- 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
This commit is contained in:
Wanne
2013-08-28 17:09:45 +00:00
parent beb8cbffd4
commit 7a1cf8171b
88 changed files with 79144 additions and 28123 deletions
Binary file not shown.
Binary file not shown.
@@ -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
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,26 +1,45 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
In this file you can specifiy the "Subject" text of emails.
uiIndex = Each uiIndex represents a mail Subject
The uiIndex are mapped to specific lines in the EMAIL.EDT file
Name = The Name of the Subject
Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
-->
<SENDER_LIST>
<NAME>
<!-- Mails from Enrico -->
<uiIndex>0</uiIndex>
<Name>Enrico</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>1</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Help Desk -->
<uiIndex>2</uiIndex>
<Name>Help Desk</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>3</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Speck -->
<uiIndex>4</uiIndex>
<Name>Speck</Name>
</NAME>
<NAME>
<!-- Mails from R.I.S -->
<uiIndex>5</uiIndex>
<Name>R.I.S.</Name>
</NAME>
@@ -186,22 +205,27 @@
<Name>None</Name>
</NAME>
<NAME>
<!-- Mails from M.I.S Insurance -->
<uiIndex>46</uiIndex>
<Name>M.I.S. Insurance</Name>
</NAME>
<NAME>
<!-- Mails from Bobby Rays -->
<uiIndex>47</uiIndex>
<Name>Bobby Rays</Name>
</NAME>
<NAME>
<!-- Mails from Kingpin -->
<uiIndex>48</uiIndex>
<Name>Kingpin</Name>
</NAME>
<NAME>
<!-- Mails from John Kulba -->
<uiIndex>49</uiIndex>
<Name>John Kulba</Name>
</NAME>
<NAME>
<!-- Mails from A.I.M. -->
<uiIndex>50</uiIndex>
<Name>A.I.M.</Name>
</NAME>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,482 @@
<MERC_AVAILABLES>
<MERC>
<uiIndex>0</uiIndex>
<Name>Biff</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>0</MercBioID>
<ProfilId>40</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>1</uiIndex>
<Name>Haywire</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>1</MercBioID>
<ProfilId>41</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>2</uiIndex>
<Name>Gasket</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>2</MercBioID>
<ProfilId>42</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>3</uiIndex>
<Name>Razor</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>3</MercBioID>
<ProfilId>43</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>4</uiIndex>
<Name>Flo</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>4</MercBioID>
<ProfilId>44</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>5</uiIndex>
<Name>Gumpy</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>5</MercBioID>
<ProfilId>45</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>6</uiIndex>
<Name>Reuban</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>16</MercBioID>
<ProfilId>221</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>7</uiIndex>
<Name>Raffi</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>36</MercBioID>
<ProfilId>189</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>8</uiIndex>
<Name>Rev</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>22</MercBioID>
<ProfilId>247</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>9</uiIndex>
<Name>Elroy</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>24</MercBioID>
<ProfilId>244</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>10</uiIndex>
<Name>Turtle</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>26</MercBioID>
<ProfilId>253</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>11</uiIndex>
<Name>Hurl</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>27</MercBioID>
<ProfilId>227</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>12</uiIndex>
<Name>Skitz</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>28</MercBioID>
<ProfilId>179</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>13</uiIndex>
<Name>Weasel</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>29</MercBioID>
<ProfilId>180</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>14</uiIndex>
<Name>Lance</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>1</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>35</MercBioID>
<ProfilId>188</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>15</uiIndex>
<Name>Elio</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>40</MercBioID>
<ProfilId>196</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>16</uiIndex>
<Name>Juan</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>41</MercBioID>
<ProfilId>197</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>17</uiIndex>
<Name>Wahan</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>42</MercBioID>
<ProfilId>198</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>18</uiIndex>
<Name>It</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>30</MercBioID>
<ProfilId>181</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>19</uiIndex>
<Name>Postie</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>15</MercBioID>
<ProfilId>220</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>20</uiIndex>
<Name>Ears</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>23</MercBioID>
<ProfilId>249</ProfilId>
<usMoneyPaid>400</usMoneyPaid>
<usDay>5</usDay>
</MERC>
<MERC>
<uiIndex>21</uiIndex>
<Name>Dyno</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>25</MercBioID>
<ProfilId>252</ProfilId>
<usMoneyPaid>400</usMoneyPaid>
<usDay>5</usDay>
</MERC>
<MERC>
<uiIndex>22</uiIndex>
<Name>Wink</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>37</MercBioID>
<ProfilId>190</ProfilId>
<usMoneyPaid>500</usMoneyPaid>
<usDay>6</usDay>
</MERC>
<MERC>
<uiIndex>23</uiIndex>
<Name>Pops</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>32</MercBioID>
<ProfilId>183</ProfilId>
<usMoneyPaid>600</usMoneyPaid>
<usDay>7</usDay>
</MERC>
<MERC>
<uiIndex>24</uiIndex>
<Name>Wally</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>33</MercBioID>
<ProfilId>184</ProfilId>
<usMoneyPaid>600</usMoneyPaid>
<usDay>7</usDay>
</MERC>
<MERC>
<uiIndex>25</uiIndex>
<Name>Eli</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>34</MercBioID>
<ProfilId>185</ProfilId>
<usMoneyPaid>600</usMoneyPaid>
<usDay>7</usDay>
</MERC>
<MERC>
<uiIndex>26</uiIndex>
<Name>Leon</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>17</MercBioID>
<ProfilId>222</ProfilId>
<usMoneyPaid>800</usMoneyPaid>
<usDay>10</usDay>
</MERC>
<MERC>
<uiIndex>27</uiIndex>
<Name>Sparky</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>19</MercBioID>
<ProfilId>224</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>28</uiIndex>
<Name>Beth</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>20</MercBioID>
<ProfilId>225</ProfilId>
<usMoneyPaid>100</usMoneyPaid>
<usDay>2</usDay>
</MERC>
<MERC>
<uiIndex>29</uiIndex>
<Name>Sam</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>21</MercBioID>
<ProfilId>226</ProfilId>
<usMoneyPaid>800</usMoneyPaid>
<usDay>10</usDay>
</MERC>
<MERC>
<uiIndex>30</uiIndex>
<Name>Bernie</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>31</MercBioID>
<ProfilId>182</ProfilId>
<usMoneyPaid>500</usMoneyPaid>
<usDay>8</usDay>
</MERC>
<MERC>
<uiIndex>31</uiIndex>
<Name>Bubba</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>10</MercBioID>
<ProfilId>50</ProfilId>
<usMoneyPaid>500</usMoneyPaid>
<usDay>8</usDay>
</MERC>
<MERC>
<uiIndex>32</uiIndex>
<Name>Larry</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>6</MercBioID>
<ProfilId>46</ProfilId>
<usMoneyPaid>1000</usMoneyPaid>
<usDay>15</usDay>
</MERC>
<MERC>
<uiIndex>33</uiIndex>
<Name>Larry</Name>
<Drunk>1</Drunk>
<uiAlternateIndex>32</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>7</MercBioID>
<ProfilId>47</ProfilId>
<usMoneyPaid>0</usMoneyPaid>
<usDay>0</usDay>
</MERC>
<MERC>
<uiIndex>34</uiIndex>
<Name>Numb</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>9</MercBioID>
<ProfilId>49</ProfilId>
<usMoneyPaid>15000</usMoneyPaid>
<usDay>20</usDay>
</MERC>
<MERC>
<uiIndex>35</uiIndex>
<Name>Cougar</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>8</MercBioID>
<ProfilId>48</ProfilId>
<usMoneyPaid>20000</usMoneyPaid>
<usDay>25</usDay>
</MERC>
<MERC>
<uiIndex>36</uiIndex>
<Name>Gaston</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>11</MercBioID>
<ProfilId>58</ProfilId>
<usMoneyPaid>25000</usMoneyPaid>
<usDay>30</usDay>
</MERC>
<MERC>
<uiIndex>37</uiIndex>
<Name>Stogie</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>12</MercBioID>
<ProfilId>59</ProfilId>
<usMoneyPaid>26000</usMoneyPaid>
<usDay>31</usDay>
</MERC>
<MERC>
<uiIndex>38</uiIndex>
<Name>Spooky</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>18</MercBioID>
<ProfilId>178</ProfilId>
<usMoneyPaid>20000</usMoneyPaid>
<usDay>30</usDay>
</MERC>
<MERC>
<uiIndex>39</uiIndex>
<Name>Speck</Name>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<MercBioID>38</MercBioID>
<ProfilId>191</ProfilId>
<usMoneyPaid>5000</usMoneyPaid>
<usDay>7</usDay>
</MERC>
</MERC_AVAILABLES>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,196 @@
<!--
In this file you can specify which old AIM veterans should be available on the AIM alumni laptop site.
Just remove the <MERC></MERC> block for the merc which should not show up on the AIM veterans site.
uiIndex: This is an index starting from 0 up to 254
NickName: The Nickname of the merc (this is externalized from the file: Data\BinaryData\ALUMNAME.EDT)
Name: The Name of the merc (this is externalized from the file: Data\BinaryData\ALUMNI.EDT)
Bio: The Bio of the merc (this is externalized from the file: Data\BinaryData\ALUMNI.EDT)
FaceID: The face index from the "Data\Laptop\OLD_AIM.STI" file
-->
<OLD_MERC>
<MERC>
<!-- Wink -->
<uiIndex>0</uiIndex>
<NickName>Wink</NickName>
<Name>Wink Dickerson</Name>
<Bio>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.</Bio>
<FaceID>7</FaceID>
</MERC>
<MERC>
<!-- Larry -->
<uiIndex>1</uiIndex>
<NickName>Larry</NickName>
<Name>Larry Roachburn</Name>
<Bio>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.</Bio>
<FaceID>10</FaceID>
</MERC>
<MERC>
<!-- Ears -->
<uiIndex>2</uiIndex>
<NickName>Ears</NickName>
<Name>Edward "Ears" Stockwell</Name>
<Bio>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.</Bio>
<FaceID>11</FaceID>
</MERC>
<MERC>
<!-- Bernie -->
<uiIndex>3</uiIndex>
<NickName>Bernie</NickName>
<Name>Doctor Bernie Gloveless</Name>
<Bio>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.</Bio>
<FaceID>15</FaceID>
</MERC>
<MERC>
<!-- Reuban -->
<uiIndex>4</uiIndex>
<NickName>Reuban</NickName>
<Name>"Unusually Ruthless" Reuban</Name>
<Bio>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.</Bio>
<FaceID>16</FaceID>
</MERC>
<MERC>
<!-- Pops -->
<uiIndex>5</uiIndex>
<NickName>Pops</NickName>
<Name>Pops McGillicutty</Name>
<Bio>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.</Bio>
<FaceID>17</FaceID>
</MERC>
<MERC>
<!-- Tex -->
<uiIndex>6</uiIndex>
<NickName>Tex</NickName>
<Name>Tex R. Colburn</Name>
<Bio>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."</Bio>
<FaceID>19</FaceID>
</MERC>
<MERC>
<!-- Hurl -->
<uiIndex>7</uiIndex>
<NickName>Hurl</NickName>
<Name>Hurl E. Cutter</Name>
<Bio>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.</Bio>
<FaceID>20</FaceID>
</MERC>
<MERC>
<!-- Biff -->
<uiIndex>8</uiIndex>
<NickName>Biff</NickName>
<Name>Biff Apscott</Name>
<Bio>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.</Bio>
<FaceID>21</FaceID>
</MERC>
<MERC>
<!-- Raffi -->
<uiIndex>9</uiIndex>
<NickName>Raffi</NickName>
<Name>Dr. Raffitto "Raffi" Leevon</Name>
<Bio>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 &amp; Haggis, have captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous.</Bio>
<FaceID>23</FaceID>
</MERC>
<MERC>
<!-- Mike -->
<uiIndex>10</uiIndex>
<NickName>Mike</NickName>
<Name>Mike</Name>
<Bio>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.</Bio>
<FaceID>24</FaceID>
</MERC>
<MERC>
<!-- Speck -->
<uiIndex>11</uiIndex>
<NickName>Speck</NickName>
<Name>Speck T. Kline</Name>
<Bio>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.</Bio>
<FaceID>27</FaceID>
</MERC>
<MERC>
<!-- Weasel -->
<uiIndex>12</uiIndex>
<NickName>Weasel</NickName>
<Name>Willy "Weasel" Augustin</Name>
<Bio>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.</Bio>
<FaceID>28</FaceID>
</MERC>
<MERC>
<!-- Lance -->
<uiIndex>13</uiIndex>
<NickName>Lance</NickName>
<Name>Lance Fisher</Name>
<Bio>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.</Bio>
<FaceID>30</FaceID>
</MERC>
<MERC>
<!-- Eli -->
<uiIndex>14</uiIndex>
<NickName>Eli</NickName>
<Name>Doctor Eli Summers</Name>
<Bio>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.</Bio>
<FaceID>32</FaceID>
</MERC>
<MERC>
<!-- Elroy -->
<uiIndex>15</uiIndex>
<NickName>Elroy</NickName>
<Name>Elroy B. Tolken</Name>
<Bio>He's gone. We didn't ask. We don't care. Does anybody?</Bio>
<FaceID>33</FaceID>
</MERC>
<MERC>
<!-- Skitz -->
<uiIndex>16</uiIndex>
<NickName>Skitz</NickName>
<Name>Bruce "Skitz" Bonner</Name>
<Bio>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.</Bio>
<FaceID>34</FaceID>
</MERC>
<MERC>
<!-- Wally -->
<uiIndex>17</uiIndex>
<NickName>Wally</NickName>
<Name>Walter "Wally" Yuntz</Name>
<Bio>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.</Bio>
<FaceID>35</FaceID>
</MERC>
<MERC>
<!-- Turtle -->
<uiIndex>18</uiIndex>
<NickName>Turtle</NickName>
<Name>Herman "Turtle" Regents</Name>
<Bio>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.</Bio>
<FaceID>36</FaceID>
</MERC>
<MERC>
<!-- Rev -->
<uiIndex>19</uiIndex>
<NickName>Rev</NickName>
<Name>Reverend Clyde Potter</Name>
<Bio>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.</Bio>
<FaceID>38</FaceID>
</MERC>
<MERC>
<!-- It -->
<uiIndex>20</uiIndex>
<NickName>It</NickName>
<Name>Carl "It" Goodman</Name>
<Bio>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.</Bio>
<FaceID>42</FaceID>
</MERC>
<MERC>
<!-- Hamous -->
<uiIndex>21</uiIndex>
<NickName>Hamous</NickName>
<Name>Hamous</Name>
<Bio>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.</Bio>
<FaceID>45</FaceID>
</MERC>
<MERC>
<!-- Dyno -->
<uiIndex>22</uiIndex>
<NickName>Dyno</NickName>
<Name>Roger "Dyno" Wittman</Name>
<Bio>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.</Bio>
<FaceID>49</FaceID>
</MERC>
</OLD_MERC>
@@ -1,13 +1,4 @@
<!--
uiIndex - unique number (max.200) (required)
Name - description (optional)
FaceIndex - face index EPC/RPC (required)
EyesX - position of eyes X (required)
EyesY - position of eyes Y (required)
MouthX - position of mouth X (required)
MouthY - position of mouth Y (required)
-->
<SMALLFACE>
<SMALLFACE>
<FACE>
<uiIndex>0</uiIndex>
<Name>Gaston</Name>
@@ -251,4 +242,13 @@ MouthY - position of mouth Y (required)
<MouthX>8</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>27</uiIndex>
<Name>Mike</Name>
<FaceIndex>149</FaceIndex>
<EyesX>6</EyesX>
<EyesY>8</EyesY>
<MouthX>6</MouthX>
<MouthY>23</MouthY>
</FACE>
</SMALLFACE>
+319
View File
@@ -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
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,258 @@
<!--
In this file you can define, which mercs should be available on AIM website.
This works for USE_PROFILE_DATA_FROM_XML = TRUE (using MercProfiles.xml) and FALSE (using BinaryData\Prof*.dat), but with FALSE, only the first 40 entries in this file will be used.
Important: When USE_PROFILE_DATA_FROM_XML = FALSE, you can only remove mercs from AIM and cannot add new mercs to AIM.
uiIndex (0 - 254): Do not delete any entries from the file.
ProfileId (0 - 254): Set this value to the matching profile from prof.dat/MercProfiles.xml. You should add the profile on the correct uiIndex (uiIndex = ProfileId)!
Set this value to -1, and the merc will not be available in AIM.
AimBioID: The matching record in BinaryData\AIMBIOS.EDT file
Set the value to -1, when no AIMBios entry is available for the merc.
-->
<AIM_AVAILABLES>
<AIM>
<uiIndex>0</uiIndex>
<description>Barry</description>
<ProfilId>0</ProfilId>
<AimBioID>0</AimBioID>
</AIM>
<AIM>
<uiIndex>1</uiIndex>
<description>Blood</description>
<ProfilId>1</ProfilId>
<AimBioID>1</AimBioID>
</AIM>
<AIM>
<uiIndex>2</uiIndex>
<description>Lynx</description>
<ProfilId>2</ProfilId>
<AimBioID>2</AimBioID>
</AIM>
<AIM>
<uiIndex>3</uiIndex>
<description>Grizzly</description>
<ProfilId>3</ProfilId>
<AimBioID>3</AimBioID>
</AIM>
<AIM>
<uiIndex>4</uiIndex>
<description>Vicki</description>
<ProfilId>4</ProfilId>
<AimBioID>4</AimBioID>
</AIM>
<AIM>
<uiIndex>5</uiIndex>
<description>Trevor</description>
<ProfilId>5</ProfilId>
<AimBioID>5</AimBioID>
</AIM>
<AIM>
<uiIndex>6</uiIndex>
<description>Grunty</description>
<ProfilId>6</ProfilId>
<AimBioID>6</AimBioID>
</AIM>
<AIM>
<uiIndex>7</uiIndex>
<description>Ivan</description>
<ProfilId>7</ProfilId>
<AimBioID>7</AimBioID>
</AIM>
<AIM>
<uiIndex>8</uiIndex>
<description>Steroid</description>
<ProfilId>8</ProfilId>
<AimBioID>8</AimBioID>
</AIM>
<AIM>
<uiIndex>9</uiIndex>
<description>Igor</description>
<ProfilId>9</ProfilId>
<AimBioID>9</AimBioID>
</AIM>
<AIM>
<uiIndex>10</uiIndex>
<description>Shadow</description>
<ProfilId>10</ProfilId>
<AimBioID>10</AimBioID>
</AIM>
<AIM>
<uiIndex>11</uiIndex>
<description>Red</description>
<ProfilId>11</ProfilId>
<AimBioID>11</AimBioID>
</AIM>
<AIM>
<uiIndex>12</uiIndex>
<description>Reaper</description>
<ProfilId>12</ProfilId>
<AimBioID>12</AimBioID>
</AIM>
<AIM>
<uiIndex>13</uiIndex>
<description>Fidel</description>
<ProfilId>13</ProfilId>
<AimBioID>13</AimBioID>
</AIM>
<AIM>
<uiIndex>14</uiIndex>
<description>Fox</description>
<ProfilId>14</ProfilId>
<AimBioID>14</AimBioID>
</AIM>
<AIM>
<uiIndex>15</uiIndex>
<description>Sidney</description>
<ProfilId>15</ProfilId>
<AimBioID>15</AimBioID>
</AIM>
<AIM>
<uiIndex>16</uiIndex>
<description>Gus</description>
<ProfilId>16</ProfilId>
<AimBioID>16</AimBioID>
</AIM>
<AIM>
<uiIndex>17</uiIndex>
<description>Buns</description>
<ProfilId>17</ProfilId>
<AimBioID>17</AimBioID>
</AIM>
<AIM>
<uiIndex>18</uiIndex>
<description>Ice</description>
<ProfilId>18</ProfilId>
<AimBioID>18</AimBioID>
</AIM>
<AIM>
<uiIndex>19</uiIndex>
<description>Spider</description>
<ProfilId>19</ProfilId>
<AimBioID>19</AimBioID>
</AIM>
<AIM>
<uiIndex>20</uiIndex>
<description>Cliff</description>
<ProfilId>20</ProfilId>
<AimBioID>20</AimBioID>
</AIM>
<AIM>
<uiIndex>21</uiIndex>
<description>Bull</description>
<ProfilId>21</ProfilId>
<AimBioID>21</AimBioID>
</AIM>
<AIM>
<uiIndex>22</uiIndex>
<description>Hitman</description>
<ProfilId>22</ProfilId>
<AimBioID>22</AimBioID>
</AIM>
<AIM>
<uiIndex>23</uiIndex>
<description>Buzz</description>
<ProfilId>23</ProfilId>
<AimBioID>23</AimBioID>
</AIM>
<AIM>
<uiIndex>24</uiIndex>
<description>Raider</description>
<ProfilId>24</ProfilId>
<AimBioID>24</AimBioID>
</AIM>
<AIM>
<uiIndex>25</uiIndex>
<description>Raven</description>
<ProfilId>25</ProfilId>
<AimBioID>25</AimBioID>
</AIM>
<AIM>
<uiIndex>26</uiIndex>
<description>Static</description>
<ProfilId>26</ProfilId>
<AimBioID>26</AimBioID>
</AIM>
<AIM>
<uiIndex>27</uiIndex>
<description>Len</description>
<ProfilId>27</ProfilId>
<AimBioID>27</AimBioID>
</AIM>
<AIM>
<uiIndex>28</uiIndex>
<description>Danny</description>
<ProfilId>28</ProfilId>
<AimBioID>28</AimBioID>
</AIM>
<AIM>
<uiIndex>29</uiIndex>
<description>Magic</description>
<ProfilId>29</ProfilId>
<AimBioID>29</AimBioID>
</AIM>
<AIM>
<uiIndex>30</uiIndex>
<description>Stephen</description>
<ProfilId>30</ProfilId>
<AimBioID>30</AimBioID>
</AIM>
<AIM>
<uiIndex>31</uiIndex>
<description>Scully</description>
<ProfilId>31</ProfilId>
<AimBioID>31</AimBioID>
</AIM>
<AIM>
<uiIndex>32</uiIndex>
<description>Malice</description>
<ProfilId>32</ProfilId>
<AimBioID>32</AimBioID>
</AIM>
<AIM>
<uiIndex>33</uiIndex>
<description>Dr. Q</description>
<ProfilId>33</ProfilId>
<AimBioID>33</AimBioID>
</AIM>
<AIM>
<uiIndex>34</uiIndex>
<description>Nails</description>
<ProfilId>34</ProfilId>
<AimBioID>34</AimBioID>
</AIM>
<AIM>
<uiIndex>35</uiIndex>
<description>Thor</description>
<ProfilId>35</ProfilId>
<AimBioID>35</AimBioID>
</AIM>
<AIM>
<uiIndex>36</uiIndex>
<description>Scope</description>
<ProfilId>36</ProfilId>
<AimBioID>36</AimBioID>
</AIM>
<AIM>
<uiIndex>37</uiIndex>
<description>Wolf</description>
<ProfilId>37</ProfilId>
<AimBioID>37</AimBioID>
</AIM>
<AIM>
<uiIndex>38</uiIndex>
<description>MD</description>
<ProfilId>38</ProfilId>
<AimBioID>38</AimBioID>
</AIM>
<AIM>
<uiIndex>39</uiIndex>
<description>Meltdown</description>
<ProfilId>39</ProfilId>
<AimBioID>39</AimBioID>
</AIM>
</AIM_AVAILABLES>
@@ -846,7 +846,6 @@
<Message>Message : None</Message>
</EMAIL>
<EMAIL>
<!-- Stogie -->
<uiIndex>166</uiIndex>
<Subject>Subject : None</Subject>
<Message>Message : None</Message>
@@ -0,0 +1,264 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
In this file you can specifiy the "Subject" text of emails.
uiIndex = Each uiIndex represents a mail Subject
The uiIndex are mapped to specific lines in the EMAIL.EDT file
Name = The Name of the Subject
Each A.I.M merc has an entry here in the file, mapped to a specific uiIndex.
-->
<SENDER_LIST>
<NAME>
<!-- Mails from Enrico -->
<uiIndex>0</uiIndex>
<Name>Enrico</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>1</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Help Desk -->
<uiIndex>2</uiIndex>
<Name>Help Desk</Name>
</NAME>
<NAME>
<!-- Mails from Psyich Pro Inc (IMP) -->
<uiIndex>3</uiIndex>
<Name>Psych Pro Inc</Name>
</NAME>
<NAME>
<!-- Mails from Speck -->
<uiIndex>4</uiIndex>
<Name>Speck</Name>
</NAME>
<NAME>
<!-- Mails from R.I.S -->
<uiIndex>5</uiIndex>
<Name>R.I.S.</Name>
</NAME>
<NAME>
<uiIndex>6</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>7</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>8</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>9</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>10</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>11</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>12</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>13</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>14</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>15</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>16</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>17</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>18</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>19</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>20</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>21</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>22</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>23</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>24</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>25</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>26</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>27</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>28</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>29</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>30</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>31</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>32</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>33</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>34</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>35</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>36</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>37</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>38</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>39</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>40</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>41</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>42</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>43</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>44</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>45</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<!-- Mails from M.I.S Insurance -->
<uiIndex>46</uiIndex>
<Name>M.I.S. Insurance</Name>
</NAME>
<NAME>
<!-- Mails from Bobby Rays -->
<uiIndex>47</uiIndex>
<Name>Bobby Rays</Name>
</NAME>
<NAME>
<!-- Mails from Kingpin -->
<uiIndex>48</uiIndex>
<Name>Kingpin</Name>
</NAME>
<NAME>
<!-- Mails from John Kulba -->
<uiIndex>49</uiIndex>
<Name>John Kulba</Name>
</NAME>
<NAME>
<!-- Mails from A.I.M. -->
<uiIndex>50</uiIndex>
<Name>A.I.M.</Name>
</NAME>
<NAME>
<uiIndex>51</uiIndex>
<Name>Miguel</Name>
</NAME>
<NAME>
<uiIndex>52</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>53</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>54</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>55</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>56</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>57</uiIndex>
<Name>None</Name>
</NAME>
<NAME>
<uiIndex>58</uiIndex>
<Name>None</Name>
</NAME>
</SENDER_LIST>
@@ -689,38 +689,6 @@ description Optional and not used in game. Used to easily identify the person h
</NAME>
<NAME>
<uiIndex>169</uiIndex>
<Hidden>1</Hidden>
</NAME>
<NAME>
<uiIndex>170</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>171</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>172</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>173</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>174</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>175</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>176</uiIndex>
<Hidden>0</Hidden>
</NAME>
<NAME>
<uiIndex>177</uiIndex>
<Hidden>0</Hidden>
</NAME>
</HIDDENNAMES>
@@ -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
@@ -197,8 +199,8 @@ If you want to hide any merc from M.E.R.C website, just delete the entry.
<MercBioID>12</MercBioID>
<Drunk>0</Drunk>
<uiAlternateIndex>-1</uiAlternateIndex>
<NewMercsAvailable>0</NewMercsAvailable>
<StartMercsAvailable>0</StartMercsAvailable>
<NewMercsAvailable>0</NewMercsAvailable>
<ProfilId>59</ProfilId>
<usMoneyPaid>26000</usMoneyPaid>
<usDay>31</usDay>
File diff suppressed because it is too large Load Diff
@@ -1629,7 +1629,7 @@ Name - description (optional)
</PROFILE>
<PROFILE>
<uiIndex>147</uiIndex>
<Name>keith</Name>
<Name>Keith</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>0</QuoteExpTeamSpecific>
<QuoteExpGenderCode>0</QuoteExpGenderCode>
@@ -1653,9 +1653,9 @@ Name - description (optional)
<uiIndex>149</uiIndex>
<Name>Mike</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>0</QuoteExpTeamSpecific>
<QuoteExpGenderCode>0</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>0</QuoteExpGotGunOrUsedGun>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>0</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>0</QuoteExpWitnessDeidrannaDeath>
@@ -1805,7 +1805,7 @@ Name - description (optional)
</PROFILE>
<PROFILE>
<uiIndex>163</uiIndex>
<Name>163</Name>
<Name></Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>0</QuoteExpTeamSpecific>
<QuoteExpGenderCode>0</QuoteExpGenderCode>
@@ -1816,7 +1816,7 @@ Name - description (optional)
</PROFILE>
<PROFILE>
<uiIndex>164</uiIndex>
<Name>164</Name>
<Name></Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>0</QuoteExpTeamSpecific>
<QuoteExpGenderCode>0</QuoteExpGenderCode>
@@ -1880,92 +1880,4 @@ Name - description (optional)
<QuoteExpWitnessQueenBugDeath>0</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>0</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>170</uiIndex>
<Name>Monk</Name>
<QuoteExpHeadShotOnly>1</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>0</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>171</uiIndex>
<Name>Brain</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>172</uiIndex>
<Name>Scream</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>173</uiIndex>
<Name>Henning</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>174</uiIndex>
<Name>Lucky</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>175</uiIndex>
<Name>Laura</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>176</uiIndex>
<Name>Grace</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
<PROFILE>
<uiIndex>177</uiIndex>
<Name>Rudolf</Name>
<QuoteExpHeadShotOnly>0</QuoteExpHeadShotOnly>
<QuoteExpTeamSpecific>1</QuoteExpTeamSpecific>
<QuoteExpGenderCode>2</QuoteExpGenderCode>
<QuoteExpGotGunOrUsedGun>62</QuoteExpGotGunOrUsedGun>
<QuoteExpPassingDislike>0</QuoteExpPassingDislike>
<QuoteExpWitnessQueenBugDeath>1</QuoteExpWitnessQueenBugDeath>
<QuoteExpWitnessDeidrannaDeath>1</QuoteExpWitnessDeidrannaDeath>
</PROFILE>
</QARRAY>
@@ -0,0 +1,420 @@
<!--
In this file you can specify which old AIM veterans should be available on the AIM alumni laptop site.
Just remove the <MERC></MERC> block for the merc which should not show up on the AIM veterans site.
uiIndex: This is an index starting from 0 up to 254
NickName: The Nickname of the merc (this is externalized from the file: Data\BinaryData\ALUMNAME.EDT)
Name: The Name of the merc (this is externalized from the file: Data\BinaryData\ALUMNI.EDT)
Bio: The Bio of the merc (this is externalized from the file: Data\BinaryData\ALUMNI.EDT)
FaceID: The face index from the "Data\Laptop\OLD_AIM.STI" file
-->
<OLD_MERC>
<MERC>
<!-- Needle -->
<uiIndex>0</uiIndex>
<NickName>Needle</NickName>
<Name>Doctor Mark Kranhuim</Name>
<Bio>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.</Bio>
<FaceID>0</FaceID>
</MERC>
<MERC>
<!-- Gary -->
<uiIndex>1</uiIndex>
<NickName>Gary</NickName>
<Name>Gary Roachburn</Name>
<Bio>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.</Bio>
<FaceID>1</FaceID>
</MERC>
<MERC>
<!-- Sam -->
<uiIndex>2</uiIndex>
<NickName>Sam</NickName>
<Name>Samuel "Sam" Garver</Name>
<Bio>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.</Bio>
<FaceID>2</FaceID>
</MERC>
<MERC>
<!-- Boss -->
<uiIndex>3</uiIndex>
<NickName>Boss</NickName>
<Name>Glen "Boss" Hatchet</Name>
<Bio>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.</Bio>
<FaceID>3</FaceID>
</MERC>
<MERC>
<!-- Smoke -->
<uiIndex>4</uiIndex>
<NickName>Smoke</NickName>
<Name>Smoke Peterson</Name>
<Bio>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.</Bio>
<FaceID>4</FaceID>
</MERC>
<MERC>
<!-- Jimmy -->
<uiIndex>5</uiIndex>
<NickName>Jimmy</NickName>
<Name>Jimmy Upton</Name>
<Bio>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.</Bio>
<FaceID>5</FaceID>
</MERC>
<MERC>
<!-- Doc -->
<uiIndex>6</uiIndex>
<NickName>Doc</NickName>
<Name>Doc Koolhan</Name>
<Bio>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.</Bio>
<FaceID>6</FaceID>
</MERC>
<MERC>
<!-- Wink -->
<uiIndex>7</uiIndex>
<NickName>Wink</NickName>
<Name>Wink Dickerson</Name>
<Bio>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.</Bio>
<FaceID>7</FaceID>
</MERC>
<MERC>
<!-- Beth -->
<uiIndex>8</uiIndex>
<NickName>Beth</NickName>
<Name>Mary Beth Wilkens</Name>
<Bio>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.</Bio>
<FaceID>8</FaceID>
</MERC>
<MERC>
<!-- Bud -->
<uiIndex>9</uiIndex>
<NickName>Bud</NickName>
<Name>Lt. Bud Hellar</Name>
<Bio>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.</Bio>
<FaceID>9</FaceID>
</MERC>
<MERC>
<!-- Larry -->
<uiIndex>10</uiIndex>
<NickName>Larry</NickName>
<Name>Larry Roachburn</Name>
<Bio>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.</Bio>
<FaceID>10</FaceID>
</MERC>
<MERC>
<!-- Ears -->
<uiIndex>11</uiIndex>
<NickName>Ears</NickName>
<Name>Edward "Ears" Stockwell</Name>
<Bio>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.</Bio>
<FaceID>11</FaceID>
</MERC>
<MERC>
<!-- Moses -->
<uiIndex>12</uiIndex>
<NickName>Moses</NickName>
<Name>Murray "Moses" Ebstern</Name>
<Bio>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.</Bio>
<FaceID>12</FaceID>
</MERC>
<MERC>
<!-- Screw -->
<uiIndex>13</uiIndex>
<NickName>Screw</NickName>
<Name>Patrick "Screw" Phillips</Name>
<Bio>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.</Bio>
<FaceID>13</FaceID>
</MERC>
<MERC>
<!-- Rusty -->
<uiIndex>14</uiIndex>
<NickName>Rusty</NickName>
<Name>Russell "Rusty" Hunter</Name>
<Bio>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.</Bio>
<FaceID>14</FaceID>
</MERC>
<MERC>
<!-- Bernie -->
<uiIndex>15</uiIndex>
<NickName>Bernie</NickName>
<Name>Doctor Bernie Gloveless</Name>
<Bio>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.</Bio>
<FaceID>15</FaceID>
</MERC>
<MERC>
<!-- Reuban -->
<uiIndex>16</uiIndex>
<NickName>Reuban</NickName>
<Name>"Unusually Ruthless" Reuban</Name>
<Bio>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.</Bio>
<FaceID>16</FaceID>
</MERC>
<MERC>
<!-- Pops -->
<uiIndex>17</uiIndex>
<NickName>Pops</NickName>
<Name>Pops McGillicutty</Name>
<Bio>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.</Bio>
<FaceID>17</FaceID>
</MERC>
<MERC>
<!-- Kelly -->
<uiIndex>18</uiIndex>
<NickName>Kelly</NickName>
<Name>Col. Leo Kelly</Name>
<Bio>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.</Bio>
<FaceID>18</FaceID>
</MERC>
<MERC>
<!-- Tex -->
<uiIndex>19</uiIndex>
<NickName>Tex</NickName>
<Name>Tex R. Colburn</Name>
<Bio>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."</Bio>
<FaceID>19</FaceID>
</MERC>
<MERC>
<!-- Hurl -->
<uiIndex>20</uiIndex>
<NickName>Hurl</NickName>
<Name>Hurl E. Cutter</Name>
<Bio>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.</Bio>
<FaceID>20</FaceID>
</MERC>
<MERC>
<!-- Biff -->
<uiIndex>21</uiIndex>
<NickName>Biff</NickName>
<Name>Biff Apscott</Name>
<Bio>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.</Bio>
<FaceID>21</FaceID>
</MERC>
<MERC>
<!-- Spike -->
<uiIndex>22</uiIndex>
<NickName>Spike</NickName>
<Name>Major Spike Scallion</Name>
<Bio>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.</Bio>
<FaceID>22</FaceID>
</MERC>
<MERC>
<!-- Raffi -->
<uiIndex>23</uiIndex>
<NickName>Raffi</NickName>
<Name>Dr. Raffitto "Raffi" Leevon</Name>
<Bio>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 &amp; Haggis, have captured the imagination of the music world with the distinctive sound of their synthesized spoons and their current hit, Bajun Bayous.</Bio>
<FaceID>23</FaceID>
</MERC>
<MERC>
<!-- Mike -->
<uiIndex>24</uiIndex>
<NickName>Mike</NickName>
<Name>Mike</Name>
<Bio>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.</Bio>
<FaceID>24</FaceID>
</MERC>
<MERC>
<!-- Hector -->
<uiIndex>25</uiIndex>
<NickName>Hector</NickName>
<Name>Hector Alvarez</Name>
<Bio>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.</Bio>
<FaceID>25</FaceID>
</MERC>
<MERC>
<!-- Snake -->
<uiIndex>26</uiIndex>
<NickName>Snake</NickName>
<Name>Johnny "Snake" Edwards</Name>
<Bio>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.</Bio>
<FaceID>26</FaceID>
</MERC>
<MERC>
<!-- Speck -->
<uiIndex>27</uiIndex>
<NickName>Speck</NickName>
<Name>Speck T. Kline</Name>
<Bio>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.</Bio>
<FaceID>27</FaceID>
</MERC>
<MERC>
<!-- Weasel -->
<uiIndex>28</uiIndex>
<NickName>Weasel</NickName>
<Name>Willy "Weasel" Augustin</Name>
<Bio>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.</Bio>
<FaceID>28</FaceID>
</MERC>
<MERC>
<!-- Leech -->
<uiIndex>29</uiIndex>
<NickName>Leech</NickName>
<Name>Timothy "Leech" Jenkins</Name>
<Bio>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.</Bio>
<FaceID>29</FaceID>
</MERC>
<MERC>
<!-- Lance -->
<uiIndex>30</uiIndex>
<NickName>Lance</NickName>
<Name>Lance Fisher</Name>
<Bio>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.</Bio>
<FaceID>30</FaceID>
</MERC>
<MERC>
<!-- Stella -->
<uiIndex>31</uiIndex>
<NickName>Stella</NickName>
<Name>Dr. Margaret "Stella" Trammel</Name>
<Bio>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.</Bio>
<FaceID>31</FaceID>
</MERC>
<MERC>
<!-- Eli -->
<uiIndex>32</uiIndex>
<NickName>Eli</NickName>
<Name>Doctor Eli Summers</Name>
<Bio>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.</Bio>
<FaceID>32</FaceID>
</MERC>
<MERC>
<!-- Elroy -->
<uiIndex>33</uiIndex>
<NickName>Elroy</NickName>
<Name>Elroy B. Tolken</Name>
<Bio>He's gone. We didn't ask. We don't care. Does anybody?</Bio>
<FaceID>33</FaceID>
</MERC>
<MERC>
<!-- Skitz -->
<uiIndex>34</uiIndex>
<NickName>Skitz</NickName>
<Name>Bruce "Skitz" Bonner</Name>
<Bio>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.</Bio>
<FaceID>34</FaceID>
</MERC>
<MERC>
<!-- Wally -->
<uiIndex>35</uiIndex>
<NickName>Wally</NickName>
<Name>Walter "Wally" Yuntz</Name>
<Bio>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.</Bio>
<FaceID>35</FaceID>
</MERC>
<MERC>
<!-- Turtle -->
<uiIndex>36</uiIndex>
<NickName>Turtle</NickName>
<Name>Herman "Turtle" Regents</Name>
<Bio>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.</Bio>
<FaceID>36</FaceID>
</MERC>
<MERC>
<!-- Kaboom -->
<uiIndex>37</uiIndex>
<NickName>Kaboom</NickName>
<Name>Marty "Kaboom" Moffat</Name>
<Bio>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.</Bio>
<FaceID>37</FaceID>
</MERC>
<MERC>
<!-- Rev -->
<uiIndex>38</uiIndex>
<NickName>Rev</NickName>
<Name>Reverend Clyde Potter</Name>
<Bio>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.</Bio>
<FaceID>38</FaceID>
</MERC>
<MERC>
<!-- Sparky -->
<uiIndex>39</uiIndex>
<NickName>Sparky</NickName>
<Name>Megan "Sparky" Roachburn</Name>
<Bio>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.</Bio>
<FaceID>39</FaceID>
</MERC>
<MERC>
<!-- Mitch -->
<uiIndex>40</uiIndex>
<NickName>Mitch</NickName>
<Name>Dr. Mitch Shudlem</Name>
<Bio>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.</Bio>
<FaceID>40</FaceID>
</MERC>
<MERC>
<!-- Carp -->
<uiIndex>41</uiIndex>
<NickName>Carp</NickName>
<Name>Howard "Carp" Melfield</Name>
<Bio>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.</Bio>
<FaceID>41</FaceID>
</MERC>
<MERC>
<!-- It -->
<uiIndex>42</uiIndex>
<NickName>It</NickName>
<Name>Carl "It" Goodman</Name>
<Bio>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.</Bio>
<FaceID>42</FaceID>
</MERC>
<MERC>
<!-- Vinny -->
<uiIndex>43</uiIndex>
<NickName>Vinny</NickName>
<Name>Vincenzo "Vinny" Massimo</Name>
<Bio>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.</Bio>
<FaceID>43</FaceID>
</MERC>
<MERC>
<!-- Bob -->
<uiIndex>44</uiIndex>
<NickName>Bob</NickName>
<Name>Captain Bob Adams</Name>
<Bio>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.</Bio>
<FaceID>44</FaceID>
</MERC>
<MERC>
<!-- Hamous -->
<uiIndex>45</uiIndex>
<NickName>Hamous</NickName>
<Name>Hamous</Name>
<Bio>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.</Bio>
<FaceID>45</FaceID>
</MERC>
<MERC>
<!-- Mouse -->
<uiIndex>46</uiIndex>
<NickName>Mouse</NickName>
<Name>Anita "Mouse" Backman</Name>
<Bio>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.</Bio>
<FaceID>46</FaceID>
</MERC>
<MERC>
<!-- Postie -->
<uiIndex>47</uiIndex>
<NickName>Postie</NickName>
<Name>Jack "Postie" Durham</Name>
<Bio>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.</Bio>
<FaceID>47</FaceID>
</MERC>
<MERC>
<!-- Leon -->
<uiIndex>48</uiIndex>
<NickName>Leon</NickName>
<Name>Col. Leon Roachburn</Name>
<Bio>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.</Bio>
<FaceID>48</FaceID>
</MERC>
<MERC>
<!-- Dyno -->
<uiIndex>49</uiIndex>
<NickName>Dyno</NickName>
<Name>Roger "Dyno" Wittman</Name>
<Bio>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.</Bio>
<FaceID>49</FaceID>
</MERC>
<MERC>
<!-- Spam -->
<uiIndex>50</uiIndex>
<NickName>Spam</NickName>
<Name>Alan "Spam" Webster</Name>
<Bio>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.</Bio>
<FaceID>50</FaceID>
</MERC>
</OLD_MERC>
@@ -0,0 +1,254 @@
<SMALLFACE>
<FACE>
<uiIndex>0</uiIndex>
<Name>Gaston</Name>
<FaceIndex>58</FaceIndex>
<EyesX>13</EyesX>
<EyesY>5</EyesY>
<MouthX>10</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>1</uiIndex>
<Name>Stogie</Name>
<FaceIndex>59</FaceIndex>
<EyesX>9</EyesX>
<EyesY>4</EyesY>
<MouthX>8</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>2</uiIndex>
<Name>Manuel</Name>
<FaceIndex>60</FaceIndex>
<EyesX>14</EyesX>
<EyesY>2</EyesY>
<MouthX>13</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>3</uiIndex>
<Name>Biggens</Name>
<FaceIndex>61</FaceIndex>
<EyesX>5</EyesX>
<EyesY>6</EyesY>
<MouthX>5</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>4</uiIndex>
<Name>Kulba</Name>
<FaceIndex>62</FaceIndex>
<EyesX>6</EyesX>
<EyesY>4</EyesY>
<MouthX>6</MouthX>
<MouthY>24</MouthY>
</FACE>
<FACE>
<uiIndex>5</uiIndex>
<Name>RAT</Name>
<FaceIndex>63</FaceIndex>
<EyesX>0</EyesX>
<EyesY>0</EyesY>
<MouthX>0</MouthX>
<MouthY>0</MouthY>
</FACE>
<FACE>
<uiIndex>6</uiIndex>
<Name>Tex</Name>
<FaceIndex>64</FaceIndex>
<EyesX>3</EyesX>
<EyesY>6</EyesY>
<MouthX>3</MouthX>
<MouthY>23</MouthY>
</FACE>
<FACE>
<uiIndex>7</uiIndex>
<Name>65</Name>
<FaceIndex>65</FaceIndex>
<EyesX>8</EyesX>
<EyesY>8</EyesY>
<MouthX>8</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>8</uiIndex>
<Name>66</Name>
<FaceIndex>66</FaceIndex>
<EyesX>9</EyesX>
<EyesY>4</EyesY>
<MouthX>7</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>9</uiIndex>
<Name>67</Name>
<FaceIndex>67</FaceIndex>
<EyesX>8</EyesX>
<EyesY>8</EyesY>
<MouthX>8</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>10</uiIndex>
<Name>68</Name>
<FaceIndex>68</FaceIndex>
<EyesX>4</EyesX>
<EyesY>6</EyesY>
<MouthX>5</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>11</uiIndex>
<Name>69</Name>
<FaceIndex>69</FaceIndex>
<EyesX>8</EyesX>
<EyesY>9</EyesY>
<MouthX>7</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>12</uiIndex>
<Name>70</Name>
<FaceIndex>70</FaceIndex>
<EyesX>4</EyesX>
<EyesY>7</EyesY>
<MouthX>5</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>13</uiIndex>
<Name>71</Name>
<FaceIndex>71</FaceIndex>
<EyesX>9</EyesX>
<EyesY>7</EyesY>
<MouthX>8</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>14</uiIndex>
<Name>72</Name>
<FaceIndex>72</FaceIndex>
<EyesX>9</EyesX>
<EyesY>7</EyesY>
<MouthX>8</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>15</uiIndex>
<Name>73</Name>
<FaceIndex>73</FaceIndex>
<EyesX>0</EyesX>
<EyesY>0</EyesY>
<MouthX>0</MouthX>
<MouthY>0</MouthY>
</FACE>
<FACE>
<uiIndex>16</uiIndex>
<Name>74</Name>
<FaceIndex>74</FaceIndex>
<EyesX>0</EyesX>
<EyesY>0</EyesY>
<MouthX>0</MouthX>
<MouthY>0</MouthY>
</FACE>
<FACE>
<uiIndex>17</uiIndex>
<Name>Jerry Milo</Name>
<FaceIndex>76</FaceIndex>
<EyesX>9</EyesX>
<EyesY>3</EyesY>
<MouthX>8</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>18</uiIndex>
<Name>90</Name>
<FaceIndex>90</FaceIndex>
<EyesX>9</EyesX>
<EyesY>3</EyesY>
<MouthX>8</MouthX>
<MouthY>25</MouthY>
</FACE>
<FACE>
<uiIndex>19</uiIndex>
<Name>97</Name>
<FaceIndex>97</FaceIndex>
<EyesX>11</EyesX>
<EyesY>7</EyesY>
<MouthX>9</MouthX>
<MouthY>24</MouthY>
</FACE>
<FACE>
<uiIndex>20</uiIndex>
<Name>106</Name>
<FaceIndex>106</FaceIndex>
<EyesX>9</EyesX>
<EyesY>5</EyesY>
<MouthX>7</MouthX>
<MouthY>23</MouthY>
</FACE>
<FACE>
<uiIndex>21</uiIndex>
<Name>118</Name>
<FaceIndex>118</FaceIndex>
<EyesX>6</EyesX>
<EyesY>4</EyesY>
<MouthX>6</MouthX>
<MouthY>24</MouthY>
</FACE>
<FACE>
<uiIndex>22</uiIndex>
<Name>119</Name>
<FaceIndex>119</FaceIndex>
<EyesX>12</EyesX>
<EyesY>4</EyesY>
<MouthX>10</MouthX>
<MouthY>24</MouthY>
</FACE>
<FACE>
<uiIndex>23</uiIndex>
<Name>148</Name>
<FaceIndex>148</FaceIndex>
<EyesX>8</EyesX>
<EyesY>6</EyesY>
<MouthX>8</MouthX>
<MouthY>23</MouthY>
</FACE>
<FACE>
<uiIndex>24</uiIndex>
<Name>156</Name>
<FaceIndex>156</FaceIndex>
<EyesX>6</EyesX>
<EyesY>5</EyesY>
<MouthX>6</MouthX>
<MouthY>23</MouthY>
</FACE>
<FACE>
<uiIndex>25</uiIndex>
<Name>157</Name>
<FaceIndex>157</FaceIndex>
<EyesX>13</EyesX>
<EyesY>7</EyesY>
<MouthX>11</MouthX>
<MouthY>24</MouthY>
</FACE>
<FACE>
<uiIndex>26</uiIndex>
<Name>158</Name>
<FaceIndex>158</FaceIndex>
<EyesX>9</EyesX>
<EyesY>7</EyesY>
<MouthX>8</MouthX>
<MouthY>22</MouthY>
</FACE>
<FACE>
<uiIndex>27</uiIndex>
<Name>Mike</Name>
<FaceIndex>149</FaceIndex>
<EyesX>6</EyesX>
<EyesY>8</EyesY>
<MouthX>6</MouthX>
<MouthY>23</MouthY>
</FACE>
</SMALLFACE>
@@ -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
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+32 -33
View File
@@ -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
+9 -10
View File
@@ -1,4 +1,5 @@
Facts = {
Facts =
{
FACT_BROTHEL_OPEN = 251,
FACT_MUSEUM_OPEN = 250,
FACT_CLUB_OPEN = 252,
@@ -17,41 +18,39 @@ 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
-- Museum
if ( cHour >= 9 or cHour < 18 ) then
SetFactTrue( Facts.FACT_MUSEUM_OPEN )
else
+24 -24
View File
@@ -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
+50 -60
View File
@@ -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 )
@@ -301,35 +323,3 @@ function HandleAtNewGridNo( ProfileId )
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
+3 -1
View File
@@ -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
+25 -24
View File
@@ -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,
+33 -32
View File
@@ -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
@@ -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 )
+41 -26
View File
@@ -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.
]]
@@ -40,30 +41,30 @@ 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
@@ -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
-35
View File
@@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<FILES_SENDER_LIST>
<NAME>
<uiIndex>0</uiIndex>
<Name>Recon Report</Name>
</NAME>
<NAME>
<uiIndex>1</uiIndex>
<Name>Intercept #1</Name>
</NAME>
<NAME>
<uiIndex>2</uiIndex>
<Name>Intercept #2</Name>
</NAME>
<NAME>
<uiIndex>3</uiIndex>
<Name>Intercept #3</Name>
</NAME>
<NAME>
<uiIndex>4</uiIndex>
<Name>Intercept #4</Name>
</NAME>
<NAME>
<uiIndex>5</uiIndex>
<Name>Intercept #5</Name>
</NAME>
<NAME>
<uiIndex>6</uiIndex>
<Name>Intercept #6</Name>
</NAME>
<NAME>
<uiIndex>7</uiIndex>
<Name>Mission briefing</Name>
</NAME>
</FILES_SENDER_LIST>
-27
View File
@@ -1,27 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<ArmourClass>
<id>0</id>
<name>Helmet</name>
</ArmourClass>
<ArmourClass>
<id>1</id>
<name>Vest</name>
</ArmourClass>
<ArmourClass>
<id>2</id>
<name>Leggings</name>
</ArmourClass>
<ArmourClass>
<id>3</id>
<name>Plate</name>
</ArmourClass>
<ArmourClass>
<id>4</id>
<name>Monster</name>
</ArmourClass>
<ArmourClass>
<id>5</id>
<name>Vehicle</name>
</ArmourClass>
</JA2Data>
@@ -1,55 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<AttachmentClass>
<id>0</id>
<name>None</name>
</AttachmentClass>
<AttachmentClass>
<id>1</id>
<name>Default 1</name>
</AttachmentClass>
<AttachmentClass>
<id>2</id>
<name>Barrel</name>
</AttachmentClass>
<AttachmentClass>
<id>4</id>
<name>Laser</name>
</AttachmentClass>
<AttachmentClass>
<id>8</id>
<name>Sight</name>
</AttachmentClass>
<AttachmentClass>
<id>16</id>
<name>Scope</name>
</AttachmentClass>
<AttachmentClass>
<id>32</id>
<name>Stock</name>
</AttachmentClass>
<AttachmentClass>
<id>64</id>
<name>Ammo</name>
</AttachmentClass>
<AttachmentClass>
<id>128</id>
<name>Internal</name>
</AttachmentClass>
<AttachmentClass>
<id>256</id>
<name>External</name>
</AttachmentClass>
<AttachmentClass>
<id>512</id>
<name>Underbarrel</name>
</AttachmentClass>
<AttachmentClass>
<id>1024</id>
<name>Grenade</name>
</AttachmentClass>
<AttachmentClass>
<id>2048</id>
<name>Rocket</name>
</AttachmentClass>
</JA2Data>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<AttachmentSystem>
<id>0</id>
<name>Any</name>
</AttachmentSystem>
<AttachmentSystem>
<id>1</id>
<name>OAS Only</name>
</AttachmentSystem>
<AttachmentSystem>
<id>2</id>
<name>NAS Only</name>
</AttachmentSystem>
</JA2Data>
-95
View File
@@ -1,95 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<Cursor>
<id>0</id>
<name>Invalid</name>
</Cursor>
<Cursor>
<id>1</id>
<name>Quest</name>
</Cursor>
<Cursor>
<id>2</id>
<name>Punch</name>
</Cursor>
<Cursor>
<id>3</id>
<name>Target</name>
</Cursor>
<Cursor>
<id>4</id>
<name>Knife</name>
</Cursor>
<Cursor>
<id>5</id>
<name>Aid</name>
</Cursor>
<Cursor>
<id>6</id>
<name>Toss</name>
</Cursor>
<Cursor>
<id>8</id>
<name>Mine</name>
</Cursor>
<Cursor>
<id>9</id>
<name>Lockpick</name>
</Cursor>
<Cursor>
<id>10</id>
<name>Metal Detector</name>
</Cursor>
<Cursor>
<id>11</id>
<name>Crowbar</name>
</Cursor>
<Cursor>
<id>12</id>
<name>Surveillance Camera</name>
</Cursor>
<Cursor>
<id>13</id>
<name>Camera</name>
</Cursor>
<Cursor>
<id>14</id>
<name>Key</name>
</Cursor>
<Cursor>
<id>15</id>
<name>Saw</name>
</Cursor>
<Cursor>
<id>16</id>
<name>Wirecutter</name>
</Cursor>
<Cursor>
<id>17</id>
<name>Remote</name>
</Cursor>
<Cursor>
<id>18</id>
<name>Bomb</name>
</Cursor>
<Cursor>
<id>19</id>
<name>Repair</name>
</Cursor>
<Cursor>
<id>20</id>
<name>Trajectory</name>
</Cursor>
<Cursor>
<id>21</id>
<name>Jar</name>
</Cursor>
<Cursor>
<id>22</id>
<name>Tin can</name>
</Cursor>
<Cursor>
<id>23</id>
<name>Refuel</name>
</Cursor>
</JA2Data>
@@ -1,15 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<ExplosionSize>
<id>0</id>
<name>None</name>
</ExplosionSize>
<ExplosionSize>
<id>1</id>
<name>Standard</name>
</ExplosionSize>
<ExplosionSize>
<id>2</id>
<name>HighExplosive</name>
</ExplosionSize>
</JA2Data>
@@ -1,43 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<ExplosionType>
<id>0</id>
<name>Normal</name>
</ExplosionType>
<ExplosionType>
<id>1</id>
<name>Stun</name>
</ExplosionType>
<ExplosionType>
<id>2</id>
<name>Tear Gas</name>
</ExplosionType>
<ExplosionType>
<id>3</id>
<name>Mustard Gas</name>
</ExplosionType>
<ExplosionType>
<id>4</id>
<name>Flare</name>
</ExplosionType>
<ExplosionType>
<id>5</id>
<name>Noise</name>
</ExplosionType>
<ExplosionType>
<id>6</id>
<name>Smoke</name>
</ExplosionType>
<ExplosionType>
<id>7</id>
<name>Creature Gas</name>
</ExplosionType>
<ExplosionType>
<id>8</id>
<name>Fire</name>
</ExplosionType>
<ExplosionType>
<id>9</id>
<name>Flashbang</name>
</ExplosionType>
</JA2Data>
-79
View File
@@ -1,79 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<ItemClass>
<id>1</id>
<name>Nothing</name>
</ItemClass>
<ItemClass>
<id>2</id>
<name>Gun</name>
</ItemClass>
<ItemClass>
<id>4</id>
<name>Knife</name>
</ItemClass>
<ItemClass>
<id>8</id>
<name>Throwing Knife</name>
</ItemClass>
<ItemClass>
<id>16</id>
<name>Launcher</name>
</ItemClass>
<ItemClass>
<id>32</id>
<name>Tentacle</name>
</ItemClass>
<ItemClass>
<id>64</id>
<name>Thrown Weapon</name>
</ItemClass>
<ItemClass>
<id>128</id>
<name>Blunt Weapon</name>
</ItemClass>
<ItemClass>
<id>256</id>
<name>Grenade</name>
</ItemClass>
<ItemClass>
<id>512</id>
<name>Bomb</name>
</ItemClass>
<ItemClass>
<id>1024</id>
<name>Ammo</name>
</ItemClass>
<ItemClass>
<id>2048</id>
<name>Armour</name>
</ItemClass>
<ItemClass>
<id>4096</id>
<name>Medkit</name>
</ItemClass>
<ItemClass>
<id>8192</id>
<name>Kit</name>
</ItemClass>
<ItemClass>
<id>32768</id>
<name>Face Item</name>
</ItemClass>
<ItemClass>
<id>65536</id>
<name>Key</name>
</ItemClass>
<ItemClass>
<id>131072</id>
<name>Load Bearing Equipment</name>
</ItemClass>
<ItemClass>
<id>268435456</id>
<name>Misc</name>
</ItemClass>
<ItemClass>
<id>536870912</id>
<name>Money</name>
</ItemClass>
</JA2Data>
-23
View File
@@ -1,23 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<LBEClass>
<id>0</id>
<name>Nothing</name>
</LBEClass>
<LBEClass>
<id>1</id>
<name>Thigh Pack</name>
</LBEClass>
<LBEClass>
<id>2</id>
<name>Vest</name>
</LBEClass>
<LBEClass>
<id>3</id>
<name>Combat Pack</name>
</LBEClass>
<LBEClass>
<id>4</id>
<name>Backpack</name>
</LBEClass>
</JA2Data>
-35
View File
@@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<MergeType>
<id>0</id>
<name>Destruction</name>
</MergeType>
<MergeType>
<id>1</id>
<name>Combine</name>
</MergeType>
<MergeType>
<id>2</id>
<name>Treat Armour</name>
</MergeType>
<MergeType>
<id>3</id>
<name>Explosive</name>
</MergeType>
<MergeType>
<id>4</id>
<name>Easy</name>
</MergeType>
<MergeType>
<id>5</id>
<name>Electronic</name>
</MergeType>
<MergeType>
<id>6</id>
<name>Use Item</name>
</MergeType>
<MergeType>
<id>7</id>
<name>Use Item (Hard)</name>
</MergeType>
</JA2Data>
-19
View File
@@ -1,19 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<PocketSize>
<id>0</id>
<name>None</name>
</PocketSize>
<PocketSize>
<id>1</id>
<name>Small</name>
</PocketSize>
<PocketSize>
<id>2</id>
<name>Medium</name>
</PocketSize>
<PocketSize>
<id>3</id>
<name>Large</name>
</PocketSize>
</JA2Data>
-107
View File
@@ -1,107 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<Silhouette>
<id>0</id>
<name>Vest</name>
</Silhouette>
<Silhouette>
<id>1</id>
<name>Right Thigh</name>
</Silhouette>
<Silhouette>
<id>2</id>
<name>Left Thigh</name>
</Silhouette>
<Silhouette>
<id>3</id>
<name>Backpack</name>
</Silhouette>
<Silhouette>
<id>4</id>
<name>Combat Pack</name>
</Silhouette>
<Silhouette>
<id>5</id>
<name>Gun</name>
</Silhouette>
<Silhouette>
<id>6</id>
<name>Rocket Launcher</name>
</Silhouette>
<Silhouette>
<id>7</id>
<name>Big Bag</name>
</Silhouette>
<Silhouette>
<id>8</id>
<name>Medium Bag</name>
</Silhouette>
<Silhouette>
<id>9</id>
<name>SMG</name>
</Silhouette>
<Silhouette>
<id>10</id>
<name>Explosive</name>
</Silhouette>
<Silhouette>
<id>11</id>
<name>Knife</name>
</Silhouette>
<Silhouette>
<id>12</id>
<name>Small Bag</name>
</Silhouette>
<Silhouette>
<id>13</id>
<name>Pistol</name>
</Silhouette>
<Silhouette>
<id>14</id>
<name>GL Grenade</name>
</Silhouette>
<Silhouette>
<id>15</id>
<name>Hand Grenade</name>
</Silhouette>
<Silhouette>
<id>16</id>
<name>Pistol Ammo</name>
</Silhouette>
<Silhouette>
<id>17</id>
<name>SMG Ammo</name>
</Silhouette>
<Silhouette>
<id>18</id>
<name>Rifle Ammo</name>
</Silhouette>
<Silhouette>
<id>19</id>
<name>Large Ammo</name>
</Silhouette>
<Silhouette>
<id>20</id>
<name>Shirt Pocket</name>
</Silhouette>
<Silhouette>
<id>21</id>
<name>Belt Clip</name>
</Silhouette>
<Silhouette>
<id>22</id>
<name>Huge/Belt Ammo</name>
</Silhouette>
<Silhouette>
<id>23</id>
<name>Revolver Ammo</name>
</Silhouette>
<Silhouette>
<id>24</id>
<name>Large Medical Cross</name>
</Silhouette>
<Silhouette>
<id>25</id>
<name>Small Medical Cross</name>
</Silhouette>
</JA2Data>
@@ -1,67 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<SkillCheckType>
<id>0</id>
<name>None</name>
</SkillCheckType>
<SkillCheckType>
<id>1</id>
<name>Lockpick</name>
</SkillCheckType>
<SkillCheckType>
<id>2</id>
<name>Elec. Lockpick</name>
</SkillCheckType>
<SkillCheckType>
<id>3</id>
<name>Attach Timed Detonator</name>
</SkillCheckType>
<SkillCheckType>
<id>4</id>
<name>Attach Remote Detonator</name>
</SkillCheckType>
<SkillCheckType>
<id>5</id>
<name>Plant Timed Bomb</name>
</SkillCheckType>
<SkillCheckType>
<id>6</id>
<name>Plant Remote Bomb</name>
</SkillCheckType>
<SkillCheckType>
<id>7</id>
<name>Open With Crowbar</name>
</SkillCheckType>
<SkillCheckType>
<id>8</id>
<name>Smash Door</name>
</SkillCheckType>
<SkillCheckType>
<id>9</id>
<name>Disarm Trap</name>
</SkillCheckType>
<SkillCheckType>
<id>10</id>
<name>Unjam Gun</name>
</SkillCheckType>
<SkillCheckType>
<id>11</id>
<name>Notice Dart</name>
</SkillCheckType>
<SkillCheckType>
<id>12</id>
<name>Lie to Queen</name>
</SkillCheckType>
<SkillCheckType>
<id>13</id>
<name>Attach Special Item</name>
</SkillCheckType>
<SkillCheckType>
<id>14</id>
<name>Attach Special Elec. Item</name>
</SkillCheckType>
<SkillCheckType>
<id>15</id>
<name>Disarm Elec. Trap</name>
</SkillCheckType>
</JA2Data>
-35
View File
@@ -1,35 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<WeaponClass>
<id>0</id>
<name>None</name>
</WeaponClass>
<WeaponClass>
<id>1</id>
<name>Handgun</name>
</WeaponClass>
<WeaponClass>
<id>2</id>
<name>Submachinegun</name>
</WeaponClass>
<WeaponClass>
<id>3</id>
<name>Rifle</name>
</WeaponClass>
<WeaponClass>
<id>4</id>
<name>Machinegun</name>
</WeaponClass>
<WeaponClass>
<id>5</id>
<name>Shotgun</name>
</WeaponClass>
<WeaponClass>
<id>6</id>
<name>Knife</name>
</WeaponClass>
<WeaponClass>
<id>7</id>
<name>Monster</name>
</WeaponClass>
</JA2Data>
-39
View File
@@ -1,39 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<JA2Data>
<WeaponType>
<id>0</id>
<name>None</name>
</WeaponType>
<WeaponType>
<id>1</id>
<name>Pistol</name>
</WeaponType>
<WeaponType>
<id>2</id>
<name>Machine Pistol</name>
</WeaponType>
<WeaponType>
<id>3</id>
<name>Submachinegun</name>
</WeaponType>
<WeaponType>
<id>4</id>
<name>Rifle</name>
</WeaponType>
<WeaponType>
<id>5</id>
<name>Sniper Rifle</name>
</WeaponType>
<WeaponType>
<id>6</id>
<name>Assault Rifle</name>
</WeaponType>
<WeaponType>
<id>7</id>
<name>Light Machinegun</name>
</WeaponType>
<WeaponType>
<id>8</id>
<name>Shotgun</name>
</WeaponType>
</JA2Data>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+32
View File
@@ -9269,4 +9269,36 @@
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
<ITEM>
<uiIndex>336</uiIndex>
<szItemName>Umbrella</szItemName>
<szLongItemName>MERC Umbrella</szLongItemName>
<szItemDesc>From formal wear to fatigues, this highly versatile umbrella will accompany you anywhere in style. It is also extremely durable; boasting a teflon-treated cloth guaranteed to withstand hail and sleet.</szItemDesc>
<szBRName>MERC Umbrella</szBRName>
<szBRDesc>Not for sale through BR.</szBRDesc>
<usItemClass>4</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>336</ubClassIndex>
<ubCursor>4</ubCursor>
<ubGraphicType>2</ubGraphicType>
<ubGraphicNum>84</ubGraphicNum>
<ubWeight>6</ubWeight>
<ubPerPocket>2</ubPerPocket>
<ItemSize>5</ItemSize>
<usPrice>20</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>-1</bReliability>
<bRepairEase>-3</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<Unaerodynamic>1</Unaerodynamic>
<BR_ROF>22</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
</ITEMLIST>
+12
View File
@@ -2256,4 +2256,16 @@
<nAccuracy>89</nAccuracy>
<ubAimLevels>8</ubAimLevels>
</WEAPON>
<WEAPON>
<uiIndex>336</uiIndex>
<szWeaponName>MERC Umbrella</szWeaponName>
<ubWeaponClass>6</ubWeaponClass>
<ubShotsPer4Turns>10.46</ubShotsPer4Turns>
<ubImpact>12</ubImpact>
<ubDeadliness>5</ubDeadliness>
<usReloadDelay>200</usReloadDelay>
<ubAttackVolume>5</ubAttackVolume>
<sSound>87</sSound>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
</WEAPON>
</WEAPONLIST>
+5 -2
View File
@@ -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.
@@ -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
@@ -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
+198
View File
@@ -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 =
+10 -10
View File
@@ -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]