000 Default: 16000 +;------------------------------------------------------------------------------------------------------------------------------ + +UPDATE_FREQUENCY = 16000 + +;------------------------------------------------------------------------------------------------------------------------------ +; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. +; At normal speed the clock is updated every 10 milliseconds. +; Range: 1-10000 Default: 500 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_PERIOD = 500 + +;------------------------------------------------------------------------------------------------------------------------------ +; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. +; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx +; Note MENU = [ALT], CONTROL = [CTRL] +; Examples (separated by comma): +; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 +;------------------------------------------------------------------------------------------------------------------------------ + +FAST_FORWARD_KEY = SUBTRACT + +[Overhead Map Settings] +;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! +;Modes: +; 0 Off +; 1 Draw Rectangles +; 2 Draw Rectangles and hatch them with the 'no deployment' pattern +MARKER_MODE = 2 +;Precision governs how small the marked area will be +; 0 Hostiles are in a general area 180 tiles across +; 1 Hostiles are in a general area 120 tiles across +; 2 Hostiles are in a general area 90 tiles across +; 3 Hostiles are in a general area 60 tiles across +; 4 Hostiles are in a general area 45 tiles across +; 5 Hostiles are in a general area 30 tiles across +DAYTIME_PRECISION = 4 +;Same as above, this time for Night +NIGHTTIME_PRECISION = 5 +;Number of remaining Soldiers before their location gets marked +MAX_SOLDIERS_LEFT = 1 diff --git a/Data-UB/AddOns/Data-UB-Vanilla/TableData/AIMAvailability.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/AIMAvailability.xml new file mode 100644 index 000000000..8897ae53e --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/AIMAvailability.xml @@ -0,0 +1,258 @@ + + + + + 0 + Barry + 0 + 0 + + + 1 + Blood + 1 + 1 + + + 2 + Lynx + 2 + 2 + + + 3 + Grizzly + 3 + 3 + + + 4 + Vicki + 4 + 4 + + + 5 + Trevor + 5 + 5 + + + 6 + Grunty + 6 + 6 + + + 7 + Ivan + 7 + 7 + + + 8 + Steroid + 8 + 8 + + + 9 + Igor + 9 + 9 + + + 10 + Shadow + 10 + 10 + + + 11 + Red + 11 + 11 + + + 12 + Reaper + 12 + 12 + + + 13 + Fidel + 13 + 13 + + + 14 + Fox + 14 + 14 + + + 15 + Sidney + 15 + 15 + + + 16 + Gus + 16 + 16 + + + 17 + Buns + 17 + 17 + + + 18 + Ice + 18 + 18 + + + 19 + Spider + 19 + 19 + + + 20 + Cliff + 20 + 20 + + + 21 + Bull + 21 + 21 + + + 22 + Hitman + 22 + 22 + + + 23 + Buzz + 23 + 23 + + + 24 + Raider + 24 + 24 + + + 25 + Raven + 25 + 25 + + + 26 + Static + 26 + 26 + + + 27 + Len + 27 + 27 + + + 28 + Danny + 28 + 28 + + + 29 + Magic + 29 + 29 + + + 30 + Stephen + 30 + 30 + + + 31 + Scully + 31 + 31 + + + 32 + Malice + 32 + 32 + + + 33 + Dr. Q + 33 + 33 + + + 34 + Nails + 34 + 34 + + + 35 + Thor + 35 + 35 + + + 36 + Scope + 36 + 36 + + + 37 + Wolf + 37 + 37 + + + 38 + MD + 38 + 38 + + + 39 + Meltdown + 39 + 39 + + diff --git a/Data-UB/TableData/Email/EmailMercAvailable.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailMercAvailable.xml similarity index 100% rename from Data-UB/TableData/Email/EmailMercAvailable.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailMercAvailable.xml diff --git a/Data-UB/TableData/Email/EmailMercLevelUp.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailMercLevelUp.xml similarity index 99% rename from Data-UB/TableData/Email/EmailMercLevelUp.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailMercLevelUp.xml index ce2055676..8ae6fd24d 100644 --- a/Data-UB/TableData/Email/EmailMercLevelUp.xml +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailMercLevelUp.xml @@ -846,7 +846,6 @@ Message : None - 166 Subject : None Message : None diff --git a/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailSenderNameList.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailSenderNameList.xml new file mode 100644 index 000000000..8a0491ade --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Email/EmailSenderNameList.xml @@ -0,0 +1,264 @@ + + + + + + + + 0 + Enrico + + + + 1 + Psych Pro Inc + + + + 2 + Help Desk + + + + 3 + Psych Pro Inc + + + + 4 + Speck + + + + 5 + R.I.S. + + + 6 + None + + + 7 + None + + + 8 + None + + + 9 + None + + + 10 + None + + + 11 + None + + + 12 + None + + + 13 + None + + + 14 + None + + + 15 + None + + + 16 + None + + + 17 + None + + + 18 + None + + + 19 + None + + + 20 + None + + + 21 + None + + + 22 + None + + + 23 + None + + + 24 + None + + + 25 + None + + + 26 + None + + + 27 + None + + + 28 + None + + + 29 + None + + + 30 + None + + + 31 + None + + + 32 + None + + + 33 + None + + + 34 + None + + + 35 + None + + + 36 + None + + + 37 + None + + + 38 + None + + + + 39 + None + + + 40 + None + + + 41 + None + + + 42 + None + + + 43 + None + + + 44 + None + + + 45 + None + + + + 46 + M.I.S. Insurance + + + + 47 + Bobby Rays + + + + 48 + Kingpin + + + + 49 + John Kulba + + + + 50 + A.I.M. + + + 51 + Miguel + + + 52 + None + + + 53 + None + + + 54 + None + + + 55 + None + + + 56 + None + + + 57 + None + + + 58 + None + + \ No newline at end of file diff --git a/Data-UB/TableData/HiddenNames.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/HiddenNames.xml similarity index 89% rename from Data-UB/TableData/HiddenNames.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/HiddenNames.xml index fac32c6b1..09fee3961 100644 --- a/Data-UB/TableData/HiddenNames.xml +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/HiddenNames.xml @@ -689,38 +689,6 @@ description Optional and not used in game. Used to easily identify the person h 169 - 1 - - - 170 - 0 - - - 171 - 0 - - - 172 - 0 - - - 173 - 0 - - - 174 - 0 - - - 175 - 0 - - - 176 - 0 - - - 177 0 diff --git a/Data-UB/TableData/Inventory/MercStartingGear25.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/Inventory/MercStartingGear25.xml similarity index 100% rename from Data-UB/TableData/Inventory/MercStartingGear25.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/Inventory/MercStartingGear25.xml diff --git a/Data-UB/TableData/MercAvailability.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercAvailability.xml similarity index 95% rename from Data-UB/TableData/MercAvailability.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/MercAvailability.xml index 5ec2243f7..430af6ea0 100644 --- a/Data-UB/TableData/MercAvailability.xml +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercAvailability.xml @@ -36,6 +36,8 @@ If you want to hide any merc from M.E.R.C website, just delete the entry. 6 Larry 7 Larry drunk 9 Numb + 13 Tex + 14 Beggins 8 Couger 11 Gaston 12 Stogie @@ -123,7 +125,7 @@ If you want to hide any merc from M.E.R.C website, just delete the entry. 6 BUBBA 10 - 0 + 0 -1 0 0 @@ -183,7 +185,7 @@ If you want to hide any merc from M.E.R.C website, just delete the entry. 11 Gaston 11 - 0 + 0 -1 0 0 @@ -195,10 +197,10 @@ If you want to hide any merc from M.E.R.C website, just delete the entry. 12 Stogie 12 - 0 + 0 -1 - 0 0 + 0 59 26000 31 diff --git a/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercOpinions25.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercOpinions25.xml new file mode 100644 index 000000000..9fe740df4 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercOpinions25.xml @@ -0,0 +1,13432 @@ + + + 0 + Barry + 0 + 0 + 2 + 0 + 0 + 4 + 0 + 2 + 0 + 0 + 2 + 25 + 3 + 1 + 0 + 1 + 5 + -2 + 1 + -2 + 0 + -1 + 0 + 0 + 0 + 1 + 2 + 2 + 2 + 2 + 1 + 4 + 0 + 1 + 1 + 1 + 2 + 1 + 0 + 0 + -2 + -2 + -1 + -2 + -2 + -2 + 2 + -1 + 2 + 0 + 0 + -2 + -2 + -2 + -2 + -2 + -2 + -2 + 2 + 3 + 0 + 1 + 0 + -2 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-1 - -1 + 255 + 255 + 255 + 255 49 6 40 28 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 150 800 @@ -3618,7 +3550,7 @@ Max Profiles 0 - 254 0 0 8 - 4 + 7 6 10 101 @@ -3639,24 +3571,24 @@ Max Profiles 0 - 254 1 0 8 - 8 + 0 0 4 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 0 7 14 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 9 14 @@ -3723,24 +3655,24 @@ Max Profiles 0 - 254 13 13 11 - 14 + 12 15 41 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 13 14 44 2 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 40 2 @@ -3807,24 +3739,24 @@ Max Profiles 0 - 254 6 0 18 - 19 + 0 0 40 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 2 20 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 39 20 @@ -3870,7 +3802,7 @@ Max Profiles 0 - 254 0 0 4 - 8 + 5 1 9 101 @@ -3890,27 +3822,27 @@ Max Profiles 0 - 254 0 3 0 - 8 + 17 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 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- -1 + 255 0 - -1 + 255 0 - -1 + 255 0 20 0 @@ -5802,7 +5734,7 @@ Max Profiles 0 - 254 0 0 0 - 8 + 0 0 7 101 @@ -5822,25 +5754,25 @@ Max Profiles 0 - 254 0 7 7 - 1 + 2 2 - 15 - -1 - -1 - -1 - -1 - -1 + 0 + 255 + 255 + 255 + 255 + 255 7 21 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 13 9 @@ -5849,7 +5781,7 @@ Max Profiles 0 - 254 0 0 0 - 9669 + 10014 25 57 0 @@ -5886,7 +5818,7 @@ Max Profiles 0 - 254 0 0 0 - 10 + 3 3 8 101 @@ -5907,33 +5839,33 @@ Max Profiles 0 - 254 6 10 9 - 9 + 10 18 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 500 0 0 0 0 - 400 + 640 -1 -1 1 @@ -5991,24 +5923,24 @@ Max Profiles 0 - 254 6 8 1 - 7 + 1 18 68 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 30 24 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 47 3 @@ -6017,7 +5949,7 @@ Max Profiles 0 - 254 0 0 0 - 2989 + 3129 25 31 0 @@ -6077,24 +6009,24 @@ Max Profiles 0 - 254 0 0 0 - -1 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255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -6915,26 +6847,26 @@ Max Profiles 0 - 254 10 13 11 - 18 + 10 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 57 0 59 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 300 0 @@ -7001,31 +6933,31 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 0 0 0 - 5271 + 5471 25 37 0 @@ -7085,31 +7017,31 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 0 0 0 - 3289 + 3429 25 31 0 @@ -7117,8 +7049,8 @@ Max Profiles 0 - 254 100 100 100 - 1 - 7 + 0 + 0 0 0 0 @@ -7169,24 +7101,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -7230,7 +7162,7 @@ Max Profiles 0 - 254 13 0 8 - 11 + 9 0 7 101 @@ -7253,24 +7185,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -7335,26 +7267,26 @@ Max Profiles 0 - 254 2 2 1 - 3 + 6 16 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -7419,26 +7351,26 @@ Max Profiles 0 - 254 8 7 1 - 7 + 2 15 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -7505,24 +7437,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -7589,24 +7521,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - 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255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -8406,7 +8338,7 @@ Max Profiles 0 - 254 12 0 7 - 0 + 12 0 7 101 @@ -8429,24 +8361,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -8490,7 +8422,7 @@ Max Profiles 0 - 254 11 0 9 - 1 + 10 6 7 101 @@ -8513,24 +8445,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -8597,24 +8529,24 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 - -1 + 255 0 0 0 @@ -8658,7 +8590,7 @@ Max Profiles 0 - 254 3 0 5 - 0 + 7 0 7 101 @@ -8681,31 +8613,31 @@ Max Profiles 0 - 254 0 0 0 - -1 - -1 - -1 - -1 - -1 - -1 + 255 + 255 + 255 + 255 + 255 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0 - 254 180 - 0 - - + 2 + Willy "Weasel" Augustin + Weasel 180 - 0 - 0 - 0 - 0 + 7 + 5 + 9 + 26 0 0 - 0 - 0 - - - - + 3000 + 2000 + JEANPANTS + greyVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 + 8 + 7 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 8 + 101 + 101 + 56 + 56 + 50 + 44 + 36 + 60 + 54 + 40 + 21 + 4 + 6 + 1 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 - 0 - 0 + 249 + 6 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 150 0 0 0 @@ -15261,10 +15193,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 90 + 100 + 90 + 90 0 0 0 @@ -15274,69 +15206,69 @@ Max Profiles 0 - 254 181 - 0 - - + 2 + Carl "It" Goodman + It 181 - 0 - 0 - 0 - 0 + 8 + 3 + 9 + 25 0 0 - 0 - 0 - - - - + 3000 + 2000 + TANPANTS + BLACKSHIRT + PINKSKIN + BROWNHEAD 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 1 + 1 + 8 + 4 + 8 + 101 + 101 + 95 + 95 + 97 + 55 + 74 + 29 + 61 0 - 0 + 1 0 - 0 - 0 + 3 + 1 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 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McGillicutty + Pops 183 - 0 - 0 - 0 - 0 + 7 + 6 + 11 + 27 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + BLACKSHIRT + TANSKIN + WHITEHEAD 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 7 + 9 + 6 + 10 + 101 + 101 + 38 + 38 + 25 + 14 + 4 + 88 + 85 + 6 + 28 + 18 + 9 + 9 + 1 0 0 - 0 - 0 + 4 + 7 0 - 0 - 0 - 0 - 0 - 0 - 0 + 14 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 400 0 0 0 @@ -15513,10 +15445,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 120 + 120 + 120 + 150 0 0 0 @@ -15526,69 +15458,69 @@ Max Profiles 0 - 254 184 - 0 - - + 2 + Walter Yuntz + Wally 184 - 0 - 0 - 0 - 0 + 8 + 6 + 9 + 27 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + YELLOWVEST + TANSKIN + BROWNHEAD 0 - 0 + 2 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 7 + 5 + 9 + 8 + 101 + 101 + 82 + 82 + 70 + 55 + 62 + 83 + 24 + 48 + 18 + 24 + 95 + 2 0 - 0 + 3 0 - 0 - 0 + 8 + 8 0 - 0 - 0 - 0 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9 + 28 0 0 - 0 - 0 - - - - + 3000 + 2000 + BEIGEPANTS + WHITEVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 + 7 + 10 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 8 + 10 + 5 + 83 + 83 + 65 + 71 + 88 + 97 + 56 + 24 + 26 + 96 + 13 + 3 0 0 0 - 0 - 0 + 9 + 9 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 - 0 - 0 + 189 + 18 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 - 0 - 0 - 0 - 0 + 1500 + 8000 + 13000 + 1 + 3000 0 -1 -1 - 0 - 0 - 0 - 0 - 0 + 1 + 120 + 120 + 90 + 90 0 0 0 @@ -15778,81 +15710,81 @@ Max Profiles 0 - 254 187 - 0 - - + 1 + Howard "Carp" Melfield + Carp 187 - 0 - 0 - 0 - 0 + 9 + 7 + 9 + 25 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + BLUEVEST + TANSKIN + WHITEHEAD 0 0 0 - 0 - 0 + 7 + 9 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 8 + 80 + 25 + 55 + 55 + 60 + 54 + 55 + 77 + 67 + 5 + 42 + 2 + 15 + 2 + 5 0 0 - 0 + 7 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 184 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 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Dickerson + Wink 190 - 0 - 0 - 0 - 0 + 9 + 6 + 10 + 26 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLUEPANTS + WHITEVEST + PINKSKIN + REDHEAD 0 0 0 - 0 - 0 + 4 + 4 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 7 + 101 + 101 + 92 + 92 + 87 + 80 + 68 + 59 + 38 + 1 + 11 + 2 + 2 + 1 0 - 0 + 5 0 - 0 - 0 + 17 + 15 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 250 0 0 0 @@ -16100,11 +16032,11 @@ Max Profiles 0 - 254 0 -1 -1 - 0 - 0 - 0 - 0 - 0 + 1 + 100 + 110 + 100 + 90 0 0 0 @@ -16114,69 +16046,69 @@ Max Profiles 0 - 254 191 - 0 - - + 2 + Speck T. Kline + Speck 191 - 0 - 0 - 0 - 0 + 8 + 9 + 7 + 25 0 0 - 0 - 0 - - - - + 3000 + 2000 + JEANPANTS + BROWNVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 7 + 5 + 2 + 7 + 101 + 101 + 69 + 69 + 62 + 51 + 77 + 82 + 49 + 8 + 33 + 11 + 99 + 1 0 - 0 + 3 0 - 0 - 0 + 8 + 8 0 - 0 - 0 - 0 - 0 - 0 - 0 + 4 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 500 0 0 0 @@ -16185,10 +16117,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 90 + 40 + 110 0 0 0 @@ -16198,9 +16130,9 @@ Max Profiles 0 - 254 192 - 0 + 6 - + PGmale5 192 0 0 @@ -16208,57 +16140,57 @@ Max Profiles 0 - 254 0 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + WHITEVEST + PINKSKIN + BLONDHEAD 0 0 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 + 15 + 15 + 1 + 1 + 1 + 1 0 0 - 0 + 1 0 0 - 0 + 1 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 0 0 @@ -16269,10 +16201,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 0 0 0 @@ -16282,9 +16214,9 @@ Max Profiles 0 - 254 193 - 0 + 6 - + PGmale6 193 0 0 @@ -16292,57 +16224,57 @@ Max Profiles 0 - 254 0 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + WHITEVEST + PINKSKIN + BLONDHEAD 0 0 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 + 15 + 15 + 1 + 1 + 1 + 1 0 0 - 0 + 1 0 0 - 0 + 1 0 0 0 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 0 0 @@ -16353,10 +16285,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 0 0 0 @@ -16366,9 +16298,9 @@ Max Profiles 0 - 254 194 - 0 + 6 - + PGmale7 194 0 0 @@ -16376,57 +16308,57 @@ Max Profiles 0 - 254 0 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + WHITEVEST + PINKSKIN + BLONDHEAD 0 0 0 0 0 0 - 0 - 0 + 7 + 101 0 - 0 - 0 - 0 - 0 - 0 - 0 + 15 + 15 + 1 + 1 + 1 + 1 0 0 - 0 + 1 0 0 - 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254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 100 + 100 + 100 0 0 0 @@ -16702,69 +16634,69 @@ Max Profiles 0 - 254 198 - 0 - - + 2 + Wahan + Wahan 198 - 0 - 0 - 0 - 0 + 8 + 6 + 11 + 26 0 0 - 0 - 0 - - - - + 3000 + 2000 + BLACKPANTS + BROWNVEST + DARKSKIN + BLACKHEAD 0 0 0 - 0 - 0 + 7 + 6 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 6 + 101 + 101 + 68 + 68 + 70 + 55 + 88 + 82 + 11 0 - 0 - 0 + 31 + 46 0 - 0 + 1 0 0 0 - 0 + 9 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + -1 + -1 + -1 + -1 + -1 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + -1 0 - 0 + 100 0 0 0 @@ -16773,10 +16705,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 80 + 80 + 120 + 100 0 0 0 @@ -16868,7 +16800,6 @@ Max Profiles 0 - 254 0 0 - 200 0 @@ -16953,7 +16884,6 @@ Max Profiles 0 - 254 0 0 - 201 0 @@ -18552,81 +18482,81 @@ Max Profiles 0 - 254 220 - 0 - - + 2 + Jack "Postie" Durham + Postie 220 - 0 - 0 - 0 - 0 + 10 + 8 + 8 + 29 0 0 - 0 - 0 - - - - + 3000 + 2000 + TANPANTS + BROWNVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 - 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0 - 0 - 0 + 227 + 24 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 - 0 - 0 - 0 - 0 + 1200 + 7600 + 13000 + 1 + 1500 0 -1 -1 0 - 0 - 0 - 0 - 0 + 90 + 120 + 110 + 100 0 0 0 @@ -20988,69 +20918,69 @@ Max Profiles 0 - 254 249 - 0 - - + 2 + Edward "Ears" Stockwell + Ears 249 - 0 - 0 - 0 - 0 + 7 + 4 + 11 + 27 0 0 - 0 - 0 - - - - + 3000 + 2000 + JEANPANTS + GREENVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 + 6 + 11 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 8 + 101 + 101 + 72 + 72 + 70 + 67 + 58 + 79 + 54 + 18 + 22 + 22 + 26 + 1 0 0 0 - 0 + 19 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 350 0 0 0 @@ -21059,10 +20989,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 90 + 120 + 90 + 100 0 0 0 @@ -21072,81 +21002,81 @@ Max Profiles 0 - 254 250 - 0 - - + 1 + Murray "Moses" Ebstern + Moses 250 - 0 - 0 - 0 - 0 + 9 + 4 + 8 + 27 0 0 - 0 - 0 - - - - + 3000 + 2000 + BEIGEPANTS + GYELLOWSHIRT + TANSKIN + WHITEHEAD 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 5 + 6 + 10 + 70 + 70 + 49 + 49 + 42 + 39 + 29 + 89 + 84 + 31 + 52 + 29 + 88 + 5 + 1 + 3 + 1 + 8 + 4 0 - 0 - 0 - 0 - 0 - 0 - 0 + 183 + 255 + 255 + 255 + 255 + 255 0 - 0 - 0 - 0 + 223 + 24 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 - 0 - 0 - 0 - 0 + 1000 + 5000 + 8500 + 1 + 2000 0 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 120 + 100 + 90 0 0 0 @@ -21156,81 +21086,81 @@ Max Profiles 0 - 254 251 - 0 - - + 1 + Lesley "Smoke" Petersen + Smoke 251 - 0 - 0 - 0 - 0 + 7 + 9 + 7 + 27 0 0 - 0 - 0 - - - - + 3000 + 2000 + JEANPANTS + GREENVEST + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 + 8 + 6 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 7 + 101 + 90 + 78 + 78 + 75 + 87 + 80 + 44 + 69 + 90 + 15 + 7 + 20 + 1 0 0 0 - 0 + 17 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 - 0 - 0 + 650 + 3200 + 6200 0 0 0 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 80 + 90 + 90 0 0 0 @@ -21240,69 +21170,69 @@ Max Profiles 0 - 254 252 - 0 - - + 2 + Roger "Dyno" Wittman + Dyno 252 - 0 - 0 - 0 - 0 + 8 + 7 + 8 + 26 0 0 - 0 - 0 - - - - + 3000 + 2000 + GREENPANTS + PURPLESHIRT + PINKSKIN + BROWNHEAD 0 0 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 1 + 4 + 2 + 8 + 80 + 70 + 48 + 48 + 73 + 80 + 95 + 45 + 60 + 85 + 2 + 31 0 - 0 + 1 0 0 0 - 0 + 17 0 0 - 0 - 0 - 0 - 0 - 0 - 0 + 255 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 350 0 0 0 @@ -21311,10 +21241,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 160 + 90 + 60 + 90 0 0 0 @@ -21324,69 +21254,69 @@ Max Profiles 0 - 254 253 - 0 - - + 2 + Herman "Turtle" Regents + Turtle 253 - 0 - 0 - 0 - 0 + 8 + 7 + 5 + 26 0 0 - 0 - 0 - - - - + 3000 + 2000 + BEIGEPANTS + BLUEVEST + PINKSKIN + BROWNHEAD 0 - 0 + 1 0 - 0 - 0 - 0 + 7 + 9 + 4 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0 + 101 + 101 + 53 + 53 + 61 + 8 + 21 + 85 + 75 + 5 + 25 + 2 + 12 + 2 0 0 0 - 0 - 0 + 5 + 5 0 - 0 - 0 - 0 - 0 - 0 - 0 + 149 + 255 + 255 + 255 + 255 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 255 0 - 0 + 200 0 0 0 @@ -21395,10 +21325,10 @@ Max Profiles 0 - 254 -1 -1 0 - 0 - 0 - 0 - 0 + 100 + 110 + 80 + 90 0 0 0 diff --git a/Data-UB/TableData/MercQuote.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercQuote.xml similarity index 93% rename from Data-UB/TableData/MercQuote.xml rename to Data-UB/AddOns/Data-UB-Vanilla/TableData/MercQuote.xml index 267dddd08..be1fd1af0 100644 --- a/Data-UB/TableData/MercQuote.xml +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/MercQuote.xml @@ -1629,7 +1629,7 @@ Name - description (optional) 147 - keith + Keith 0 0 0 @@ -1653,9 +1653,9 @@ Name - description (optional) 149 Mike 0 - 0 - 0 - 0 + 1 + 2 + 62 0 0 0 @@ -1739,7 +1739,7 @@ Name - description (optional) 157 - Calvin + Calvin 0 0 0 @@ -1805,7 +1805,7 @@ Name - description (optional) 163 - 163 + 0 0 0 @@ -1816,7 +1816,7 @@ Name - description (optional) 164 - 164 + 0 0 0 @@ -1880,92 +1880,4 @@ Name - description (optional) 0 0 - - 170 - Monk - 1 - 0 - 2 - 62 - 0 - 1 - 1 - - - 171 - Brain - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 172 - Scream - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 173 - Henning - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 174 - Lucky - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 175 - Laura - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 176 - Grace - 0 - 1 - 2 - 62 - 0 - 1 - 1 - - - 177 - Rudolf - 0 - 1 - 2 - 62 - 0 - 1 - 1 - \ No newline at end of file diff --git a/Data-UB/AddOns/Data-UB-Vanilla/TableData/OldAIMArchive.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/OldAIMArchive.xml new file mode 100644 index 000000000..9a77acc9d --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/OldAIMArchive.xml @@ -0,0 +1,420 @@ + + + + + 0 + Needle + Doctor Mark Kranhuim + After over a decade of valiant service, Needle failed his annual physical and was forced into early retirement. Regrettably, further deterioration of Doctor Mark Kranhuim's wandering right eye had rendered him a danger to his squad. Presently, he holds a part-time position with the New York City Coroner's Office working the graveyard shift as a Coroner. + 0 + + + + 1 + Gary + Gary Roachburn + Gary Roachburn, well-known for his family tree and loose tongue, was the second of the Roachburns to sever their ties with the organization. After the sudden, accidental death of his father, Col. Leon Roachburn, Gary left the life of a soldier of fortune and has taken a seasonal position with the Boy Scouts of America. At the moment, he is stationed at Camp Takaddata. + 1 + + + + 2 + Sam + Samuel "Sam" Garver + After an illustrious career as a mercenary, Sam Garver put in for his pension and retired to the Florida Keys. He is enjoying his golden years as the owner/operator of Sam's Alligator Ranch and Gift shop. Located just off Highway 71, the conveniently situated shop has acquired a reputation for its exclusive line of gator-skinned combat knives and matching boots. + 2 + + + + 3 + Boss + Glen "Boss" Hatchet + Boss Hatchet always said he would walk away from this business alive, and that is precisely what he did. Offered the opportunity to run Victoria Waters' Vintage car restoration and repair shop, Glen turned in his gun and left with his tool box. He will probably best be remembered for the pummeling he gave Dr. Bernie Gloveless at last year's A.I.M. Christmas party. + 3 + + + + 4 + Smoke + Smoke Peterson + Throughout his many years of shaky service with A.I.M., Smoke Peterson was repeatedly cited for short-fusing explosives - a juvenile attempt at cheap laughs. To the delight of a number of members, the final laugh was on him. Distracted by an elusive pebble in his combat boot, Peterson bid this world goodbye with a loud bang, a puff of smoke, and one far-reaching unidentifiable mess. + 4 + + + + 5 + Jimmy + Jimmy Upton + Unfortunately, some old habits never die. Jimmy Upton was discovered in a bank in south-west Detroit after business hours. Despite his vehement denials and supposed lack of knowledge regarding the burglary tools found in his possession, Upton was sentenced to five years in the state penitentiary. After completing that sentence, Jimmy is scheduled to be returned to Ohio to serve the seven remaining years on a previous burglary conviction. + 5 + + + + 6 + Doc + Doc Koolhan + Doc Koolhan resigned from A.I.M. to focus his energies on his medical practice. He had been running a free clinic as a sideline in Tripoli for years. However, six months after working there full-time, he closed up his office and joined Doctors Without Frontiers. At present, he is believed to be serving with the organization in Tunisia. + 6 + + + + 7 + Wink + Wink Dickerson + Known primarily for his strong throwing arm, yet poor accuracy, Wink Dinkerson finally received the call he had been waiting for all of his life. Severe budget cuts left the Montreal Expos searching for pitching talent, or the lack of it, just about anywhere. After accepting a contract for 140 Canadian dollars a week, Wink has earned a position as the fifth pitcher in the starting rotation of their farm club. + 7 + + + + 8 + Beth + Mary Beth Wilkens + It is one of the most tragic turn of events we have ever had to report. Mary Beth died last August on the steps of her apartment building at the hands of a lone gunman. After enduring months of harassment, which developed into stalking, she was surprised by a crazed mercenary groupie, as she walked up to her doorway with her arms full of groceries. Mary Beth's determination and positive attitude will remain an inspiration to us all. + 8 + + + + 9 + Bud + Lt. Bud Hellar + Lieutenant Bud Hellar has held a series of jobs since leaving A.I.M., from working as Rush Limbaugh's personal bodyguard to parking cars at the pentagon. His departure from the organization was amicable, and he shall be remembered for his steadfast dedication and loyalty. Recent reports have him working as a security consultant for the tobacco lobby. While entirely within character, this information has not been verified. + 9 + + + + 10 + Larry + Larry Roachburn + After eight attempts at rehab without any sustained success, A.I.M. was left with little choice but to terminate Larry Roachburn's membership within the organization. From what we understand, the death of Larry's father persuaded him to make yet another attempt at ridding himself of his demons and cleansing his body from decades of toxicity. The organization wishes him the best of luck in all his future endeavors. + 10 + + + + 11 + Ears + Edward "Ears" Stockwell + Ears Stockwell handed in his resignation almost eighteen months ago. Since that time, we have heard nothing from him and therefore have no news to report. Though, to be honest, we haven't exactly gone out of our way to make contact with him either. + 11 + + + + 12 + Moses + Murray "Moses" Ebstern + Opting to take part in A.I.M.'s early retirement package offered to all mercenaries over fifty, Moses decided it was time to move on and into a new line of work. Investing his severance, Ebstern opened a restaurant on the main. After just two short years in business, Murray's has established a reputation for serving the best smoked meat in New Delhi. + 12 + + + + 13 + Screw + Patrick "Screw" Phillips + It is with regret that A.I.M. acknowledges the departure of Patrick Phillips from its ranks. Due to many unresolved issues, mostly relating to Screw's deviation from acceptable social norms, Patrick felt it best to continue his career as an independent. As of last word, he was working freelance for some of the newer countries in Eastern Europe. + 13 + + + + 14 + Rusty + Russell "Rusty" Hunter + Known for years as one A.I.M.'s top explosive experts, Rusty acquired a stellar reputation for his range of knowledge and, well... being the sanest of the lot. Russell Hunter recently took an extended leave of absence to work as a special effects consultant for a major motion picture studio. Fortunately for A.I.M., the past year has seen a wealth of new talent emerge in the explosives field. + 14 + + + + 15 + Bernie + Doctor Bernie Gloveless + Bernie's history with A.I.M. can probably be, at best, described as checkered. After refusing to give up his position as the organization's physician and considering the abundance of complaints from fellow members, A.I.M. felt obliged to give Dr. Bernie Gloveless a dishonorable discharge. He's currently employed with an international insurance company, so you might want to remember his name the next time your company sends you for your annual physical. + 15 + + + + 16 + Reuban + "Unusually Ruthless" Reuban + After years of eluding capture, Reuban was finally arrested and deported to Romania. He is currently serving six concurrent life sentences for the massacre of his wife and family. Although Reuban will never be able to enjoy life as a free man, he seems to be adjusting well to his new found surroundings. His prison duties include landscaping the grounds and some of his shrub sculptures have won the penitentiary numerous "Good Prisonkeeping" awards. + 16 + + + + 17 + Pops + Pops McGillicutty + After years of trying to convince Pops McGillicutty to retire, A.I.M. was finally forced to institute a mandatory retirement policy for those reaching the age of 85. Wanting to do his part to eliminate river burials, Pops opened a web-based Funeral Salon specializing in the respectful interment of mercenaries. + 17 + + + + 18 + Kelly + Col. Leo Kelly + Often referred to as the mercenary's mercenary, Col. Leo Kelly dropped out of sight shortly after the war in Croatia hit the fan. Some of our members do claim to have seen him leading a commando unit through the jungles of Napir though, and he did receive on-screen credit for technical combat consultation in Steven Segal's latest flick. However, no official news of his whereabouts have reached our offices. + 18 + + + + 19 + Tex + Tex R. Colburn + One of our more colorful warriors, Tex Colburn, handed in his six-shooters to fulfill his dream of starring on the big screen. As a rising star in Japanese westerns, he played the lead in "Much Dust, Many Bullets," and has received glowing reviews for his roles in the classic films "Attack of the Clydesdales" and "Have Honda, will Travel." + 19 + + + + 20 + Hurl + Hurl E. Cutter + Hurl, a profitable patient for doctors everywhere, has been missing for the past nine months. A careful search of hospital records and unidentified bodies in the Havana area, his last known whereabouts, has failed to provide any insight. Fidel Dahan has been repeatedly questioned concerning his disappearance, yet police are no further ahead in their investigation. + 20 + + + + 21 + Biff + Biff Apscott + Biff Apscott was a truly unique man among mercenary men. He will be greatly missed for his youthful enthusiasm and the way he reminded everyone of just how brave they were. Although somewhat hard to believe, we have been made aware that he has opened up his own mercenary organization in a somewhat pitiful attempt to compete with A.I.M. It's probably not necessary to elaborate on just how worried we are. + 21 + + + + 22 + Spike + Major Spike Scallion + The departure of Spike Scallion from A.I.M. was a major loss to the organization. His demeanor and unwavering command of any situation always served as a comfort to those who found themselves neck deep in it alongside him. Major Scallion was offered a lucrative long-term contract serving as a military consultant for the North Koreans and no amount of negotiation could convince him to stay. + 22 + + + + 23 + Raffi + Dr. Raffitto "Raffi" Leevon + Doctor Leevon, whose medical degree was always the subject of much debate, left this organization at the beginning of the year without notification. Apparently, he has changed his name and embarked on a new career. Doctor Raffiman, and his Cajun-funk band, Rotis & Haggis, have captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous. + 23 + + + + 24 + Mike + Mike + While undergoing negotiations for yet another pay increase, Mike suddenly withdrew from the discussions when he was informed that many employers had already complained about his exaggerated rates. His current whereabouts are unknown, just like pretty much everything else about him. The last correspondence received by this office, postmarked in a small country whose name escapes us, contained threats we'd rather not recall. + 24 + + + + 25 + Hector + Hector Alvarez + Seriously wounded in Zaire, Hector Alvarez was placed on permanent medical disability. Using his insurance money, he opened an oceanside bed and breakfast in his hometown of Margarita, Venezuela. With prices starting at $49.99 U.S. per day, his 'Cool Hand Luke - All the Eggs you can Consume' breakfasts have become a huge hit with the German tourists. + 25 + + + + 26 + Snake + Johnny "Snake" Edwards + Old Mister Reliable is what they called him. Getting in and out without anyone knowing he was there was what he did best. Regrettably, all that is written on his tombstone in Maupaa is "Casualty of War." Snake died a victim of unnecessary diplomacy in an event which lead to the court martial of Alan "Spam" Webster. While Webster negotiated the peaceful surrender of their weapons with a group of natives, Snake took a bullet from one of them, right between the eyes. + 26 + + + + 27 + Speck + Speck T. Kline + While Speck never quite fit in with the mercenary lifestyle, his knack for repairing what was widely believed to be unrepairable made him one of our most sought-after members. That is, perhaps, why his decision to open a competing mercenary agency came as such a surprise to this organization. A.I.M. wishes him the best of luck, as we are all well aware, he will need it. + 27 + + + + 28 + Weasel + Willy "Weasel" Augustin + Wee Willy, otherwise known as Weasel and Mouthpiece, was primarily engaged by his employers as an inexpensive set of ears to keep tabs on his teammates. And, in a sick sense of justice, Augustin finally received what many felt he had coming. After blowing the whistle on his wife for welfare fraud, she returned to the family home after making bail and blew him away. + 28 + + + + 29 + Leech + Timothy "Leech" Jenkins + It wasn't easy getting rid of Leech. His stubborn streak and outright disobedience left us no alternative but to place him on probation. After five such probationary periods, he was asked to tender his resignation, and naturally, he refused. Once terminated, Leech filed a wrongful dismissal suit, which we recently settled out of for an undisclosed amount of money. To this day, he continues to flood this office with employment applications. + 29 + + + + 30 + Lance + Lance Fisher + Due to persistent personality clashes with Victoria Waters, Lance was asked to resign from A.I.M. in exchange for a posting at Westpoint Military Academy. He accepted, and is currently an instructor of ethics and tactical withdrawal, a subject which he recently published a book on. "Beating a Path to Safety without Screaming," is available at most military college bookstores. + 30 + + + + 31 + Stella + Dr. Margaret "Stella" Trammel + Margaret was the first female to join the ranks of A.I.M., and will be fondly missed. Besides her hard-fought battles on the combat field, Dr. Trammel will also be remembered for her uphill struggle with the A.I.M. Fraternal Benefits Association to gain spousal benefits for same sex partners. She recently opened a small family practice in the Virgin Islands. + 31 + + + + 32 + Eli + Doctor Eli Summers + Doctor Summers was by all accounts a gamer who made himself popular with employers by accepting assignments with newcomers and going about his business in a non-intrusive manner. Although A.I.M. regrets his decision to leave the organization, we are rather pleased to report that the good doctor has turned his favorite hobby into a profession. Currently playing on the Seniors Pro Golf Tour, Eli finished a respectable fourth in the Depends Open at Pebble Beach. + 32 + + + + 33 + Elroy + Elroy B. Tolken + He's gone. We didn't ask. We don't care. Does anybody? + 33 + + + + 34 + Skitz + Bruce "Skitz" Bonner + Bruce Bonner is gone - way gone! The addition of qualified explosive experts to our roster made a long-overdue decision much easier to make. After a record setting eight probationary periods, Skitz was finally expelled from the organization. Despite intensive therapy and twenty-one electroshock treatments, Skitz remains confined in Saint Michael's Hospital for the Criminally Insane. + 34 + + + + 35 + Wally + Walter "Wally" Yuntz + Someone once said that if Wally didn't have bad luck, he wouldn't have any luck at all. After learning that he did indeed have problems with his vision, Wally was scheduled for corrective surgery. The operation should have put his poor marksmanship behind him forever but the laser Yuntz was placed under experienced a programming error. Now totally blind, he and his lead Chippy, serve as Dr. Eli Summers' caddies on the Seniors Pro Golf Tour. + 35 + + + + 36 + Turtle + Herman "Turtle" Regents + Perhaps, Turtle's departure is best explained by an excerpt from his letter of resignation: "The pace of combat has become too much for me. I have been forced to run the beat rather than walk it. I have exhausted all avenues and find myself short of alternatives, other than to cough up my resignation effective immediately." Last we heard, Herman was working in Chicago as a probation officer. + 36 + + + + 37 + Kaboom + Marty "Kaboom" Moffat + In one of the most peculiar cases of litigation to ever be launched against this organization, the estate of Marty Moffat has filed a wrongful death action. Kaboom, allegedly brain dead due to injuries sustained while defusing an explosive device, had his organs harvested as per his legally signed donor card. His family contends, however, that Marty was not dead at the time and was simply experiencing a slow morning. Our legal department has advised us not to elaborate any further. + 37 + + + + 38 + Rev + Reverend Clyde Potter + Due to numerous complaints from the organization's atheist members, the combat chaplain position was eliminated from A.I.M., and the preachy Potter, as one of our least utilized members, was eliminated as well. After leaving A.I.M., Reverend Clyde Potter took a position with the Innercity Church of Christ in Baltimore. He currently denies ever having been associated with A.I.M. He returns his pension checks and refuses to take our calls. + 38 + + + + 39 + Sparky + Megan "Sparky" Roachburn + Once the great family of warfare, the Roachburn legacy came to an end with the resignation of Megan. The only female family member and the last to leave A.I.M., Sparky moved on to the job she always wanted, an honesty shopper for K-Mart. Although she says the job of leaving exact change on the counter to see if the cashier rings in the sale can get a little boring, she'll take working at the mall over the battlefield any day. + 39 + + + + 40 + Mitch + Dr. Mitch Shudlem + Never truly comfortable with the blood and gore of combat, Doctor Shudlem, after a great deal of soul searching, returned to the blood and gore of the delivery room. He is currently employed as the chief of the pre-natal care unit of Saint Mary's Hospital for Unwed Mothers. He says returning to his obstetric roots is the best thing that ever happened to him, and he wonders why he ever left in the first place. + 40 + + + + 41 + Carp + Howard "Carp" Melfield + Unable to excel in any given specialty, yet well-liked within the organization, Carp was offered a desk assignment with A.I.M. Effective immediately, Howard Melfield will be responsible for members' Health and Safety, Retirement, and Dental Plans. He has also graciously agreed to chair the office Christmas Party Committee. + 41 + + + + 42 + It + Carl "It" Goodman + Hired mainly for his brute force, Carl excelled with a crowbar and pleased employers for years with his simple, non-threatening attitude. After leaving A.I.M., Goodman returned to the world of professional wrestling where he claims every move is for keeps and the risk is real. Friends and fans alike can catch him as the Masked Mercenary most Saturday nights on Pay-Per-View's Wrestling Extravaganza. + 42 + + + + 43 + Vinny + Vincenzo "Vinny" Massimo + While Vinny's years of service with A.I.M. have been impeccable and without so much as the slightest blemish in his personnel file, his personal life has been an entirely different matter. This wise-cracking wiseguy has been suspended from A.I.M. since his federal indictment for racketeering and tax evasion. With numerous counts against him, including rigging slot machines, injecting race horses with Demerol and supplying prostitutes to an Olympic water polo team, we don't expect him to return. + 43 + + + + 44 + Bob + Captain Bob Adams + Despite making ground as a combat soldier, decorated Air Force Pilot Bob Adams never quite shook his passion for flying. Therefore, it came as no surprise when Captain Adams retired from the organization, almost a year ago, to take a position with a major American airline. Tragically, while flying on a regional, short-hopper route, wind shear caused him to lose control of his aircraft. He crashed and died just outside of Phoenix this past July. + 44 + + + + 45 + Hamous + Hamous + Hamous had his first taste of combat in Metavira, and based on a glowing recommendation from a major client, Jack Richards, he was granted an internship with this organization, which recently expired. Regrettably, poor Hamous never did manage to save up enough money to purchase that mini-van he desperately wanted. So he did the next best thing and stole one just outside of Paris. Actually, it was an ice cream truck and he was last seen headed towards Istanbul in it. + 45 + + + + 46 + Mouse + Anita "Mouse" Backman + Anita's stint with the organization was short and rather quiet. Known for her uncanny ability to move about unnoticed, and not much else, Mouse handed in her resignation at the same time as Dr. Margaret "Stella" Trammel. It is our understanding that they moved to the Virgin Islands together where Backman serves as nurse/receptionist at Trammel's newly opened medical clinic. + 46 + + + + 47 + Postie + Jack "Postie" Durham + Postie has the distinction of being one of the few mercenaries A.I.M. regrets ever accepting into its membership. With that said, the union's grievance against the postal service finally made it to arbitration, and Postie has been returned to active duty with full back pay. He has been assigned to the customer service department, which has reported a dramatic drop in the number of complaints filed since he came onboard. + 47 + + + + 48 + Leon + Col. Leon Roachburn + Col. Leon Roachburn, a man who would have never made father of the year, was a responsible soldier and mentor to many. He passed away this past Christmas eve when his house trailer was engulfed by flames in a sudden grease fire. Remarkably, he left an estate valued at over a million dollars. Not so remarkably, his children were bequeathed nothing. Instead, Pamela Sue Anderson was named the sole beneficiary. + 48 + + + + 49 + Dyno + Roger "Dyno" Wittman + Roger tried. Boy did he try. But he just seemed to lack the necessary edge. Understandably, some of the guys liked having him along for the laughs while others enjoyed cleaning their rifles with him. But ultimately, he realized he just wasn't cut out for the profession. Last we heard, Dyno was serving as the understudy to the Green Hippo in Animals on Ice. + 49 + + + + 50 + Spam + Alan "Spam" Webster + Alan Webster's time within the organization was short and hardly memorable. His years of peacekeeping duty seemed to have hampered his aggression and in turn, jeopardized the safety of his squad. Following the incident in Maupaa which lead to the death of Johnny "Snake" Edwards, A.I.M. could no longer ignore his inability to take armed men seriously. Spam was court-martialed and received a dishonorable discharge in March 1998. + 50 + + \ No newline at end of file diff --git a/Data-UB/AddOns/Data-UB-Vanilla/TableData/RPCFacesSmall.xml b/Data-UB/AddOns/Data-UB-Vanilla/TableData/RPCFacesSmall.xml new file mode 100644 index 000000000..7195bfde9 --- /dev/null +++ b/Data-UB/AddOns/Data-UB-Vanilla/TableData/RPCFacesSmall.xml @@ -0,0 +1,254 @@ + + + 0 + Gaston + 58 + 13 + 5 + 10 + 25 + + + 1 + Stogie + 59 + 9 + 4 + 8 + 22 + + + 2 + Manuel + 60 + 14 + 2 + 13 + 22 + + + 3 + Biggens + 61 + 5 + 6 + 5 + 25 + + + 4 + Kulba + 62 + 6 + 4 + 6 + 24 + + + 5 + RAT + 63 + 0 + 0 + 0 + 0 + + + 6 + Tex + 64 + 3 + 6 + 3 + 23 + + + 7 + 65 + 65 + 8 + 8 + 8 + 22 + + + 8 + 66 + 66 + 9 + 4 + 7 + 22 + + + 9 + 67 + 67 + 8 + 8 + 8 + 25 + + + 10 + 68 + 68 + 4 + 6 + 5 + 22 + + + 11 + 69 + 69 + 8 + 9 + 7 + 25 + + + 12 + 70 + 70 + 4 + 7 + 5 + 25 + + + 13 + 71 + 71 + 9 + 7 + 8 + 22 + + + 14 + 72 + 72 + 9 + 7 + 8 + 25 + + + 15 + 73 + 73 + 0 + 0 + 0 + 0 + + + 16 + 74 + 74 + 0 + 0 + 0 + 0 + + + 17 + Jerry Milo + 76 + 9 + 3 + 8 + 25 + + + 18 + 90 + 90 + 9 + 3 + 8 + 25 + + + 19 + 97 + 97 + 11 + 7 + 9 + 24 + + + 20 + 106 + 106 + 9 + 5 + 7 + 23 + + + 21 + 118 + 118 + 6 + 4 + 6 + 24 + + + 22 + 119 + 119 + 12 + 4 + 10 + 24 + + + 23 + 148 + 148 + 8 + 6 + 8 + 23 + + + 24 + 156 + 156 + 6 + 5 + 6 + 23 + + + 25 + 157 + 157 + 13 + 7 + 11 + 24 + + + 26 + 158 + 158 + 9 + 7 + 8 + 22 + + + 27 + Mike + 149 + 6 + 8 + 6 + 23 + + \ No newline at end of file diff --git a/Data-UB/UB_Options.INI b/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI similarity index 93% rename from Data-UB/UB_Options.INI rename to Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI index 6fa06f482..897a936a6 100644 --- a/Data-UB/UB_Options.INI +++ b/Data-UB/AddOns/Data-UB-Vanilla/UB_Options.INI @@ -269,3 +269,48 @@ LINK_BOBBY = FALSE BOBBY_SITE_ACCESSED = FALSE +[Unfinished Business Items] + +TEX_MOVIE_ATTACK_CLYDESDALES = 1356 +TEX_MOVIE_WILD_EAST = 1357 +TEX_MOVIE_HAVE_HONDA = 1358 +LAPTOP_TRANSMITTER = 1355 +CHE_GUEVARA_CANTEEN = 1359 +MERC_WRISTWATCH = 1360 +SAM_GARVER_COMBAT_KNIFE = 1353 +MERC_UMBRELLA_OLD = 336 +MORRIS_INSTRUCTION_NOTE = 1362 +HAND_CANNON = 1352 +HARTFORD_6_SHOOTER = 66 +MERC_UMBRELLA = 336 +CLIP_CANNON_BALL = 1354 +BARRETT_UB = 335 +CALICO_960_UB = 69 +PSG1_UB = 334 +L85_UB = 331 +TAR21_UB = 332 +VAL_SILENT_UB = 333 +MICRO_UZI_UB = 330 +CALICO_950_UB = 67 +CALICO_900_UB = 68 + +;----------------------- +; Profiles +;----------------------- + +[Unfinished Business Profiles] + +MANUEL = 60 +BIGENS = 61 +JOHN_K = 62 +TEX = 64 +GASTON = 58 +STOGIE = 59 +JERRY = 76 +PGMALE4 = 57 +BETTY = 73 +RAUL = 74 +MORRIS = 75 +RUDY = 77 + + diff --git a/Data-UB/MercEdt/170.EDT b/Data-UB/MercEdt/170.EDT deleted file mode 100644 index 13e1c55a443d7f8afec45b051661aeca39c88904..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 56160 zcmajo=~h+Q)~0O^#g@OmKbh|-YylAv1Vls>6{%~)3Q-O|?`w^{8WDTP*D`FOtC(}l 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zPg*s;n}oxV&Q3jQQBA#%O0dt+QYJXFH4ALJa?VRzgFUDqh&f zENSbOz0L0y%lk?n=F>0zBWrOr1C z&*!^;R5FETVMCR?YRG?+VkDb2Kmvca!b*xYHb+@$EH|sMtr+rvob;Ex<Gz|JJMApW?Dhk3;c zIm|IO06!Kg0IjIHjaUP`Riihb^&mPZZxlx4`&oH>@T|#^Y${A*_mEhy zruF<+(VVtd6Gb&U+EmSGS3h?>BF|Oz!XF@qNVW2}RPB;m!>hG6#1zCZapj>QqQbI| S_>hBXL-a${05*jR0RI=$H?s}^ diff --git a/Data-UB/Scripts/GameInit.lua b/Data-UB/Scripts/GameInit.lua index f7478fbf4..7313c040c 100644 --- a/Data-UB/Scripts/GameInit.lua +++ b/Data-UB/Scripts/GameInit.lua @@ -1,5 +1,5 @@ --[[ -http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua +http://legion.itzg.pl/mzgb/pmwiki/pmwiki.php?n=JaggedAlliance2UBV1.Jav113lua ********************** ** Global variables ** @@ -286,33 +286,33 @@ Fincances = ANONYMOUS_DEPOSIT = 1, TRANSACTION_FEE = 2, HIRED_MERC = 3, - BOBBYR_PURCHASE, - PAY_SPECK_FOR_MERC = 4, - MEDICAL_DEPOSIT = 5, - IMP_PROFILE = 6, - PURCHASED_INSURANCE = 7, - REDUCED_INSURANCE = 8, - EXTENDED_INSURANCE = 9, - CANCELLED_INSURANCE = 10, - INSURANCE_PAYOUT = 11, - EXTENDED_CONTRACT_BY_1_DAY = 12, - EXTENDED_CONTRACT_BY_1_WEEK = 13, - EXTENDED_CONTRACT_BY_2_WEEKS = 14, - DEPOSIT_FROM_GOLD_MINE = 15, - DEPOSIT_FROM_SILVER_MINE = 16, - PURCHASED_FLOWERS = 17, - FULL_MEDICAL_REFUND = 18, - PARTIAL_MEDICAL_REFUND = 19, - NO_MEDICAL_REFUND = 20, - PAYMENT_TO_NPC = 21, - TRANSFER_FUNDS_TO_MERC = 22, - TRANSFER_FUNDS_FROM_MERC = 23, - TRAIN_TOWN_MILITIA = 24, - PURCHASED_ITEM_FROM_DEALER = 25, - MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT = 26, - SOLD_ITEMS = 27, - FACILITY_OPERATIONS = 28, - MILITIA_UPKEEP = 29, + BOBBYR_PURCHASE = 4, + PAY_SPECK_FOR_MERC = 5, + MEDICAL_DEPOSIT = 6, + IMP_PROFILE = 7, + PURCHASED_INSURANCE = 8, + REDUCED_INSURANCE = 9, + EXTENDED_INSURANCE = 10, + CANCELLED_INSURANCE = 11, + INSURANCE_PAYOUT = 12, + EXTENDED_CONTRACT_BY_1_DAY = 13, + EXTENDED_CONTRACT_BY_1_WEEK = 14, + EXTENDED_CONTRACT_BY_2_WEEKS = 15, + DEPOSIT_FROM_GOLD_MINE = 16, + DEPOSIT_FROM_SILVER_MINE = 17, + PURCHASED_FLOWERS = 18, + FULL_MEDICAL_REFUND = 19, + PARTIAL_MEDICAL_REFUND = 20, + NO_MEDICAL_REFUND = 21, + PAYMENT_TO_NPC = 22, + TRANSFER_FUNDS_TO_MERC = 23, + TRANSFER_FUNDS_FROM_MERC = 24, + TRAIN_TOWN_MILITIA = 25, + PURCHASED_ITEM_FROM_DEALER = 26, + MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT = 27, + SOLD_ITEMS = 28, + FACILITY_OPERATIONS = 29, + MILITIA_UPKEEP = 30, } Sender = @@ -877,16 +877,15 @@ function InitNewGame() end - if ( difficultyLevel == DIF_LEVEL_EASY ) then + if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then iStartingCash = GetStartingCashNovice() - elseif ( difficultyLevel == DIF_LEVEL_MEDIUM ) then + elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then iStartingCash = GetStartingCashExperienced() - elseif ( difficultyLevel == DIF_LEVEL_HARD ) then + elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_HARD ) then iStartingCash = GetStartingCashExpert() - elseif ( difficultyLevel == DIF_LEVEL_INSANE ) then + elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then iStartingCash = GetStartingCashInsane() end AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash ) - end \ No newline at end of file diff --git a/Data-UB/Scripts/HourlyUpdate.lua b/Data-UB/Scripts/HourlyUpdate.lua index b5de355ec..f2ea6fca4 100644 --- a/Data-UB/Scripts/HourlyUpdate.lua +++ b/Data-UB/Scripts/HourlyUpdate.lua @@ -1,4 +1,5 @@ -Facts = { +Facts = +{ FACT_BROTHEL_OPEN = 251, FACT_MUSEUM_OPEN = 250, FACT_CLUB_OPEN = 252, @@ -17,45 +18,43 @@ function HourlyQuestUpdate() SetFactTrue( Facts.FACT_BROTHEL_OPEN ) end - --- bar/nightclub + -- Bar/night club if ( cHour > 15 or cHour < 2) then SetFactTrue( Facts.FACT_CLUB_OPEN ) SetFactFalse( Facts.FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED ) - -- reset boxes fought + -- Reset boxes fought for i = 0,3 do - -- set false + -- Set false gfBoxerFought(i,false) end - -- if # of boxing matches the player has won is a multiple of + -- If # of boxing matches the player has won is a multiple of -- 3, and the boxers haven't rested, then make them rest if ( gfBoxersResting == true ) then - -- done resting now! + -- Done resting now! gfBoxersResting = false gubBoxersRests = gubBoxersRests + 1 p = gubBoxingMatchesWon / 3 elseif ( p > gubBoxersRests ) then - -- time for the boxers to rest! + -- Time for the boxers to rest! gfBoxersResting = true end - else SetFactFalse( Facts.FACT_CLUB_OPEN ) end --- museum -if ( cHour >= 9 or cHour < 18 ) then + -- Museum + if ( cHour >= 9 or cHour < 18 ) then SetFactTrue( Facts.FACT_MUSEUM_OPEN ) -else + else SetFactFalse( Facts.FACT_MUSEUM_OPEN ) -end + end ]] end \ No newline at end of file diff --git a/Data-UB/Scripts/InterfaceDialogue.lua b/Data-UB/Scripts/InterfaceDialogue.lua index d8edab460..e2298e1fd 100644 --- a/Data-UB/Scripts/InterfaceDialogue.lua +++ b/Data-UB/Scripts/InterfaceDialogue.lua @@ -43,30 +43,30 @@ QUESTDONE = 2, Quests = { - -- Quests ID -- BinaryData\QUESTS25.EDT Record - QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 + -- Quests ID -- BinaryData\QUESTS.EDT Record + QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter + QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route + QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists + QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice + QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money + QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey + QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria + QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice + QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma + QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation + QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem + QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist + QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera + QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats + QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit + QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures + QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot + QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider + QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo + QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists + QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen + QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream + QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank -- UB Quests QUEST_DESTROY_MISSLES = 23, -- Start quest 46, End quest 47 QUEST_FIX_LAPTOP = 24, -- Start quest 48, End quest 49 diff --git a/Data-UB/Scripts/Overhead.lua b/Data-UB/Scripts/Overhead.lua index 6466375de..97470ae74 100644 --- a/Data-UB/Scripts/Overhead.lua +++ b/Data-UB/Scripts/Overhead.lua @@ -29,30 +29,30 @@ Attitude = Quests = { - -- Quests ID -- BinaryData\QUESTS25.EDT Record - QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 + -- Quests ID -- BinaryData\QUESTS.EDT Record + QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter + QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route + QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists + QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice + QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money + QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey + QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria + QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice + QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma + QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation + QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem + QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist + QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera + QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats + QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit + QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures + QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot + QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider + QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo + QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists + QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen + QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream + QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank -- UB Quests QUEST_DESTROY_MISSLES = 23, -- Start quest 46, End quest 47 QUEST_FIX_LAPTOP = 24, -- Start quest 48, End quest 49 @@ -243,6 +243,28 @@ function HandleAtNewGridNo( ProfileId ) TeamSoldier = FindSoldierTeam (ProfileId) if ( TeamSoldier == Team.OUR_TEAM ) then -- Team + -- Kingping expecting visit from player (Sector D5) + -- The fact has to be TRUE. If FALSE then Kingpin attack the player. + if ( CheckFact( 98 ) == false ) then + if ( NPCInRoomRange( ProfileId, 30, 39 ) == true and gWorldSectorX == 5 and gWorldSectorY == SectorY.MAP_ROW_D and gWorldSectorZ == 0 )then + + for iLoop = GetTacticalStatusFirstID(Team.CIV_TEAM),GetTacticalStatusLastID(Team.CIV_TEAM) do + if ( CheckMercPtrsInSector (iLoop) == true and CheckMercPtrsInActive(iLoop) == true and CheckMercPtrsInCivilianGroup (iLoop) == 2 ) then + for aimLoop=GetTacticalStatusFirstID(Team.OUR_TEAM),GetTacticalStatusLastID(Team.OUR_TEAM) do + if ( CheckMercPtrsID1SeenID2(iLoop,aimLoop) == SEEN_CURRENTLY ) then + MakeMercPtrsHostile( iLoop ) + end + end + end + end + + if ( CheckCombatMode == false ) then + EnterTeamCombatMode(Team.CIV_TEAM) + end + + end + end + if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC -- Skyrider @@ -250,10 +272,10 @@ function HandleAtNewGridNo( ProfileId ) ActionStopMerc(Profil.SKYRIDER) SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER ) TriggerNPCRecord( Profil.SKYRIDER, 15 ) - SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER ) + SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B, Profil.SKYRIDER, 163 ) -- 163 helicopter - -- Marie & John - elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true + -- Mary & John + elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then -- Mary if ( ProfileId == Profil.MARY ) then @@ -279,7 +301,7 @@ function HandleAtNewGridNo( ProfileId ) -- Drassen stuff for John & Mary elseif ( CheckQuest(Quests.QUEST_ESCORT_TOURISTS) == pQuest.QUESTINPROGRESS and ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then - if ( CheckFact( FACT_JOHN_ALIVE) == true ) then + if ( CheckFact( Facts.FACT_JOHN_ALIVE ) == true ) then HandleJohnArrival( nil ) else HandleMaryArrival( nil ) @@ -300,36 +322,4 @@ function HandleAtNewGridNo( ProfileId ) end -- End what EPC end -- End team ]] -end - - -function HandlePlayerTeamMemberDeath( ProfileId ) -local cnt -local iLoop -local pTeamSoldier - - --- JA2 Remove ---[[ - --- handle stuff for Carmen if Slay is killed - - if ( ProfileId == Profil.SLAY ) then - pTeamSoldier = FindSoldierByProfileID( Profil.CARMEN ) - - if ( CheckSoldierAttitude ( pTeamSoldier ) == Attitude.ATTACKSLAYONLY and not TileIsOutOfBounds(ClosestPC( pTeamSoldier, nil )) ) then - -- Carmen now becomes friendly again - TriggerNPCRecord( Profil.CARMEN, 29 ) - end - - elseif ( ProfileId == Profil.ROBOT ) then - - if ( CheckFact( Facts.FACT_FIRST_ROBOT_DESTROYED,0 ) == false ) then - SetFactTrue( Facts.FACT_FIRST_ROBOT_DESTROYED ) - SetFactFalse( Facts.FACT_ROBOT_READY ) - else - SetFactTrue( Facts.FACT_SECOND_ROBOT_DESTROYED ) - end - end -]] end \ No newline at end of file diff --git a/Data-UB/Scripts/Quests.lua b/Data-UB/Scripts/Quests.lua index 7cda30c1b..a3de62d46 100644 --- a/Data-UB/Scripts/Quests.lua +++ b/Data-UB/Scripts/Quests.lua @@ -6,7 +6,7 @@ Remember! Not to use function EndQuest(QuestID, x, y) and StartQuest(QuestID, x, nQuests = { - -- Quests ID -- BinaryData\QUESTS25.EDT Record + -- Quests ID -- BinaryData\QUESTS.EDT Record QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 @@ -141,6 +141,8 @@ function InternalEndQuest( ubQuest, sSectorX, sSectorY, fUpdateHistory ) GiveQuestRewardPoint( sSectorX, sSectorY, 9, NO_PROFILE ) end + elseif ( ubQuest == nQuests.QUEST_KILL_DEIDRANNA ) then + GiveQuestRewardPoint( sSectorX, sSectorY, 25, NO_PROFILE ) elseif ( ubQuest == nQuests.QUEST_ESCORT_SHANK ) then GiveQuestRewardPoint( sSectorX, sSectorY, 5, NO_PROFILE ) else diff --git a/Data-UB/Scripts/StrategicEventHandler.lua b/Data-UB/Scripts/StrategicEventHandler.lua index 9f78bfec5..21fdfb73f 100644 --- a/Data-UB/Scripts/StrategicEventHandler.lua +++ b/Data-UB/Scripts/StrategicEventHandler.lua @@ -372,30 +372,30 @@ qStatus = Quests = { - -- Quests ID -- BinaryData\QUESTS25.EDT Record - QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 + -- Quests ID -- BinaryData\QUESTS.EDT Record + QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter + QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route + QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists + QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice + QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money + QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey + QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria + QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice + QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma + QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation + QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem + QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist + QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera + QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats + QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit + QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures + QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot + QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider + QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo + QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists + QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen + QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream + QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank -- UB Quests QUEST_DESTROY_MISSLES = 23, -- Start quest 46, End quest 47 QUEST_FIX_LAPTOP = 24, -- Start quest 48, End quest 49 @@ -404,6 +404,7 @@ Quests = -- max Quests 254 } + ProfileType = { None = 0, diff --git a/Data-UB/Scripts/StrategicTownLoyalty.lua b/Data-UB/Scripts/StrategicTownLoyalty.lua index 73e1cd3b7..2581ca55d 100644 --- a/Data-UB/Scripts/StrategicTownLoyalty.lua +++ b/Data-UB/Scripts/StrategicTownLoyalty.lua @@ -1,17 +1,21 @@ --[[ - http://www.legion.zone.zg.pl/doku.php/modowanie/ja/art_ja_m_22_lua + http://legion.itzg.pl/mzgb/pmwiki/pmwiki.php?n=JaggedAlliance2UBV1.Jav113lua - Global : +********************** +** Global variables ** +********************** - giLairID + 1 = Drassen + 2 = Cambria + 3 = Alma + 4 = Grumm - 1 - Drassen - 2 - Cambria - 3 - Alma - 4 - Grumm - Function : +*************** +** Functions ** +*************** - SectorEnemyControlled ( IDSector ) check if enemy controls sector @@ -38,7 +42,10 @@ - SetTownLoyalty ( idTown, idLoyalty ) set town loyalty - Example : + +************** +** Examples ** +************** if SectorEnemyControlled ( SECTOR(4,13) ) == false then -- instructions @@ -74,22 +81,22 @@ -- 30 = 30% SetTownLoyalty ( 1, 30 ) - - EventGlobal = { + EventGlobal = + { GLOBAL_LOYALTY_BATTLE_WON = 0, . . MY_GLOBAL_LOYALTY_13 = 13, MY_GLOBAL_LOYALTY_14 = 14, . - . - . + . . MY_GLOBAL_LOYALTY_100 = 100, } ]] -Profil = { +Profil = +{ MIGUEL = 57, DOREEN = 139, MARTHA = 109, @@ -100,8 +107,8 @@ Profil = { JOEY = 90, } -Town = { - +Town = +{ OMERTA = 1, DRASSEN = 2, ALMA = 3, @@ -137,10 +144,11 @@ local LOYALTY_BONUS_FOR_SERGEANT_KROTT = (20 * GAIN_PTS_PER_LOYALTY_PT) -- Alma' local LOYALTY_BONUS_TERRORISTS_DEALT_WITH = ( 5 * GAIN_PTS_PER_LOYALTY_PT) local LOYALTY_BONUS_KILL_QUEEN_MONSTER = (10 * GAIN_PTS_PER_LOYALTY_PT) -- Anywhere --- loyalty bonus for completing town training +-- Loyalty bonus for completing town training local LOYALTY_BONUS_FOR_TOWN_TRAINING = ( 2 * GAIN_PTS_PER_LOYALTY_PT ) -- 2% (Town Militia.cpp i Map Screen Interface Map.cpp) -EventGlobal = { +EventGlobal = +{ -- There are only for distance-adjusted global loyalty effects. Others go into list above instead! GLOBAL_LOYALTY_BATTLE_WON = 0, GLOBAL_LOYALTY_BATTLE_LOST = 1, @@ -148,14 +156,14 @@ EventGlobal = { GLOBAL_LOYALTY_NATIVE_KILLED = 3, GLOBAL_LOYALTY_GAIN_TOWN_SECTOR = 4, GLOBAL_LOYALTY_LOSE_TOWN_SECTOR = 5, - GLOBAL_LOYALTY_LIBERATE_WHOLE_TOWN = 6, -- awarded only the first time it happens + GLOBAL_LOYALTY_LIBERATE_WHOLE_TOWN = 6, GLOBAL_LOYALTY_ABANDON_MILITIA = 7, GLOBAL_LOYALTY_GAIN_MINE = 8, GLOBAL_LOYALTY_LOSE_MINE = 9, GLOBAL_LOYALTY_GAIN_SAM = 10, GLOBAL_LOYALTY_LOSE_SAM = 11, GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12, - GLOBAL_LOYALTY_GRIZZLY_DEAD = 13, + GLOBAL_LOYALTY_UNUSED = 13, GLOBAL_LOYALTY_PRISONERS_TORTURED = 14, } @@ -164,7 +172,7 @@ function CheckConditionsForTriggeringCreatureQuest( sSectorX, sSectorY, bSectorZ local ubValidMines = 0 - if ( gameStyle == 0 or enableCrepitus == 0 ) then + if ( newGAME_STYLE == 0 or iniENABLE_CREPITUS == 0 ) then return -- No scifi, no creatures... end @@ -201,7 +209,7 @@ end function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ ) -local iLoyaltyChange = 0 + local iLoyaltyChange = 0 if ubEventType == EventGlobal.GLOBAL_LOYALTY_BATTLE_WON then @@ -229,14 +237,14 @@ local iLoyaltyChange = 0 elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_NATIVE_KILLED then - -- note that there is special code (much more severe) for murdering civilians in the currently loaded sector. - -- this event is intended more for processing militia casualties, and the like + -- Note that there is special code (much more severe) for murdering civilians in the currently loaded sector. + -- This event is intended more for processing militia casualties, and the like iLoyaltyChange = -50 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_ABANDON_MILITIA then - -- it doesn't matter how many of them are being abandoned + -- It doesn't matter how many of them are being abandoned iLoyaltyChange = -750 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) @@ -274,13 +282,6 @@ local iLoyaltyChange = 0 iLoyaltyChange = -250 AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) - elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GRIZZLY_DEAD then - - if ( CheckMercIsDead(3) == false ) then - iLoyaltyChange = 1000 - AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ ) - end - elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then iLoyaltyChange = -60 @@ -297,12 +298,12 @@ function HandleLoyaltyChangeForNPCAction( ubNPCProfileId ) IncrementTownLoyalty ( Town.OMERTA, LOYALTY_BONUS_MIGUEL_READS_LETTER ) end - -- having freed the child labourers... she is releasing them herself! + -- Having freed the child labourers... she is releasing them herself! if ubNPCProfileId == Profil.DOREEN then IncrementTownLoyalty( Town.DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED ) end - -- if Joey is still alive + -- If Joey is still alive if ubNPCProfileId == Profil.MARTHA then if ( CheckMercIsDead(Profil.JOEY) == false ) then IncrementTownLoyalty( Town.CAMBRIA, LOYALTY_BONUS_MARTHA_WHEN_JOEY_RESCUED ) diff --git a/Data-UB/Scripts/strategicmap.lua b/Data-UB/Scripts/strategicmap.lua index 7a45b9723..927af8844 100644 --- a/Data-UB/Scripts/strategicmap.lua +++ b/Data-UB/Scripts/strategicmap.lua @@ -1,7 +1,8 @@ --[[ -Global: -guiNumWorldItems +This script has two functions "HandleQuestCodeOnSectorEntry" and "HandleQuestCodeOnSectorExit". +First function is executed when merc enter to the sector and second function is executed +when merc leave from the sector. ]] @@ -33,37 +34,37 @@ EventTypes = { } qStatus = { -QUESTNOTSTARTED =0, -QUESTINPROGRESS = 1, -QUESTDONE = 2, + QUESTNOTSTARTED =0, + QUESTINPROGRESS = 1, + QUESTDONE = 2, } Quests = { - -- Quests ID -- BinaryData\QUESTS25.EDT Record - QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 + -- Quests ID -- BinaryData\QUESTS.EDT Record + QUEST_DELIVER_LETTER = 0, -- Start quest 0, End quest 1 - Deliver Letter + QUEST_FOOD_ROUTE = 1, -- Start quest 2, End quest 3 - Food Route + QUEST_KILL_TERRORISTS = 2, -- Start quest 4, End quest 5 - Terrorists + QUEST_KINGPIN_IDOL = 3, -- Start quest 6, End quest 7 - Kingpin Chalice + QUEST_KINGPIN_MONEY = 4, -- Start quest 8, End quest 9 - Kingpin Money + QUEST_RUNAWAY_JOEY = 5, -- Start quest 10, End quest 11 - Runaway Joey + QUEST_RESCUE_MARIA = 6, -- Start quest 12, End quest 13 - Rescue Maria + QUEST_CHITZENA_IDOL = 7, -- Start quest 14, End quest 15 - Chitzena Chalice + QUEST_HELD_IN_ALMA = 8, -- Start quest 16, End quest 17 - Held in Alma + QUEST_INTERROGATION = 9, -- Start quest 18, End quest 19 - Interogation + QUEST_ARMY_FARM = 10, -- Start quest 20, End quest 21 - Hillbilly Problem + QUEST_FIND_SCIENTIST = 11, -- Start quest 22, End quest 23 - Find Scientist + QUEST_DELIVER_VIDEO_CAMERA = 12, -- Start quest 24, End quest 25 - Deliver Video Camera + QUEST_BLOODCATS = 13, -- Start quest 26, End quest 27 - Blood Cats + QUEST_FIND_HERMIT = 14, -- Start quest 28, End quest 29 - Find Hermit + QUEST_CREATURES = 15, -- Start quest 30, End quest 31 - Creatures + QUEST_CHOPPER_PILOT = 16, -- Start quest 32, End quest 33 - Find Chopper Pilot + QUEST_ESCORT_SKYRIDER = 17, -- Start quest 34, End quest 35 - Escort SkyRider + QUEST_FREE_DYNAMO = 18, -- Start quest 36, End quest 37 - Free Dynamo + QUEST_ESCORT_TOURISTS = 19, -- Start quest 38, End quest 39 - Escort Tourists + QUEST_FREE_CHILDREN = 20, -- Start quest 40, End quest 41 - Doreen + QUEST_LEATHER_SHOP_DREAM = 21, -- Start quest 42, End quest 43 - Leather Shop Dream + QUEST_ESCORT_SHANK = 22, -- Start quest 44, End quest 45 - Escort Shank -- UB Quests QUEST_DESTROY_MISSLES = 23, -- Start quest 46, End quest 47 QUEST_FIX_LAPTOP = 24, -- Start quest 48, End quest 49 @@ -88,6 +89,8 @@ local HOSPITAL_SECTOR_X = 8 local HOSPITAL_SECTOR_Y = 6 -- MAP_ROW_F local HOSPITAL_SECTOR_Z = 0 +local NOBODY = 254 + History = { HISTORY_ENTERED_HISTORY_MODE = 0, HISTORY_HIRED_MERC_FROM_AIM = 1, @@ -169,6 +172,18 @@ History = { HISTORY_MERC_KILLED_CHARACTER = 77, } +Profil = +{ + MARIA = 88, + ANGEL = 89, + ELLIOT = 135, + CONRAD = 70, + CARMEN = 78, + MADLAB = 146, + ROBOT = 62, +} +local gsRobotGridNo + function HandleQuestCodeOnSectorEntry( sNewSectorX, sNewSectorY, bNewSectorZ ) end diff --git a/Data-UB/TableData/FilesSenderList.xml b/Data-UB/TableData/FilesSenderList.xml deleted file mode 100644 index 0364c0e7c..000000000 --- a/Data-UB/TableData/FilesSenderList.xml +++ /dev/null @@ -1,35 +0,0 @@ - - - - 0 - Recon Report - - - 1 - Intercept #1 - - - 2 - Intercept #2 - - - 3 - Intercept #3 - - - 4 - Intercept #4 - - - 5 - Intercept #5 - - - 6 - Intercept #6 - - - 7 - Mission briefing - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/ArmourClass.xml b/Data-UB/TableData/Lookup/ArmourClass.xml deleted file mode 100644 index 8a366c4dd..000000000 --- a/Data-UB/TableData/Lookup/ArmourClass.xml +++ /dev/null @@ -1,27 +0,0 @@ - - - - 0 - Helmet - - - 1 - Vest - - - 2 - Leggings - - - 3 - Plate - - - 4 - Monster - - - 5 - Vehicle - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/AttachmentClass.xml b/Data-UB/TableData/Lookup/AttachmentClass.xml deleted file mode 100644 index 375991e56..000000000 --- a/Data-UB/TableData/Lookup/AttachmentClass.xml +++ /dev/null @@ -1,55 +0,0 @@ - - - - 0 - None - - - 1 - Default 1 - - - 2 - Barrel - - - 4 - Laser - - - 8 - Sight - - - 16 - Scope - - - 32 - Stock - - - 64 - Ammo - - - 128 - Internal - - - 256 - External - - - 512 - Underbarrel - - - 1024 - Grenade - - - 2048 - Rocket - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/AttachmentSystem.xml b/Data-UB/TableData/Lookup/AttachmentSystem.xml deleted file mode 100644 index 270dc6193..000000000 --- a/Data-UB/TableData/Lookup/AttachmentSystem.xml +++ /dev/null @@ -1,15 +0,0 @@ - - - - 0 - Any - - - 1 - OAS Only - - - 2 - NAS Only - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/Cursor.xml b/Data-UB/TableData/Lookup/Cursor.xml deleted file mode 100644 index dfc643256..000000000 --- a/Data-UB/TableData/Lookup/Cursor.xml +++ /dev/null @@ -1,95 +0,0 @@ - - - - 0 - Invalid - - - 1 - Quest - - - 2 - Punch - - - 3 - Target - - - 4 - Knife - - - 5 - Aid - - - 6 - Toss - - - 8 - Mine - - - 9 - Lockpick - - - 10 - Metal Detector - - - 11 - Crowbar - - - 12 - Surveillance Camera - - - 13 - Camera - - - 14 - Key - - - 15 - Saw - - - 16 - Wirecutter - - - 17 - Remote - - - 18 - Bomb - - - 19 - Repair - - - 20 - Trajectory - - - 21 - Jar - - - 22 - Tin can - - - 23 - Refuel - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/ExplosionSize.xml b/Data-UB/TableData/Lookup/ExplosionSize.xml deleted file mode 100644 index 843dbe66a..000000000 --- a/Data-UB/TableData/Lookup/ExplosionSize.xml +++ /dev/null @@ -1,15 +0,0 @@ - - - - 0 - None - - - 1 - Standard - - - 2 - HighExplosive - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/ExplosionType.xml b/Data-UB/TableData/Lookup/ExplosionType.xml deleted file mode 100644 index 9ea420b19..000000000 --- a/Data-UB/TableData/Lookup/ExplosionType.xml +++ /dev/null @@ -1,43 +0,0 @@ - - - - 0 - Normal - - - 1 - Stun - - - 2 - Tear Gas - - - 3 - Mustard Gas - - - 4 - Flare - - - 5 - Noise - - - 6 - Smoke - - - 7 - Creature Gas - - - 8 - Fire - - - 9 - Flashbang - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/ItemClass.xml b/Data-UB/TableData/Lookup/ItemClass.xml deleted file mode 100644 index 6ccc21c1b..000000000 --- a/Data-UB/TableData/Lookup/ItemClass.xml +++ /dev/null @@ -1,79 +0,0 @@ - - - - 1 - Nothing - - - 2 - Gun - - - 4 - Knife - - - 8 - Throwing Knife - - - 16 - Launcher - - - 32 - Tentacle - - - 64 - Thrown Weapon - - - 128 - Blunt Weapon - - - 256 - Grenade - - - 512 - Bomb - - - 1024 - Ammo - - - 2048 - Armour - - - 4096 - Medkit - - - 8192 - Kit - - - 32768 - Face Item - - - 65536 - Key - - - 131072 - Load Bearing Equipment - - - 268435456 - Misc - - - 536870912 - Money - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/LBEClass.xml b/Data-UB/TableData/Lookup/LBEClass.xml deleted file mode 100644 index 39bd6f472..000000000 --- a/Data-UB/TableData/Lookup/LBEClass.xml +++ /dev/null @@ -1,23 +0,0 @@ - - - - 0 - Nothing - - - 1 - Thigh Pack - - - 2 - Vest - - - 3 - Combat Pack - - - 4 - Backpack - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/MergeType.xml b/Data-UB/TableData/Lookup/MergeType.xml deleted file mode 100644 index 96bc1d940..000000000 --- a/Data-UB/TableData/Lookup/MergeType.xml +++ /dev/null @@ -1,35 +0,0 @@ - - - - 0 - Destruction - - - 1 - Combine - - - 2 - Treat Armour - - - 3 - Explosive - - - 4 - Easy - - - 5 - Electronic - - - 6 - Use Item - - - 7 - Use Item (Hard) - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/PocketSize.xml b/Data-UB/TableData/Lookup/PocketSize.xml deleted file mode 100644 index 657504899..000000000 --- a/Data-UB/TableData/Lookup/PocketSize.xml +++ /dev/null @@ -1,19 +0,0 @@ - - - - 0 - None - - - 1 - Small - - - 2 - Medium - - - 3 - Large - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/Silhouette.xml b/Data-UB/TableData/Lookup/Silhouette.xml deleted file mode 100644 index 1f516be2c..000000000 --- a/Data-UB/TableData/Lookup/Silhouette.xml +++ /dev/null @@ -1,107 +0,0 @@ - - - - 0 - Vest - - - 1 - Right Thigh - - - 2 - Left Thigh - - - 3 - Backpack - - - 4 - Combat Pack - - - 5 - Gun - - - 6 - Rocket Launcher - - - 7 - Big Bag - - - 8 - Medium Bag - - - 9 - SMG - - - 10 - Explosive - - - 11 - Knife - - - 12 - Small Bag - - - 13 - Pistol - - - 14 - GL Grenade - - - 15 - Hand Grenade - - - 16 - Pistol Ammo - - - 17 - SMG Ammo - - - 18 - Rifle Ammo - - - 19 - Large Ammo - - - 20 - Shirt Pocket - - - 21 - Belt Clip - - - 22 - Huge/Belt Ammo - - - 23 - Revolver Ammo - - - 24 - Large Medical Cross - - - 25 - Small Medical Cross - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/SkillCheckType.xml b/Data-UB/TableData/Lookup/SkillCheckType.xml deleted file mode 100644 index b275432e8..000000000 --- a/Data-UB/TableData/Lookup/SkillCheckType.xml +++ /dev/null @@ -1,67 +0,0 @@ - - - - 0 - None - - - 1 - Lockpick - - - 2 - Elec. Lockpick - - - 3 - Attach Timed Detonator - - - 4 - Attach Remote Detonator - - - 5 - Plant Timed Bomb - - - 6 - Plant Remote Bomb - - - 7 - Open With Crowbar - - - 8 - Smash Door - - - 9 - Disarm Trap - - - 10 - Unjam Gun - - - 11 - Notice Dart - - - 12 - Lie to Queen - - - 13 - Attach Special Item - - - 14 - Attach Special Elec. Item - - - 15 - Disarm Elec. Trap - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/WeaponClass.xml b/Data-UB/TableData/Lookup/WeaponClass.xml deleted file mode 100644 index 709492b90..000000000 --- a/Data-UB/TableData/Lookup/WeaponClass.xml +++ /dev/null @@ -1,35 +0,0 @@ - - - - 0 - None - - - 1 - Handgun - - - 2 - Submachinegun - - - 3 - Rifle - - - 4 - Machinegun - - - 5 - Shotgun - - - 6 - Knife - - - 7 - Monster - - \ No newline at end of file diff --git a/Data-UB/TableData/Lookup/WeaponType.xml b/Data-UB/TableData/Lookup/WeaponType.xml deleted file mode 100644 index b36ce8df6..000000000 --- a/Data-UB/TableData/Lookup/WeaponType.xml +++ /dev/null @@ -1,39 +0,0 @@ - - - - 0 - None - - - 1 - Pistol - - - 2 - Machine Pistol - - - 3 - Submachinegun - - - 4 - Rifle - - - 5 - Sniper Rifle - - - 6 - Assault Rifle - - - 7 - Light Machinegun - - - 8 - Shotgun - - \ No newline at end of file diff --git a/Data-UB/TableData/Map/Polish.SectorNames.xml b/Data-UB/TableData/Map/Polish.SectorNames.xml deleted file mode 100644 index e70754e2e..000000000 --- a/Data-UB/TableData/Map/Polish.SectorNames.xml +++ /dev/null @@ -1,1795 +0,0 @@ - - - - A1 - Tropical - Tropical - Tropical - Tropical - - - A2 - Chitzena - Chitzena - Chitzena - Chitzena - - - A3 - Plains - Plains - Plains - Plains - - - A4 - Unknown - Unknown - Unknown - Unknown - - - A5 - Unknown - Unknown - Unknown - Unknown - - - A6 - Hills - Hills - Hills - Hills - - - A7 - Hills - Hills - Hills - Hills - - - A8 - Hills - Hills - Hills - Hills - - - A9 - Omerta - Omerta - Omerta - Omerta - - - A10 - Omerta - Omerta - Omerta - Omerta - - - A11 - Farmland - Farmland - Farmland - Farmland - - - A12 - Forest - Forest - Forest - Forest - - - A13 - Woods - Woods - Woods - Woods - - - A14 - Plains - Plains - Plains - Plains - - - A15 - Forest - Forest - Forest - Forest - - - A16 - Unknown - Unknown - Unknown - Unknown - - - B1 - Tropical - Tropical - Tropical - Tropical - - - B2 - Chitzena Mine - Chitzena Mine - Chitzena Mine - Chitzena Mine - - - B3 - Woods - Woods - Woods - Woods - - - B4 - Woods - Woods - Woods - Woods - - - B5 - Farmland - Farmland - Farmland - Farmland - - - B6 - Farmland - Farmland - Farmland - Farmland - - - B7 - Plains - Plains - Plains - Plains - - - B8 - Farmland - Farmland - Farmland - Farmland - - - B9 - Plains, road - Plains, road - Plains, road - Plains, road - - - B10 - Woods - Woods - Woods - Woods - - - B11 - Woods - Woods - Woods - Woods - - - B12 - Farm, road - Farm, road - Farm, road - Farm, road - - - B13 - Drassen Airport - Drassen Airport - Drassen Airport - Drassen Airport - - - B14 - Water - Water - Water - Water - - - B15 - Swamp - Swamp - Swamp - Swamp - - - B16 - Forest - Forest - Forest - Forest - - - C1 - Tropical - Tropical - Tropical - Tropical - - - C2 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - C3 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - C4 - Woods - Woods - Woods - Woods - - - C5 - San Mona - San Mona - San Mona - San Mona - - - C6 - San Mona - San Mona - San Mona - San Mona - - - C7 - Plains, road - Plains, road - Plains, road - Plains, road - - - C8 - Woods - Woods - Woods - Woods - - - C9 - Plains, road - Plains, road - Plains, road - Plains, road - - - C10 - Woods - Woods - Woods - Woods - - - C11 - Forest - Forest - Forest - Forest - - - C12 - Woods - Woods - Woods - Woods - - - C13 - Drassen - Drassen - Drassen - Drassen - - - C14 - Water - Water - Water - Water - - - C15 - Swamp - Swamp - Swamp - Swamp - - - C16 - Swamp - Swamp - Swamp - Swamp - - - D1 - Impassable - Impassable - Impassable - Impassable - - - D2 - Tropical - Tropical - SAM Site - Tropical, SAM Site - - - D3 - Plains, road - Plains, road - Plains, road - Plains, road - - - D4 - San Mona Mine - San Mona Mine - San Mona Mine - San Mona Mine - - - D5 - San Mona - San Mona - San Mona - San Mona - - - D6 - Farmland - Farmland - Farmland - Farmland - - - D7 - Forest, road - Forest, road - Forest, road - Forest, road - - - D8 - Forest - Forest - Forest - Forest - - - D9 - Plains, road - Plains, road - Plains, road - Plains, road - - - D10 - Plains - Plains - Plains - Plains - - - D11 - Woods - Woods - Woods - Woods - - - D12 - Swamp - Swamp - Swamp - Swamp - - - D13 - Drassen Mine - Drassen Mine - Drassen Mine - Drassen Mine - - - D14 - Water - Water - Water - Water - - - D15 - Woods - Woods - SAM Site - Woods, SAM Site - - - D16 - Forest - Forest - Forest - Forest - - - E1 - Impassable - Impassable - Impassable - Impassable - - - E2 - Tropical - Tropical - Tropical - Tropical - - - E3 - Plains, road - Plains, road - Plains, road - Plains, road - - - E4 - Hills - Hills - Hills - Hills - - - E5 - Hills - Hills - Hills - Hills - - - E6 - Plains - Plains - Plains - Plains - - - E7 - Farm, road - Farm, road - Farm, road - Farm, road - - - E8 - Farmland - Farmland - Farmland - Farmland - - - E9 - Farm, road - Farm, road - Farm, road - Farm, road - - - E10 - Swamp - Swamp - Swamp - Swamp - - - E11 - Woods - Woods - Woods - Woods - - - E12 - Woods - Woods - Woods - Woods - - - E13 - Water - Water - Water - Water - - - E14 - Swamp - Swamp - Swamp - Swamp - - - E15 - Forest, road - Forest, road - Forest, road - Forest, road - - - E16 - Unknown - Unknown - Unknown - Unknown - - - F1 - Impassable - Impassable - Impassable - Impassable - - - F2 - Coastline - Coastline - Coastline - Coastline - - - F3 - Plains, road - Plains, road - Plains, road - Plains, road - - - F4 - Hills - Hills - Hills - Hills - - - F5 - Hills - Hills - Hills - Hills - - - F6 - Hills - Hills - Hills - Hills - - - F7 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - F8 - Cambria, Hospital - Cambria, Hospital - Cambria, Hospital - Cambria, Hospital - - - F9 - Cambria - Cambria - Cambria - Cambria - - - F10 - Farmland - Farmland - Farmland - Farmland - - - F11 - Plains - Plains - Plains - Plains - - - F12 - Woods - Woods - Woods - Woods - - - F13 - Woods - Woods - Woods - Woods - - - F14 - Plains, road - Plains, road - Plains, road - Plains, road - - - F15 - Forest, road - Forest, road - Forest, road - Forest, road - - - F16 - Unknown - Unknown - Unknown - Unknown - - - G1 - Grumm - Grumm - Grumm - Grumm - - - G2 - Grumm - Grumm - Grumm - Grumm - - - G3 - Coastal, road - Coastal, road - Coastal, road - Coastal, road - - - G4 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G5 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G6 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G7 - Farm, road - Farm, road - Farm, road - Farm, road - - - G8 - Cambria - Cambria - Cambria - Cambria - - - G9 - Cambria - Cambria - Cambria - Cambria - - - G10 - Desert, road - Desert, road - Desert, road - Desert, road - - - G11 - Desert, road - Desert, road - Desert, road - Desert, road - - - G12 - Plains, road - Plains, road - Plains, road - Plains, road - - - G13 - Plains - Plains - Plains - Plains - - - G14 - 0 - 0 - 0 - 0 - - - G15 - 0 - 0 - 0 - 0 - - - G16 - 0 - 0 - 0 - 0 - - - H1 - 0 - 0 - 0 - 0 - - - H2 - 0 - 0 - 0 - 0 - - - H3 - 0 - 0 - 0 - 0 - - - H4 - 0 - 0 - 0 - 0 - - - H5 - 0 - 0 - 0 - 0 - - - H6 - 0 - 0 - 0 - 0 - - - H7 - Góry - Góry - Miejsce katastrofy - Miejsce katastrofy - - - H8 - Góry - Góry - Góry - Góry - - - H9 - Góry - Góry - Posterunek - Posterunek - - - H10 - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - - - H11 - Varrez - Varrez - Varrez - Varrez - - - H12 - 0 - 0 - 0 - 0 - - - H13 - 0 - 0 - 0 - 0 - - - H14 - 0 - 0 - 0 - 0 - - - H15 - 0 - 0 - 0 - 0 - - - H16 - 0 - 0 - 0 - 0 - - - I1 - 0 - 0 - 0 - 0 - - - I2 - 0 - 0 - 0 - 0 - - - I3 - 0 - 0 - 0 - 0 - - - I4 - 0 - 0 - 0 - 0 - - - I5 - 0 - 0 - 0 - 0 - - - I6 - 0 - 0 - 0 - 0 - - - I7 - 0 - 0 - 0 - 0 - - - I8 - 0 - 0 - 0 - 0 - - - I9 - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - - - I10 - Varrez - Varrez - Varrez - Varrez - - - I11 - Varrez - Varrez - Varrez - Varrez - - - I12 - Las - Las - Las - Las - - - I13 - Opuszczona kopalnia - Opuszczona kopalnia - Opuszczona kopalnia - Opuszczona kopalnia - - - I14 - 0 - 0 - 0 - 0 - - - I15 - 0 - 0 - 0 - 0 - - - I16 - 0 - 0 - 0 - 0 - - - J1 - 0 - 0 - 0 - 0 - - - J2 - 0 - 0 - 0 - 0 - - - J3 - 0 - 0 - 0 - 0 - - - J4 - 0 - 0 - 0 - 0 - - - J5 - 0 - 0 - 0 - 0 - - - J6 - 0 - 0 - 0 - 0 - - - J7 - 0 - 0 - 0 - 0 - - - J8 - 0 - 0 - 0 - 0 - - - J9 - 0 - 0 - 0 - 0 - - - J10 - 0 - 0 - 0 - 0 - - - J11 - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - - - J12 - Las - Las - Las - Las - - - J13 - Teren nieznany - Teren nieznany - Elektrownia - Elektrownia - - - J14 - Nie do przebycia - Nie do przebycia - Nie do przebycia - Nie do przebycia - - - J15 - 0 - 0 - 0 - 0 - - - J16 - 0 - 0 - 0 - 0 - - - K1 - 0 - 0 - 0 - 0 - - - K2 - 0 - 0 - 0 - 0 - - - K3 - 0 - 0 - 0 - 0 - - - K4 - 0 - 0 - 0 - 0 - - - K5 - 0 - 0 - 0 - 0 - - - K6 - 0 - 0 - 0 - 0 - - - K7 - 0 - 0 - 0 - 0 - - - K8 - 0 - 0 - 0 - 0 - - - K9 - 0 - 0 - 0 - 0 - - - K10 - 0 - 0 - 0 - 0 - - - K11 - 0 - 0 - 0 - 0 - - - K12 - 0 - 0 - 0 - 0 - - - K13 - 0 - 0 - 0 - 0 - - - K14 - Nie do przebycia - Nie do przebycia - Nie do przebycia - Nie do przebycia - - - K15 - Teren nieznany - Teren nieznany - Kompleks - Kompleks - - - K16 - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - Tereny zadrzewione - - - L1 - 0 - 0 - 0 - 0 - - - L2 - 0 - 0 - 0 - 0 - - - L3 - 0 - 0 - 0 - 0 - - - L4 - 0 - 0 - 0 - 0 - - - L5 - 0 - 0 - 0 - 0 - - - L6 - 0 - 0 - 0 - 0 - - - L7 - 0 - 0 - 0 - 0 - - - L8 - 0 - 0 - 0 - 0 - - - L9 - 0 - 0 - 0 - 0 - - - L10 - 0 - 0 - 0 - 0 - - - L11 - 0 - 0 - 0 - 0 - - - L12 - 0 - 0 - 0 - 0 - - - L13 - 0 - 0 - 0 - 0 - - - L14 - 0 - 0 - 0 - 0 - - - L15 - Nie do przebycia - Nie do przebycia - Nie do przebycia - Nie do przebycia - - - L16 - 0 - 0 - 0 - 0 - - - M1 - 0 - 0 - 0 - 0 - - - M2 - 0 - 0 - 0 - 0 - - - M3 - Swamp, road - Swamp, road - Swamp, road - Swamp, road - - - M4 - Farmland - Farmland - Farmland - Farmland - - - M5 - Forest, road - Forest, road - Forest, road - Forest, road - - - M6 - Forest, road - Forest, road - Forest, road - Forest, road - - - M7 - Plains - Plains - Plains - Plains - - - M8 - Plains - Plains - Plains - Plains - - - M9 - Plains - Plains - Plains - Plains - - - M10 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - M11 - Impassable - Impassable - Impassable - Impassable - - - M12 - Impassable - Impassable - Impassable - Impassable - - - M13 - Woods - Woods - Woods - Woods - - - M14 - Swamp - Swamp - Swamp - Swamp - - - M15 - Unknown - Unknown - Unknown - Unknown - - - M16 - Unknown - Unknown - Unknown - Unknown - - - N1 - Impassable - Impassable - Impassable - Impassable - - - N2 - Impassable - Impassable - Impassable - Impassable - - - N3 - Meduna Airport - Meduna Airport - Meduna Airport - Meduna Airport - - - N4 - Meduna - Meduna - SAM Site - Meduna, SAM Site - - - N5 - Meduna - Meduna - Meduna - Meduna - - - N6 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - N7 - Coastal, road - Coastal, road - Coastal, road - Coastal, road - - - N8 - Coastal, road - Coastal, road - Coastal, road - Coastal, road - - - N9 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - N10 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - N11 - Impassable - Impassable - Impassable - Impassable - - - N12 - Impassable - Impassable - Impassable - Impassable - - - N13 - Unknown - Unknown - Unknown - Unknown - - - N14 - Unknown - Unknown - Unknown - Unknown - - - N15 - Unknown - Unknown - Unknown - Unknown - - - N16 - Unknown - Unknown - Unknown - Unknown - - - O1 - Impassable - Impassable - Impassable - Impassable - - - O2 - Impassable - Impassable - Impassable - Impassable - - - O3 - Meduna - Meduna - Meduna - Meduna - - - O4 - Meduna - Meduna - Meduna - Meduna - - - O5 - Impassable - Impassable - Impassable - Impassable - - - O6 - Impassable - Impassable - Impassable - Impassable - - - O7 - Impassable - Impassable - Impassable - Impassable - - - O8 - Tropical - Tropical - Tropical - Tropical - - - O9 - Tropical - Tropical - Tropical - Tropical - - - O10 - Impassable - Impassable - Impassable - Impassable - - - O11 - Impassable - Impassable - Impassable - Impassable - - - O12 - Impassable - Impassable - Impassable - Impassable - - - O13 - Impassable - Impassable - Impassable - Impassable - - - O14 - Unknown - Unknown - Unknown - Unknown - - - O15 - Unknown - Unknown - Unknown - Unknown - - - O16 - Unknown - Unknown - Unknown - Unknown - - - P1 - Impassable - Impassable - Impassable - Impassable - - - P2 - Impassable - Impassable - Impassable - Impassable - - - P3 - Meduna - Meduna - Meduna - Meduna - - - P4 - Impassable - Impassable - Impassable - Impassable - - - P5 - Impassable - Impassable - Impassable - Impassable - - - P6 - Impassable - Impassable - Impassable - Impassable - - - P7 - Impassable - Impassable - Impassable - Impassable - - - P8 - Impassable - Impassable - Impassable - Impassable - - - P9 - Impassable - Impassable - Impassable - Impassable - - - P10 - Impassable - Impassable - Impassable - Impassable - - - P11 - Impassable - Impassable - Impassable - Impassable - - - P12 - Impassable - Impassable - Impassable - Impassable - - - P13 - Impassable - Impassable - Impassable - Impassable - - - P14 - Unknown - Unknown - Unknown - Unknown - - - P15 - Unknown - Unknown - Unknown - Unknown - - - P16 - Unknown - Unknown - Unknown - Unknown - - \ No newline at end of file diff --git a/Data-UB/TableData/Map/Polish.SectorNamesLevel_1.xml b/Data-UB/TableData/Map/Polish.SectorNamesLevel_1.xml deleted file mode 100644 index b9f47561f..000000000 --- a/Data-UB/TableData/Map/Polish.SectorNamesLevel_1.xml +++ /dev/null @@ -1,1795 +0,0 @@ - - - - A1 - 0 - 0 - 0 - 0 - - - A2 - 0 - 0 - 0 - 0 - - - A3 - 0 - 0 - 0 - 0 - - - A4 - 0 - 0 - 0 - 0 - - - A5 - 0 - 0 - 0 - 0 - - - A6 - 0 - 0 - 0 - 0 - - - A7 - 0 - 0 - 0 - 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0 - 0 - 0 - - - O15 - 0 - 0 - 0 - 0 - - - O16 - 0 - 0 - 0 - 0 - - - P1 - 0 - 0 - 0 - 0 - - - P2 - 0 - 0 - 0 - 0 - - - P3 - 0 - 0 - 0 - 0 - - - P4 - 0 - 0 - 0 - 0 - - - P5 - 0 - 0 - 0 - 0 - - - P6 - 0 - 0 - 0 - 0 - - - P7 - 0 - 0 - 0 - 0 - - - P8 - 0 - 0 - 0 - 0 - - - P9 - 0 - 0 - 0 - 0 - - - P10 - 0 - 0 - 0 - 0 - - - P11 - 0 - 0 - 0 - 0 - - - P12 - 0 - 0 - 0 - 0 - - - P13 - 0 - 0 - 0 - 0 - - - P14 - 0 - 0 - 0 - 0 - - - P15 - 0 - 0 - 0 - 0 - - - P16 - 0 - 0 - 0 - 0 - - \ No newline at end of file diff --git a/Data-UB/TableData/Map/SectorLoadscreens.xml b/Data-UB/TableData/Map/SectorLoadscreens.xml index a296457b8..ed953cd64 100644 --- a/Data-UB/TableData/Map/SectorLoadscreens.xml +++ b/Data-UB/TableData/Map/SectorLoadscreens.xml @@ -1,24 +1,11 @@  - 0 START 0 - PNG + STI Loadscreens\LS_HELICRASH Loadscreens\LS_HELICRASH @@ -49,7 +36,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 3 A3 0 - PNG + STI @@ -59,7 +46,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 4 A4 0 - PNG + STI @@ -69,7 +56,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 5 A5 0 - PNG + STI @@ -79,7 +66,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 6 A6 0 - PNG + STI @@ -89,7 +76,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 7 A7 0 - PNG + STI @@ -99,7 +86,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 8 A8 0 - PNG + STI @@ -109,7 +96,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 9 A9 0 - PNG + STI @@ -119,7 +106,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 10 A10 0 - PNG + STI @@ -129,7 +116,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 11 A11 0 - PNG + STI @@ -139,7 +126,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 12 A12 0 - PNG + STI @@ -149,7 +136,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 13 A13 0 - PNG + STI @@ -159,7 +146,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 14 A14 0 - PNG + STI @@ -169,7 +156,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 15 A15 0 - PNG + STI @@ -179,7 +166,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 16 A16 0 - PNG + STI @@ -190,7 +177,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 17 B1 0 - PNG + STI @@ -200,7 +187,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 18 B2 0 - PNG + STI @@ -210,7 +197,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 19 B3 0 - PNG + STI @@ -220,7 +207,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 20 B4 0 - PNG + STI @@ -230,7 +217,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 21 B5 0 - PNG + STI @@ -240,7 +227,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 22 B6 0 - PNG + STI @@ -250,7 +237,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 23 B7 0 - PNG + STI @@ -260,7 +247,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 24 B8 0 - PNG + STI @@ -270,7 +257,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 25 B9 0 - PNG + STI @@ -281,7 +268,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed B10 0 0 - PNG + STI @@ -291,7 +278,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 27 B11 0 - PNG + STI @@ -301,7 +288,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 28 B12 0 - PNG + STI @@ -311,7 +298,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 29 B13 0 - PNG + STI @@ -321,7 +308,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 30 B14 0 - PNG + STI @@ -331,7 +318,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 31 B15 0 - PNG + STI @@ -341,7 +328,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 32 B16 0 - PNG + STI @@ -352,7 +339,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 33 C1 0 - PNG + STI @@ -362,7 +349,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 34 C2 0 - PNG + STI @@ -372,7 +359,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 35 C3 0 - PNG + STI @@ -382,7 +369,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 36 C4 0 - PNG + STI @@ -392,7 +379,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 37 C5 0 - PNG + STI @@ -402,7 +389,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 38 C6 0 - PNG + STI @@ -412,7 +399,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 39 C7 0 - PNG + STI @@ -422,7 +409,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 40 C8 0 - PNG + STI @@ -432,7 +419,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 41 C9 0 - PNG + STI @@ -442,7 +429,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 42 C10 0 - PNG + STI @@ -452,7 +439,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 43 C11 0 - PNG + STI @@ -462,7 +449,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 44 C12 0 - PNG + STI @@ -472,7 +459,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 45 C13 0 - PNG + STI @@ -482,7 +469,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 46 C14 0 - PNG + STI @@ -492,7 +479,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 47 C15 0 - PNG + STI @@ -502,7 +489,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 48 C16 0 - PNG + STI @@ -523,7 +510,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 50 D2 0 - PNG + STI @@ -533,7 +520,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 51 D3 0 - PNG + STI @@ -543,7 +530,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 52 D4 0 - PNG + STI @@ -553,7 +540,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 53 D5 0 - PNG + STI @@ -563,7 +550,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 54 D6 0 - PNG + STI @@ -573,7 +560,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 55 D7 0 - PNG + STI @@ -583,7 +570,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 56 D8 0 - PNG + STI @@ -593,7 +580,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 57 D9 0 - PNG + STI @@ -603,7 +590,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 58 D10 0 - PNG + STI @@ -613,7 +600,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 59 D11 0 - PNG + STI @@ -623,7 +610,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 60 D12 0 - PNG + STI @@ -633,7 +620,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 61 D13 0 - PNG + STI @@ -643,7 +630,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 62 D14 0 - PNG + STI @@ -653,7 +640,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 63 D15 0 - PNG + STI @@ -663,7 +650,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 64 D16 0 - PNG + STI @@ -684,7 +671,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 66 E2 0 - PNG + STI @@ -694,7 +681,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 67 E3 0 - PNG + STI @@ -704,7 +691,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 68 E4 0 - PNG + STI @@ -714,7 +701,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 69 E5 0 - PNG + STI @@ -724,7 +711,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 70 E6 0 - PNG + STI @@ -734,7 +721,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 71 E7 0 - PNG + STI @@ -744,7 +731,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 72 E8 0 - PNG + STI @@ -754,7 +741,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 73 E9 0 - PNG + STI @@ -764,7 +751,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 74 E10 0 - PNG + STI @@ -774,7 +761,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 75 E11 0 - PNG + STI @@ -784,7 +771,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 76 E12 0 - PNG + STI @@ -794,7 +781,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 77 E13 0 - PNG + STI @@ -804,7 +791,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 78 E14 0 - PNG + STI @@ -814,7 +801,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 79 E15 0 - PNG + STI @@ -845,7 +832,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 82 F2 0 - PNG + STI @@ -855,7 +842,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 83 F3 0 - PNG + STI @@ -865,7 +852,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 84 F4 0 - PNG + STI @@ -875,7 +862,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 85 F5 0 - PNG + STI Loadscreens\LS_DayWild Loadscreens\LS_NightWild @@ -885,7 +872,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 86 F6 0 - PNG + STI @@ -895,7 +882,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 87 F7 0 - PNG + STI @@ -905,7 +892,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 88 F8 0 - PNG + STI @@ -915,7 +902,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 89 F9 0 - PNG + STI @@ -925,7 +912,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 90 F10 0 - PNG + STI @@ -935,7 +922,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 91 F11 0 - PNG + STI @@ -945,7 +932,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 92 F12 0 - PNG + STI @@ -955,7 +942,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 93 F13 0 - PNG + STI @@ -965,7 +952,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 94 F14 0 - PNG + STI @@ -975,7 +962,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 95 F15 0 - PNG + STI @@ -996,7 +983,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 97 G1 0 - PNG + STI @@ -1006,7 +993,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 98 G2 0 - PNG + STI @@ -1016,7 +1003,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 99 G3 0 - PNG + STI @@ -1026,7 +1013,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 100 G4 0 - PNG + STI @@ -1036,7 +1023,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 101 G5 0 - PNG + STI @@ -1046,7 +1033,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 102 G6 0 - PNG + STI @@ -1056,7 +1043,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 103 G7 0 - PNG + STI @@ -1066,7 +1053,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 104 G8 0 - PNG + STI @@ -1076,7 +1063,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 105 G9 0 - PNG + STI @@ -1086,7 +1073,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 106 G10 0 - PNG + STI @@ -1096,7 +1083,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 107 G11 0 - PNG + STI @@ -1106,7 +1093,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 108 G12 0 - PNG + STI @@ -1116,7 +1103,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 109 G13 0 - PNG + STI @@ -1126,7 +1113,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 110 G14 0 - PNG + STI @@ -1136,7 +1123,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 111 G15 0 - PNG + STI @@ -1146,7 +1133,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 112 G16 0 - PNG + STI @@ -1157,7 +1144,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 113 H1 0 - PNG + STI @@ -1167,7 +1154,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 114 H2 0 - PNG + STI @@ -1177,7 +1164,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 115 H3 0 - PNG + STI @@ -1187,7 +1174,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 116 H4 0 - PNG + STI @@ -1197,7 +1184,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 117 H5 0 - PNG + STI @@ -1207,7 +1194,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 118 H6 0 - PNG + STI @@ -1217,7 +1204,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 119 H7 0 - PNG + STI Loadscreens\LS_HeliCrash Loadscreens\LS_HeliCrash @@ -1227,7 +1214,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 120 H8 0 - PNG + STI Loadscreens\LS_Snow_day1 Loadscreens\LS_Snow_Night1 @@ -1237,7 +1224,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 121 H9 0 - PNG + STI Loadscreens\LS_Guardpostday Loadscreens\LS_Guardpostnight @@ -1247,7 +1234,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 122 H10 0 - PNG + STI Loadscreens\LS_DayPine Loadscreens\LS_NightPine @@ -1257,7 +1244,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 123 H11 0 - PNG + STI Loadscreens\LS_DayGeneric Loadscreens\LS_NightGeneric @@ -1267,7 +1254,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 124 H12 0 - PNG + STI @@ -1277,7 +1264,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 125 H13 0 - PNG + STI @@ -1287,7 +1274,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 126 H14 0 - PNG + STI @@ -1297,7 +1284,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 127 H15 0 - PNG + STI @@ -1307,7 +1294,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 128 H16 0 - PNG + STI @@ -1338,7 +1325,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 131 I3 0 - PNG + STI @@ -1348,7 +1335,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 132 I4 0 - PNG + STI @@ -1358,7 +1345,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 133 I5 0 - PNG + STI @@ -1368,7 +1355,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 134 I6 0 - PNG + STI @@ -1378,7 +1365,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 135 I7 0 - PNG + STI @@ -1388,7 +1375,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 136 I8 0 - PNG + STI @@ -1398,7 +1385,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 137 I9 0 - PNG + STI Loadscreens\LS_DayPine Loadscreens\LS_NightPine @@ -1408,7 +1395,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 138 I10 1 - PNG + STI Loadscreens\LS_DayTown1 Loadscreens\LS_NightTown1 Loadscreens\LS_DayTown2 @@ -1418,7 +1405,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 139 I11 1 - PNG + STI Loadscreens\LS_DayTown1 Loadscreens\LS_NightTown1 Loadscreens\LS_DayTown2 @@ -1428,7 +1415,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 140 I12 0 - PNG + STI Loadscreens\LS_DayWild Loadscreens\LS_NightWild @@ -1438,7 +1425,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 141 I13 0 - PNG + STI Loadscreens\LS_MineDay Loadscreens\LS_MineNight @@ -1448,7 +1435,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 142 I14 0 - PNG + STI @@ -1458,7 +1445,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 143 I15 0 - PNG + STI @@ -1468,7 +1455,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 144 I16 0 - PNG + STI @@ -1489,7 +1476,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 146 J2 0 - PNG + STI @@ -1499,7 +1486,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 147 J3 0 - PNG + STI @@ -1509,7 +1496,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 148 J4 0 - PNG + STI @@ -1519,7 +1506,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 149 J5 0 - PNG + STI @@ -1529,7 +1516,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 150 J6 0 - PNG + STI @@ -1539,7 +1526,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 151 J7 0 - PNG + STI @@ -1549,7 +1536,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 152 J8 0 - PNG + STI @@ -1559,7 +1546,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 153 J9 0 - PNG + STI @@ -1569,7 +1556,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 154 J10 0 - PNG + STI @@ -1579,7 +1566,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 155 J11 0 - PNG + STI Loadscreens\LS_DayWild Loadscreens\LS_NightWild @@ -1589,7 +1576,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 156 J12 0 - PNG + STI Loadscreens\LS_DayForest Loadscreens\LS_NightForest @@ -1599,7 +1586,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 157 J13 0 - PNG + STI Loadscreens\LS_PowerPlantDay Loadscreens\LS_PowerPlantNight @@ -1609,7 +1596,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 158 J14 0 - PNG + STI @@ -1619,7 +1606,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 159 J15 0 - PNG + STI @@ -1650,7 +1637,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 162 K2 0 - PNG + STI @@ -1660,7 +1647,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 163 K3 0 - PNG + STI @@ -1670,7 +1657,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 164 K4 0 - PNG + STI @@ -1680,7 +1667,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 165 K5 0 - PNG + STI @@ -1690,7 +1677,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 166 K6 0 - PNG + STI @@ -1700,7 +1687,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 167 K7 0 - PNG + STI @@ -1710,7 +1697,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 168 K8 0 - PNG + STI @@ -1720,7 +1707,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 169 K9 0 - PNG + STI @@ -1730,7 +1717,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 170 K10 0 - PNG + STI @@ -1740,7 +1727,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 171 K11 0 - PNG + STI @@ -1750,7 +1737,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 172 K12 0 - PNG + STI @@ -1760,7 +1747,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 173 K13 0 - PNG + STI @@ -1770,7 +1757,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 174 K14 0 - PNG + STI @@ -1780,7 +1767,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 175 K15 0 - PNG + STI Loadscreens\LS_MissleDay Loadscreens\LS_MissleNight @@ -1790,7 +1777,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 176 K16 0 - PNG + STI Loadscreens\LS_DayPine Loadscreens\LS_NightPine @@ -1801,7 +1788,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 177 L1 0 - PNG + STI @@ -1811,7 +1798,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 178 L2 0 - PNG + STI @@ -1821,7 +1808,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 179 L3 0 - PNG + STI @@ -1831,7 +1818,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 180 L4 0 - PNG + STI @@ -1841,7 +1828,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 181 L5 0 - PNG + STI @@ -1851,7 +1838,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 182 L6 0 - PNG + STI @@ -1861,7 +1848,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 183 L7 0 - PNG + STI @@ -1871,7 +1858,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 184 L8 0 - PNG + STI @@ -1881,7 +1868,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 185 L9 0 - PNG + STI @@ -1891,7 +1878,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 186 L10 0 - PNG + STI @@ -1901,7 +1888,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 187 L11 0 - PNG + STI @@ -1911,7 +1898,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 188 L12 0 - PNG + STI @@ -1921,7 +1908,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 189 L13 0 - PNG + STI @@ -1931,7 +1918,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 190 L14 0 - PNG + STI @@ -1941,7 +1928,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 191 L15 0 - PNG + STI @@ -1972,7 +1959,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 194 M2 0 - PNG + STI @@ -1982,7 +1969,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 195 M3 0 - PNG + STI @@ -1992,7 +1979,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 196 M4 0 - PNG + STI @@ -2002,7 +1989,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 197 M5 0 - PNG + STI @@ -2012,7 +1999,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 198 M6 0 - PNG + STI @@ -2022,7 +2009,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 199 M7 0 - PNG + STI @@ -2032,7 +2019,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 200 M8 0 - PNG + STI @@ -2042,7 +2029,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 201 M9 0 - PNG + STI @@ -2052,7 +2039,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 202 M10 0 - PNG + STI @@ -2082,7 +2069,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 205 M13 0 - PNG + STI @@ -2092,7 +2079,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 206 M14 0 - PNG + STI @@ -2143,7 +2130,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 211 N3 0 - PNG + STI @@ -2153,7 +2140,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 212 N4 0 - PNG + STI @@ -2163,7 +2150,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 213 N5 0 - PNG + STI @@ -2173,7 +2160,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 214 N6 0 - PNG + STI @@ -2183,7 +2170,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 215 N7 0 - PNG + STI @@ -2193,7 +2180,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 216 N8 0 - PNG + STI @@ -2203,7 +2190,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 217 N9 0 - PNG + STI @@ -2213,7 +2200,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 218 N10 0 - PNG + STI @@ -2304,7 +2291,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 227 O3 0 - PNG + STI @@ -2314,7 +2301,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 228 O4 0 - PNG + STI @@ -2364,7 +2351,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 233 O9 0 - PNG + STI @@ -2465,7 +2452,7 @@ szNighAlt - Path to the alternate loadscreen image, which should be displayed 243 P3 0 - PNG + STI diff --git a/Data-UB/TableData/Map/SectorNames.xml b/Data-UB/TableData/Map/SectorNames.xml deleted file mode 100644 index 8ac15208d..000000000 --- a/Data-UB/TableData/Map/SectorNames.xml +++ /dev/null @@ -1,1794 +0,0 @@ - - - A1 - Tropical - Tropical - Tropical - Tropical - - - A2 - Chitzena - Chitzena - Chitzena - Chitzena - - - A3 - Plains - Plains - Plains - Plains - - - A4 - Unknown - Unknown - Unknown - Unknown - - - A5 - Unknown - Unknown - Unknown - Unknown - - - A6 - Hills - Hills - Hills - Hills - - - A7 - Hills - Hills - Hills - Hills - - - A8 - Hills - Hills - Hills - Hills - - - A9 - Omerta - Omerta - Omerta - Omerta - - - A10 - Omerta - Omerta - Omerta - Omerta - - - A11 - Farmland - Farmland - Farmland - Farmland - - - A12 - Forest - Forest - Forest - Forest - - - A13 - Woods - Woods - Woods - Woods - - - A14 - Plains - Plains - Plains - Plains - - - A15 - Forest - Forest - Forest - Forest - - - A16 - Unknown - Unknown - Unknown - Unknown - - - B1 - Tropical - Tropical - Tropical - Tropical - - - B2 - Chitzena Mine - Chitzena Mine - Chitzena Mine - Chitzena Mine - - - B3 - Woods - Woods - Woods - Woods - - - B4 - Woods - Woods - Woods - Woods - - - B5 - Farmland - Farmland - Farmland - Farmland - - - B6 - Farmland - Farmland - Farmland - Farmland - - - B7 - Plains - Plains - Plains - Plains - - - B8 - Farmland - Farmland - Farmland - Farmland - - - B9 - Plains, road - Plains, road - Plains, road - Plains, road - - - B10 - Woods - Woods - Woods - Woods - - - B11 - Woods - Woods - Woods - Woods - - - B12 - Farm, road - Farm, road - Farm, road - Farm, road - - - B13 - Drassen Airport - Drassen Airport - Drassen Airport - Drassen Airport - - - B14 - Water - Water - Water - Water - - - B15 - Swamp - Swamp - Swamp - Swamp - - - B16 - Forest - Forest - Forest - Forest - - - C1 - Tropical - Tropical - Tropical - Tropical - - - C2 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - C3 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - C4 - Woods - Woods - Woods - Woods - - - C5 - San Mona - San Mona - San Mona - San Mona - - - C6 - San Mona - San Mona - San Mona - San Mona - - - C7 - Plains, road - Plains, road - Plains, road - Plains, road - - - C8 - Woods - Woods - Woods - Woods - - - C9 - Plains, road - Plains, road - Plains, road - Plains, road - - - C10 - Woods - Woods - Woods - Woods - - - C11 - Forest - Forest - Forest - Forest - - - C12 - Woods - Woods - Woods - Woods - - - C13 - Drassen - Drassen - Drassen - Drassen - - - C14 - Water - Water - Water - Water - - - C15 - Swamp - Swamp - Swamp - Swamp - - - C16 - Swamp - Swamp - Swamp - Swamp - - - D1 - Impassable - Impassable - Impassable - Impassable - - - D2 - Tropical - Tropical - SAM Site - Tropical, SAM Site - - - D3 - Plains, road - Plains, road - Plains, road - Plains, road - - - D4 - San Mona Mine - San Mona Mine - San Mona Mine - San Mona Mine - - - D5 - San Mona - San Mona - San Mona - San Mona - - - D6 - Farmland - Farmland - Farmland - Farmland - - - D7 - Forest, road - Forest, road - Forest, road - Forest, road - - - D8 - Forest - Forest - Forest - Forest - - - D9 - Plains, road - Plains, road - Plains, road - Plains, road - - - D10 - Plains - Plains - Plains - Plains - - - D11 - Woods - Woods - Woods - Woods - - - D12 - Swamp - Swamp - Swamp - Swamp - - - D13 - Drassen Mine - Drassen Mine - Drassen Mine - Drassen Mine - - - D14 - Water - Water - Water - Water - - - D15 - Woods - Woods - SAM Site - Woods, SAM Site - - - D16 - Forest - Forest - Forest - Forest - - - E1 - Impassable - Impassable - Impassable - Impassable - - - E2 - Tropical - Tropical - Tropical - Tropical - - - E3 - Plains, road - Plains, road - Plains, road - Plains, road - - - E4 - Hills - Hills - Hills - Hills - - - E5 - Hills - Hills - Hills - Hills - - - E6 - Plains - Plains - Plains - Plains - - - E7 - Farm, road - Farm, road - Farm, road - Farm, road - - - E8 - Farmland - Farmland - Farmland - Farmland - - - E9 - Farm, road - Farm, road - Farm, road - Farm, road - - - E10 - Swamp - Swamp - Swamp - Swamp - - - E11 - Woods - Woods - Woods - Woods - - - E12 - Woods - Woods - Woods - Woods - - - E13 - Water - Water - Water - Water - - - E14 - Swamp - Swamp - Swamp - Swamp - - - E15 - Forest, road - Forest, road - Forest, road - Forest, road - - - E16 - Unknown - Unknown - Unknown - Unknown - - - F1 - Impassable - Impassable - Impassable - Impassable - - - F2 - Coastline - Coastline - Coastline - Coastline - - - F3 - Plains, road - Plains, road - Plains, road - Plains, road - - - F4 - Hills - Hills - Hills - Hills - - - F5 - Hills - Hills - Hills - Hills - - - F6 - Hills - Hills - Hills - Hills - - - F7 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - F8 - Cambria, Hospital - Cambria, Hospital - Cambria, Hospital - Cambria, Hospital - - - F9 - Cambria - Cambria - Cambria - Cambria - - - F10 - Farmland - Farmland - Farmland - Farmland - - - F11 - Plains - Plains - Plains - Plains - - - F12 - Woods - Woods - Woods - Woods - - - F13 - Woods - Woods - Woods - Woods - - - F14 - Plains, road - Plains, road - Plains, road - Plains, road - - - F15 - Forest, road - Forest, road - Forest, road - Forest, road - - - F16 - Unknown - Unknown - Unknown - Unknown - - - G1 - Grumm - Grumm - Grumm - Grumm - - - G2 - Grumm - Grumm - Grumm - Grumm - - - G3 - Coastal, road - Coastal, road - Coastal, road - Coastal, road - - - G4 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G5 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G6 - Mountain, road - Mountain, road - Mountain, road - Mountain, road - - - G7 - Farm, road - Farm, road - Farm, road - Farm, road - - - G8 - Cambria - Cambria - Cambria - Cambria - - - G9 - Cambria - Cambria - Cambria - Cambria - - - G10 - Desert, road - Desert, road - Desert, road - Desert, road - - - G11 - Desert, road - Desert, road - Desert, road - Desert, road - - - G12 - Plains, road - Plains, road - Plains, road - Plains, road - - - G13 - Plains - Plains - Plains - Plains - - - G14 - 0 - 0 - 0 - 0 - - - G15 - 0 - 0 - 0 - 0 - - - G16 - 0 - 0 - 0 - 0 - - - H1 - 0 - 0 - 0 - 0 - - - H2 - 0 - 0 - 0 - 0 - - - H3 - 0 - 0 - 0 - 0 - - - H4 - 0 - 0 - 0 - 0 - - - H5 - 0 - 0 - 0 - 0 - - - H6 - 0 - 0 - 0 - 0 - - - H7 - Mountains - Mountains - Crash Site - Crash Site - - - H8 - Mountains - Mountains - Mountains - Mountains - - - H9 - Mountains - Mountains - Guard Post - Guard Post - - - H10 - Woods - Woods - Woods - Woods - - - H11 - Varrez - Varrez - Varrez - Varrez - - - H12 - 0 - 0 - 0 - 0 - - - H13 - 0 - 0 - 0 - 0 - - - H14 - 0 - 0 - 0 - 0 - - - H15 - 0 - 0 - 0 - 0 - - - H16 - 0 - 0 - 0 - 0 - - - I1 - 0 - 0 - 0 - 0 - - - I2 - 0 - 0 - 0 - 0 - - - I3 - 0 - 0 - 0 - 0 - - - I4 - 0 - 0 - 0 - 0 - - - I5 - 0 - 0 - 0 - 0 - - - I6 - 0 - 0 - 0 - 0 - - - I7 - 0 - 0 - 0 - 0 - - - I8 - 0 - 0 - 0 - 0 - - - I9 - Woods - Woods - Woods - Woods - - - I10 - Varrez - Varrez - Varrez - Varrez - - - I11 - Varrez - Varrez - Varrez - Varrez - - - I12 - Forest - Forest - Forest - Forest - - - I13 - Abandoned Mine - Abandoned Mine - Abandoned Mine - Abandoned Mine - - - I14 - 0 - 0 - 0 - 0 - - - I15 - 0 - 0 - 0 - 0 - - - I16 - 0 - 0 - 0 - 0 - - - J1 - 0 - 0 - 0 - 0 - - - J2 - 0 - 0 - 0 - 0 - - - J3 - 0 - 0 - 0 - 0 - - - J4 - 0 - 0 - 0 - 0 - - - J5 - 0 - 0 - 0 - 0 - - - J6 - 0 - 0 - 0 - 0 - - - J7 - 0 - 0 - 0 - 0 - - - J8 - 0 - 0 - 0 - 0 - - - J9 - 0 - 0 - 0 - 0 - - - J10 - 0 - 0 - 0 - 0 - - - J11 - Woods - Woods - Woods - Woods - - - J12 - Forest - Forest - Forest - Forest - - - J13 - Unknown - Unknown - PowerPlant - PowerPlant - - - J14 - Impassable - Impassable - Impassable - Impassable - - - J15 - 0 - 0 - 0 - 0 - - - J16 - 0 - 0 - 0 - 0 - - - K1 - 0 - 0 - 0 - 0 - - - K2 - 0 - 0 - 0 - 0 - - - K3 - 0 - 0 - 0 - 0 - - - K4 - 0 - 0 - 0 - 0 - - - K5 - 0 - 0 - 0 - 0 - - - K6 - 0 - 0 - 0 - 0 - - - K7 - 0 - 0 - 0 - 0 - - - K8 - 0 - 0 - 0 - 0 - - - K9 - 0 - 0 - 0 - 0 - - - K10 - 0 - 0 - 0 - 0 - - - K11 - 0 - 0 - 0 - 0 - - - K12 - 0 - 0 - 0 - 0 - - - K13 - 0 - 0 - 0 - 0 - - - K14 - Impassable - Impassable - Impassable - Impassable - - - K15 - Unknown - Unknown - Complex - Complex - - - K16 - Woods - Woods - Woods - Woods - - - L1 - 0 - 0 - 0 - 0 - - - L2 - 0 - 0 - 0 - 0 - - - L3 - 0 - 0 - 0 - 0 - - - L4 - 0 - 0 - 0 - 0 - - - L5 - 0 - 0 - 0 - 0 - - - L6 - 0 - 0 - 0 - 0 - - - L7 - 0 - 0 - 0 - 0 - - - L8 - 0 - 0 - 0 - 0 - - - L9 - 0 - 0 - 0 - 0 - - - L10 - 0 - 0 - 0 - 0 - - - L11 - 0 - 0 - 0 - 0 - - - L12 - 0 - 0 - 0 - 0 - - - L13 - 0 - 0 - 0 - 0 - - - L14 - 0 - 0 - 0 - 0 - - - L15 - Impassable - Impassable - Impassable - Impassable - - - L16 - 0 - 0 - 0 - 0 - - - M1 - 0 - 0 - 0 - 0 - - - M2 - 0 - 0 - 0 - 0 - - - M3 - Swamp, road - Swamp, road - Swamp, road - Swamp, road - - - M4 - Farmland - Farmland - Farmland - Farmland - - - M5 - Forest, road - Forest, road - Forest, road - Forest, road - - - M6 - Forest, road - Forest, road - Forest, road - Forest, road - - - M7 - Plains - Plains - Plains - Plains - - - M8 - Plains - Plains - Plains - Plains - - - M9 - Plains - Plains - Plains - Plains - - - M10 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - M11 - Impassable - Impassable - Impassable - Impassable - - - M12 - Impassable - Impassable - Impassable - Impassable - - - M13 - Woods - Woods - Woods - Woods - - - M14 - Swamp - Swamp - Swamp - Swamp - - - M15 - Unknown - Unknown - Unknown - Unknown - - - M16 - Unknown - Unknown - Unknown - Unknown - - - N1 - Impassable - Impassable - Impassable - Impassable - - - N2 - Impassable - Impassable - Impassable - Impassable - - - N3 - Meduna Airport - Meduna Airport - Meduna Airport - Meduna Airport - - - N4 - Meduna - Meduna - SAM Site - Meduna, SAM Site - - - N5 - Meduna - Meduna - Meduna - Meduna - - - N6 - Tropical, road - Tropical, road - Tropical, road - Tropical, road - - - N7 - Coastal, road - Coastal, road - Coastal, road - Coastal, road - - - N8 - Coastal, road - Coastal, road - 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It is also extremely durable; boasting a teflon-treated cloth guaranteed to withstand hail and sleet. + MERC Umbrella + Not for sale through BR. + 4 + 1 + 336 + 4 + 2 + 84 + 6 + 2 + 5 + 20 + 2 + -1 + -3 + 1 + 1 + 1 + 1 + 1 + 1 + 22 + 100.0 + + + + \ No newline at end of file diff --git a/Data/TableData/Items/Weapons.xml b/Data/TableData/Items/Weapons.xml index b1e0fcbbc..9b66a40a1 100644 --- a/Data/TableData/Items/Weapons.xml +++ b/Data/TableData/Items/Weapons.xml @@ -2256,4 +2256,16 @@ 89 8 + + 336 + MERC Umbrella + 6 + 10.46 + 12 + 5 + 200 + 5 + 87 + 7 + \ No newline at end of file diff --git a/Ja2.ini b/Ja2.ini index f1a5c1a11..b614b217f 100644 --- a/Ja2.ini +++ b/Ja2.ini @@ -30,8 +30,11 @@ VFS_CONFIG_INI = vfs_config.JA2113.ini ; JA2 1.13 - Vanilla (JA2 Classic) ; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini -; JA2 1.13 - Unfinished Business -; VFS_CONFIG_INI = vfs_config.UB.ini +; JA2 1.13 - Unfinished Business (JA2 1.13) +; VFS_CONFIG_INI = vfs_config.JA2113.ini + +; JA2 1.13 - Unfinished Business (JA2 Vanilla) +; VFS_CONFIG_INI = vfs_config.UBVanilla.ini ;****************************************************************************************************************************** ; This only has effect if you use the INI Editor to start Jagged Alliance 2 v1.13. diff --git a/Profiles/UserProfile_UnfinishedBusiness/UB_1.13/Ja2_Settings.INI b/Profiles/UserProfile_UnfinishedBusiness/UB_1.13/Ja2_Settings.INI new file mode 100644 index 000000000..0e465225d --- /dev/null +++ b/Profiles/UserProfile_UnfinishedBusiness/UB_1.13/Ja2_Settings.INI @@ -0,0 +1,111 @@ +;****************************************************************************************************************************** +;****************************************************************************************************************************** +; Jagged Alliance 2 --Settings File-- +; +; Please note that this file is automatically generated by the game. +; +; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, +; some may be ignored, but most likely they will be acceptable or reset to a default value. +; +; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated. +; +;****************************************************************************************************************************** + +;****************************************************************************************************************************** + +; The Current Game Setting Struct is defined as : +; +; typedef struct +; { +; INT8 bLastSavedGameSlot; // The last saved game number goes in here +; UINT8 ubMusicVolumeSetting; // Volume Setting +; UINT8 ubSoundEffectsVolume; // Volume Setting +; UINT8 ubSpeechVolume; // Volume Setting +; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. ) +; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..' +; BOOLEAN fHideHelpInAllScreens; // Controls Help "do not show help again" checkbox +; } GAME_SETTINGS +; +;****************************************************************************************************************************** + + +[JA2 Game Settings] +bLastSavedGameSlot = 10 +ubMusicVolumeSetting = 65 +ubSoundEffectsVolume = 65 +ubSpeechVolume = 65 +uiMeanwhileScenesSeenFlags = 0 +fHideHelpInAllScreens = FALSE +TOPTION_SPEECH = TRUE +TOPTION_MUTE_CONFIRMATIONS = FALSE +TOPTION_SUBTITLES = TRUE +TOPTION_KEY_ADVANCE_SPEECH = FALSE +TOPTION_ANIMATE_SMOKE = TRUE +TOPTION_BLOOD_N_GORE = TRUE +TOPTION_DONT_MOVE_MOUSE = FALSE +TOPTION_OLD_SELECTION_METHOD = FALSE +TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE +TOPTION_SHOW_MISSES = FALSE +TOPTION_RTCONFIRM = FALSE +TOPTION_SLEEPWAKE_NOTIFICATION = TRUE +TOPTION_USE_METRIC_SYSTEM = TRUE +TOPTION_MERC_ALWAYS_LIGHT_UP = FALSE +TOPTION_SMART_CURSOR = FALSE +TOPTION_SNAP_CURSOR_TO_DOOR = TRUE +TOPTION_GLOW_ITEMS = TRUE +TOPTION_TOGGLE_TREE_TOPS = TRUE +TOPTION_TOGGLE_WIREFRAME = TRUE +TOPTION_3D_CURSOR = FALSE +TOPTION_CTH_CURSOR = TRUE +TOPTION_GL_BURST_CURSOR = TRUE +TOPTION_ALLOW_TAUNTS = TRUE +TOPTION_GL_HIGH_ANGLE = FALSE +TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE +TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE +TOPTION_SHOW_ITEM_SHADOW = TRUE +TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE +TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE +TOPTION_RAIN_SOUND = TRUE +TOPTION_ALLOW_CROWS = TRUE +TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE +TOPTION_USE_AUTO_SAVE = FALSE +TOPTION_SILENT_SKYRIDER = FALSE +TOPTION_ENHANCED_DESC_BOX = TRUE +TOPTION_TOGGLE_TURN_MODE = FALSE +TOPTION_STAT_PROGRESS_BARS = TRUE +TOPTION_ALT_MAP_COLOR = FALSE +TOPTION_ALTERNATE_BULLET_GRAPHICS = TRUE +TOPTION_SHOW_MERC_RANKS = FALSE +TOPTION_SHOW_TACTICAL_FACE_GEAR = TRUE +TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE +TOPTION_DISABLE_CURSOR_SWAP = FALSE +TOPTION_QUIET_TRAINING = FALSE +TOPTION_QUIET_REPAIRING = FALSE +TOPTION_QUIET_DOCTORING = FALSE +TOPTION_AUTO_FAST_FORWARD_MODE = FALSE +TOPTION_SHOW_LAST_ENEMY = FALSE +TOPTION_SHOW_LBE_CONTENT = TRUE +TOPTION_INVERT_WHEEL = FALSE +TOPTION_ZOMBIES = FALSE +TOPTION_ENABLE_INVENTORY_POPUPS = TRUE +TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE +TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE +TOPTION_CHEAT_MODE_OPTIONS_END = FALSE +TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE +TOPTION_REPORT_MISS_MARGIN = FALSE +TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE +TOPTION_RESET_ALL_OPTIONS = FALSE +TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE +TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = FALSE +TOPTION_RENDER_MOUSE_REGIONS = FALSE +TOPTION_DEBUG_MODE_OPTIONS_END = FALSE +;****************************************************************************************************************************** +; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING. +; They are only included here for complete transparency for all GameSettings content. +;****************************************************************************************************************************** +TOPTION_LAST_OPTION = FALSE +NUM_GAME_OPTIONS = FALSE +TOPTION_MERC_CASTS_LIGHT = TRUE +TOPTION_HIDE_BULLETS = FALSE +TOPTION_TRACKING_MODE = TRUE +NUM_ALL_GAME_OPTIONS = FALSE diff --git a/Profiles/UserProfile_UnfinishedBusiness/UB_Vanilla/Ja2_Settings.INI b/Profiles/UserProfile_UnfinishedBusiness/UB_Vanilla/Ja2_Settings.INI new file mode 100644 index 000000000..2cb012c21 --- /dev/null +++ b/Profiles/UserProfile_UnfinishedBusiness/UB_Vanilla/Ja2_Settings.INI @@ -0,0 +1,111 @@ +;****************************************************************************************************************************** +;****************************************************************************************************************************** +; Jagged Alliance 2 --Settings File-- +; +; Please note that this file is automatically generated by the game. +; +; While it is safe to change things from within this file, not all values are acceptable. Some may break the game, +; some may be ignored, but most likely they will be acceptable or reset to a default value. +; +; Please note, This file and its contents are in a beta phase. Expect changes, however they should be minimal and automated. +; +;****************************************************************************************************************************** + +;****************************************************************************************************************************** + +; The Current Game Setting Struct is defined as : +; +; typedef struct +; { +; INT8 bLastSavedGameSlot; // The last saved game number goes in here +; UINT8 ubMusicVolumeSetting; // Volume Setting +; UINT8 ubSoundEffectsVolume; // Volume Setting +; UINT8 ubSpeechVolume; // Volume Setting +; UINT8 fOptions[ NUM_ALL_GAME_OPTIONS ]; // Toggle Options (Speech, Subtitles, Show Tree Tops, etc.. ) +; UINT32 uiMeanwhileScenesSeenFlags; // Bit Vector describing seen 'mean whiles..' +; BOOLEAN fHideHelpInAllScreens; // Controls Help "do not show help again" checkbox +; } GAME_SETTINGS +; +;****************************************************************************************************************************** + + +[JA2 Game Settings] +bLastSavedGameSlot = -1 +ubMusicVolumeSetting = 65 +ubSoundEffectsVolume = 65 +ubSpeechVolume = 65 +uiMeanwhileScenesSeenFlags = 0 +fHideHelpInAllScreens = FALSE +TOPTION_SPEECH = TRUE +TOPTION_MUTE_CONFIRMATIONS = FALSE +TOPTION_SUBTITLES = TRUE +TOPTION_KEY_ADVANCE_SPEECH = FALSE +TOPTION_ANIMATE_SMOKE = TRUE +TOPTION_BLOOD_N_GORE = TRUE +TOPTION_DONT_MOVE_MOUSE = FALSE +TOPTION_OLD_SELECTION_METHOD = FALSE +TOPTION_ALWAYS_SHOW_MOVEMENT_PATH = FALSE +TOPTION_SHOW_MISSES = FALSE +TOPTION_RTCONFIRM = FALSE +TOPTION_SLEEPWAKE_NOTIFICATION = TRUE +TOPTION_USE_METRIC_SYSTEM = TRUE +TOPTION_MERC_ALWAYS_LIGHT_UP = FALSE +TOPTION_SMART_CURSOR = FALSE +TOPTION_SNAP_CURSOR_TO_DOOR = TRUE +TOPTION_GLOW_ITEMS = TRUE +TOPTION_TOGGLE_TREE_TOPS = TRUE +TOPTION_TOGGLE_WIREFRAME = TRUE +TOPTION_3D_CURSOR = FALSE +TOPTION_CTH_CURSOR = TRUE +TOPTION_GL_BURST_CURSOR = TRUE +TOPTION_ALLOW_TAUNTS = TRUE +TOPTION_GL_HIGH_ANGLE = FALSE +TOPTION_ALLOW_REAL_TIME_SNEAK = FALSE +TOPTION_SPACE_SELECTS_NEXT_SQUAD = TRUE +TOPTION_SHOW_ITEM_SHADOW = TRUE +TOPTION_SHOW_WEAPON_RANGE_IN_TILES = TRUE +TOPTION_TRACERS_FOR_SINGLE_FIRE = FALSE +TOPTION_RAIN_SOUND = TRUE +TOPTION_ALLOW_CROWS = TRUE +TOPTION_ALLOW_SOLDIER_TOOLTIPS = TRUE +TOPTION_USE_AUTO_SAVE = FALSE +TOPTION_SILENT_SKYRIDER = FALSE +TOPTION_ENHANCED_DESC_BOX = TRUE +TOPTION_TOGGLE_TURN_MODE = FALSE +TOPTION_STAT_PROGRESS_BARS = TRUE +TOPTION_ALT_MAP_COLOR = FALSE +TOPTION_ALTERNATE_BULLET_GRAPHICS = TRUE +TOPTION_SHOW_MERC_RANKS = FALSE +TOPTION_SHOW_TACTICAL_FACE_GEAR = TRUE +TOPTION_SHOW_TACTICAL_FACE_ICONS = TRUE +TOPTION_DISABLE_CURSOR_SWAP = FALSE +TOPTION_QUIET_TRAINING = FALSE +TOPTION_QUIET_REPAIRING = FALSE +TOPTION_QUIET_DOCTORING = FALSE +TOPTION_AUTO_FAST_FORWARD_MODE = FALSE +TOPTION_SHOW_LAST_ENEMY = FALSE +TOPTION_SHOW_LBE_CONTENT = TRUE +TOPTION_INVERT_WHEEL = FALSE +TOPTION_ZOMBIES = FALSE +TOPTION_ENABLE_INVENTORY_POPUPS = TRUE +TOPTION_CHEAT_MODE_OPTIONS_HEADER = FALSE +TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = FALSE +TOPTION_CHEAT_MODE_OPTIONS_END = FALSE +TOPTION_DEBUG_MODE_OPTIONS_HEADER = FALSE +TOPTION_REPORT_MISS_MARGIN = FALSE +TOPTION_SHOW_RESET_ALL_OPTIONS = FALSE +TOPTION_RESET_ALL_OPTIONS = FALSE +TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE = FALSE +TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP = FALSE +TOPTION_RENDER_MOUSE_REGIONS = FALSE +TOPTION_DEBUG_MODE_OPTIONS_END = FALSE +;****************************************************************************************************************************** +; Options beyond this point are Code derived options, DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOUR ARE DOING. +; They are only included here for complete transparency for all GameSettings content. +;****************************************************************************************************************************** +TOPTION_LAST_OPTION = FALSE +NUM_GAME_OPTIONS = FALSE +TOPTION_MERC_CASTS_LIGHT = TRUE +TOPTION_HIDE_BULLETS = FALSE +TOPTION_TRACKING_MODE = TRUE +NUM_ALL_GAME_OPTIONS = FALSE diff --git a/vfs_config.UB113.ini b/vfs_config.UB113.ini new file mode 100644 index 000000000..59f3f7064 --- /dev/null +++ b/vfs_config.UB113.ini @@ -0,0 +1,198 @@ +[vfs_config] +PROFILES = SlfLibs, Vanilla, v113, UB, UB_v1_13, UB_Profile + +[PROFILE_SlfLibs] +NAME = SLF Libs +LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Sounds, Speech, Tilesets +PROFILE_ROOT = + +[PROFILE_Vanilla] +NAME = Vanilla Dirs +LOCATIONS = data_dir +PROFILE_ROOT = + +[PROFILE_v113] +NAME = v1.13 +LOCATIONS = datav113_dir +PROFILE_ROOT = + +[PROFILE_UB] +NAME = Unfinished Business +LOCATIONS = UB_dir +PROFILE_ROOT = + +[PROFILE_UB_v1_13] +NAME = Unfinished Business v1.13 +LOCATIONS = UB_v1_13_dir +PROFILE_ROOT = + +[PROFILE_UB_Profile] +NAME = Unfinished Business - Profile +LOCATIONS = UB_Profile_dir +PROFILE_ROOT = Profiles\UserProfile_UnfinishedBusiness\UB_1.13 +WRITE = true + + +############################################################# +## DATA PATHs ## +############################################################# +[LOC_data_dir] +TYPE = DIRECTORY +PATH = Data +MOUNT_POINT = + +[LOC_datav113_dir] +TYPE = DIRECTORY +PATH = Data-1.13 +MOUNT_POINT = + +[LOC_UB_v1_13_dir] +TYPE = DIRECTORY +PATH = Data-UB\AddOns\Data-UB-1.13 +MOUNT_POINT = + +[LOC_UB_dir] +TYPE = DIRECTORY +PATH = Data-UB +MOUNT_POINT = + +[LOC_UB_Profile_dir] +TYPE = DIRECTORY +PATH = +MOUNT_POINT = + +############################################################# +## LIBRARIEs ## +############################################################# +[LOC_Ambient] +TYPE = LIBRARY +PATH = Data/Ambient.slf +VFS_PATH = Ambient.slf +MOUNT_POINT = + +[LOC_Anims] +TYPE = LIBRARY +PATH = Data/Anims.slf +VFS_PATH = Anims.slf +MOUNT_POINT = + +[LOC_BattleSNDS] +TYPE = LIBRARY +PATH = Data/BattleSNDS.slf +VFS_PATH = BattleSNDS.slf +MOUNT_POINT = + +[LOC_BigItems] +TYPE = LIBRARY +PATH = Data/BigItems.slf +VFS_PATH = BigItems.slf +MOUNT_POINT = + +[LOC_Binarydata] +TYPE = LIBRARY +PATH = Data/Binarydata.slf +VFS_PATH = Binarydata.slf +MOUNT_POINT = + +[LOC_Cursors] +TYPE = LIBRARY +PATH = Data/Cursors.slf +VFS_PATH = Cursors.slf +MOUNT_POINT = + +[LOC_Data] +TYPE = LIBRARY +PATH = Data/Data.slf +VFS_PATH = Data.slf +MOUNT_POINT = + +[LOC_Faces] +TYPE = LIBRARY +PATH = Data/Faces.slf +VFS_PATH = Faces.slf +MOUNT_POINT = + +[LOC_Fonts] +TYPE = LIBRARY +PATH = Data/Fonts.slf +VFS_PATH = Fonts.slf +MOUNT_POINT = + +[LOC_Interface] +TYPE = LIBRARY +PATH = Data/Interface.slf +VFS_PATH = Interface.slf +MOUNT_POINT = + +[LOC_Intro] +TYPE = LIBRARY +PATH = Data-UB/Intro.slf +VFS_PATH = Intro.slf +MOUNT_POINT = +OPTIONAL = True + +[LOC_Laptop] +TYPE = LIBRARY +PATH = Data/Laptop.slf +VFS_PATH = Laptop.slf +MOUNT_POINT = + +[LOC_Loadscreens] +TYPE = LIBRARY +PATH = Data/Loadscreens.slf +VFS_PATH = Loadscreens.slf +MOUNT_POINT = + +;[LOC_Maps] +;TYPE = LIBRARY +;PATH = Data/Maps.slf +;VFS_PATH = Maps.slf +;MOUNT_POINT = + +[LOC_Mercedt] +TYPE = LIBRARY +PATH = Data/Mercedt.slf +VFS_PATH = Mercedt.slf +MOUNT_POINT = + +[LOC_Music] +TYPE = LIBRARY +PATH = Data/Music.slf +VFS_PATH = Music.slf +MOUNT_POINT = + +[LOC_Npc_speech] +TYPE = LIBRARY +PATH = Data/Npc_speech.slf +VFS_PATH = Npc_speech.slf +MOUNT_POINT = + +[LOC_Npcdata] +TYPE = LIBRARY +PATH = Data/Npcdata.slf +VFS_PATH = Npcdata.slf +MOUNT_POINT = + +[LOC_Radarmaps] +TYPE = LIBRARY +PATH = Data/Radarmaps.slf +VFS_PATH = Radarmaps.slf +MOUNT_POINT = + +[LOC_Sounds] +TYPE = LIBRARY +PATH = Data/Sounds.slf +VFS_PATH = Sounds.slf +MOUNT_POINT = + +[LOC_Speech] +TYPE = LIBRARY +PATH = Data/Speech.slf +VFS_PATH = Speech.slf +MOUNT_POINT = + +[LOC_Tilesets] +TYPE = LIBRARY +PATH = Data/Tilesets.slf +VFS_PATH = Tilesets.slf +MOUNT_POINT = diff --git a/vfs_config.UB.ini b/vfs_config.UBVanilla.ini similarity index 86% rename from vfs_config.UB.ini rename to vfs_config.UBVanilla.ini index ce824258b..8231cf672 100644 --- a/vfs_config.UB.ini +++ b/vfs_config.UBVanilla.ini @@ -1,5 +1,5 @@ [vfs_config] -PROFILES = SlfLibs, Vanilla, v113, UB, UB_Profile +PROFILES = SlfLibs, Vanilla, UB, UB_Vanilla, UB_Profile [PROFILE_SlfLibs] NAME = SLF Libs @@ -11,20 +11,20 @@ NAME = Vanilla Dirs LOCATIONS = data_dir PROFILE_ROOT = -[PROFILE_v113] -NAME = v1.13 -LOCATIONS = datav113_dir +[PROFILE_UB] +NAME = Unfinished Business +LOCATIONS = UB_dir PROFILE_ROOT = -[PROFILE_UB] -NAME = Unfinished Business (English) -LOCATIONS = UB_dir +[PROFILE_UB_Vanilla] +NAME = Unfinished Business Vanilla +LOCATIONS = UB_Vanilla_dir PROFILE_ROOT = [PROFILE_UB_Profile] NAME = Unfinished Business - Profile LOCATIONS = UB_Profile_dir -PROFILE_ROOT = Profiles\UserProfile_UnfinishedBusiness\UB +PROFILE_ROOT = Profiles\UserProfile_UnfinishedBusiness\UB_Vanilla WRITE = true @@ -36,9 +36,9 @@ TYPE = DIRECTORY PATH = Data MOUNT_POINT = -[LOC_datav113_dir] +[LOC_UB_Vanilla_dir] TYPE = DIRECTORY -PATH = Data-1.13 +PATH = Data-UB\AddOns\Data-UB-Vanilla MOUNT_POINT = [LOC_UB_dir]