mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
New feature: radio operator trait allows calling in artillery, requesting reinforcements, scanning for enemies and a few other skills
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1848 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -287,3 +287,21 @@ DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER = 0.1
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Energy Settings]
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;******************************************************************************************************************************
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;
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; Energy consumption settings for non-vanilla batteries.
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;
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; various energy costs for the radio set
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ENERGY_COST_RADIOSET_ACTIVATE = 100.00
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ENERGY_COST_RADIOSET_JAM = 30.00
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ENERGY_COST_RADIOSET_SCAN = 15.00
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ENERGY_COST_RADIOSET_SCAN_ASSIGNMENT = 3000.00
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -738,3 +738,36 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
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; elite soldiers can uncover even perfectly disguised spies if standing next to them and more expericenced
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; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy
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COVERT_ELITES_DETECT_NEXTTILE = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Radio Operator]
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; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
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RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120
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; AI artillery: number of mortars is number of soldiers divided by this
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RADIO_OPERATOR_MORTAR_COUNT_DIVISOR = 6
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; AI artillery: number of shells is mortar points divided by this
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RADIO_OPERATOR_MORTAR_SHELL_DIVISOR = 30
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; AI artillery: the total sum of mortars points is determined by the quality of soldiers
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RADIO_OPERATOR_MORTAR_POINTS_ADMIN = 10
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RADIO_OPERATOR_MORTAR_POINTS_TROOP = 15
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RADIO_OPERATOR_MORTAR_POINTS_ELITE = 25
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; artillery shells land within a x tiles radius of their target
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RADIO_OPERATOR_MORTAR_RADIUS = 10
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; the initial signal shell lands within x tiles radius of their target
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RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
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; scan assignment: detect enemies up to x sectors away
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RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
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; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
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RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1103,7 +1103,7 @@
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<ENEMYITEMCHOICES>
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<uiIndex>20</uiIndex>
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<name>LBE</name>
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<ubChoices>19</ubChoices>
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<ubChoices>20</ubChoices>
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<bItemNo1>1079</bItemNo1>
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<bItemNo2>1080</bItemNo2>
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<bItemNo3>1081</bItemNo3>
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@@ -1123,7 +1123,7 @@
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<bItemNo17>1097</bItemNo17>
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<bItemNo18>1098</bItemNo18>
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<bItemNo19>1099</bItemNo19>
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<bItemNo20>0</bItemNo20>
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<bItemNo20>1697</bItemNo20>
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<bItemNo21>0</bItemNo21>
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<bItemNo22>0</bItemNo22>
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<bItemNo23>0</bItemNo23>
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@@ -2856,4 +2856,60 @@
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<bItemNo49>0</bItemNo49>
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<bItemNo50>0</bItemNo50>
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</IMPITEMCHOICES>
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<IMPITEMCHOICES>
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<uiIndex>51</uiIndex>
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<name>Vox Operator</name>
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<ubChoices>1</ubChoices>
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<ubNumItems>1</ubNumItems>
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<bItemNo1>1697</bItemNo1>
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<bItemNo2>0</bItemNo2>
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<bItemNo3>0</bItemNo3>
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<bItemNo4>0</bItemNo4>
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<bItemNo5>0</bItemNo5>
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<bItemNo6>0</bItemNo6>
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<bItemNo7>0</bItemNo7>
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<bItemNo8>0</bItemNo8>
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<bItemNo9>0</bItemNo9>
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<bItemNo10>0</bItemNo10>
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<bItemNo11>0</bItemNo11>
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<bItemNo12>0</bItemNo12>
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<bItemNo13>0</bItemNo13>
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<bItemNo14>0</bItemNo14>
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<bItemNo15>0</bItemNo15>
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<bItemNo16>0</bItemNo16>
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<bItemNo17>0</bItemNo17>
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<bItemNo18>0</bItemNo18>
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<bItemNo19>0</bItemNo19>
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<bItemNo20>0</bItemNo20>
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<bItemNo21>0</bItemNo21>
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<bItemNo22>0</bItemNo22>
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<bItemNo23>0</bItemNo23>
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<bItemNo24>0</bItemNo24>
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<bItemNo25>0</bItemNo25>
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<bItemNo26>0</bItemNo26>
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<bItemNo27>0</bItemNo27>
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<bItemNo28>0</bItemNo28>
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<bItemNo29>0</bItemNo29>
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<bItemNo30>0</bItemNo30>
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<bItemNo31>0</bItemNo31>
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<bItemNo32>0</bItemNo32>
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<bItemNo33>0</bItemNo33>
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<bItemNo34>0</bItemNo34>
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<bItemNo35>0</bItemNo35>
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<bItemNo36>0</bItemNo36>
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<bItemNo37>0</bItemNo37>
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<bItemNo38>0</bItemNo38>
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<bItemNo39>0</bItemNo39>
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<bItemNo40>0</bItemNo40>
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<bItemNo41>0</bItemNo41>
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<bItemNo42>0</bItemNo42>
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<bItemNo43>0</bItemNo43>
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<bItemNo44>0</bItemNo44>
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<bItemNo45>0</bItemNo45>
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<bItemNo46>0</bItemNo46>
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<bItemNo47>0</bItemNo47>
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<bItemNo48>0</bItemNo48>
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<bItemNo49>0</bItemNo49>
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<bItemNo50>0</bItemNo50>
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</IMPITEMCHOICES>
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</IMPITEMCHOICESLIST>
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@@ -1103,7 +1103,7 @@
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<ENEMYITEMCHOICES>
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<uiIndex>20</uiIndex>
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<name>LBE</name>
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<ubChoices>19</ubChoices>
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<ubChoices>20</ubChoices>
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<bItemNo1>1079</bItemNo1>
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<bItemNo2>1080</bItemNo2>
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<bItemNo3>1081</bItemNo3>
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@@ -1123,7 +1123,7 @@
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<bItemNo17>1097</bItemNo17>
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<bItemNo18>1098</bItemNo18>
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<bItemNo19>1099</bItemNo19>
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||||
<bItemNo20>0</bItemNo20>
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<bItemNo20>1697</bItemNo20>
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<bItemNo21>0</bItemNo21>
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<bItemNo22>0</bItemNo22>
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<bItemNo23>0</bItemNo23>
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@@ -1103,7 +1103,7 @@
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<ENEMYITEMCHOICES>
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<uiIndex>20</uiIndex>
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<name>LBE</name>
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<ubChoices>19</ubChoices>
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<ubChoices>20</ubChoices>
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||||
<bItemNo1>1079</bItemNo1>
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<bItemNo2>1080</bItemNo2>
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<bItemNo3>1081</bItemNo3>
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@@ -1123,7 +1123,7 @@
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<bItemNo17>1097</bItemNo17>
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<bItemNo18>1098</bItemNo18>
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<bItemNo19>1099</bItemNo19>
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||||
<bItemNo20>0</bItemNo20>
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<bItemNo20>1697</bItemNo20>
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<bItemNo21>0</bItemNo21>
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||||
<bItemNo22>0</bItemNo22>
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<bItemNo23>0</bItemNo23>
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@@ -1103,7 +1103,7 @@
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<ENEMYITEMCHOICES>
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<uiIndex>20</uiIndex>
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<name>LBE</name>
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<ubChoices>19</ubChoices>
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||||
<ubChoices>20</ubChoices>
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||||
<bItemNo1>1079</bItemNo1>
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||||
<bItemNo2>1080</bItemNo2>
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<bItemNo3>1081</bItemNo3>
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||||
@@ -1123,7 +1123,7 @@
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<bItemNo17>1097</bItemNo17>
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||||
<bItemNo18>1098</bItemNo18>
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<bItemNo19>1099</bItemNo19>
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||||
<bItemNo20>0</bItemNo20>
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||||
<bItemNo20>1697</bItemNo20>
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||||
<bItemNo21>0</bItemNo21>
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<bItemNo22>0</bItemNo22>
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<bItemNo23>0</bItemNo23>
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@@ -27767,4 +27767,9 @@
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<itemIndex>605</itemIndex>
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<APCost>20</APCost>
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</ATTACHMENT>
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<ATTACHMENT>
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<attachmentIndex>1698</attachmentIndex>
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<itemIndex>1697</itemIndex>
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<APCost>35</APCost>
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</ATTACHMENT>
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</ATTACHMENTLIST>
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@@ -1880,4 +1880,44 @@
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<ubHorizontalDegree>0</ubHorizontalDegree>
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<ubVerticalDegree>0</ubVerticalDegree>
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</EXPLOSIVE>
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<EXPLOSIVE><!--signal shell-->
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<uiIndex>94</uiIndex>
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<ubType>10</ubType>
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<ubDamage>0</ubDamage>
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<ubStunDamage>0</ubStunDamage>
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<ubRadius>0</ubRadius>
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<ubVolume>0</ubVolume>
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<ubVolatility>0</ubVolatility>
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<ubAnimationID>7</ubAnimationID>
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<ubDuration>2</ubDuration>
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<ubStartRadius>1</ubStartRadius>
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<ubMagSize>1</ubMagSize>
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<fExplodeOnImpact>0</fExplodeOnImpact>
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<usNumFragments>0</usNumFragments>
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<ubFragType>0</ubFragType>
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<ubFragDamage>0</ubFragDamage>
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<ubFragRange>0</ubFragRange>
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<ubHorizontalDegree>0</ubHorizontalDegree>
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<ubVerticalDegree>0</ubVerticalDegree>
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</EXPLOSIVE>
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<EXPLOSIVE><!-- flare effect for Flare Internal-->
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<uiIndex>95</uiIndex>
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<ubType>4</ubType>
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<ubDamage>0</ubDamage>
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<ubStunDamage>0</ubStunDamage>
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<ubRadius>16</ubRadius>
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<ubVolume>0</ubVolume>
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<ubVolatility>0</ubVolatility>
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<ubAnimationID>1</ubAnimationID>
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<ubDuration>3</ubDuration>
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<ubStartRadius>6</ubStartRadius>
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<ubMagSize>1</ubMagSize>
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<fExplodeOnImpact>0</fExplodeOnImpact>
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<usNumFragments>0</usNumFragments>
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<ubFragType>0</ubFragType>
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<ubFragDamage>0</ubFragDamage>
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<ubFragRange>0</ubFragRange>
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<ubHorizontalDegree>0</ubHorizontalDegree>
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<ubVerticalDegree>0</ubVerticalDegree>
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</EXPLOSIVE>
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</EXPLOSIVELIST>
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@@ -50940,4 +50940,153 @@
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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<ITEM>
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<uiIndex>1697</uiIndex>
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<szItemName>Radio Set</szItemName>
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<szLongItemName>Radio set</szLongItemName>
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<szItemDesc>A standard issue radio set for short-range communications in the field.</szItemDesc>
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<szBRName>Radio set</szBRName>
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<szBRDesc>The Departmento Munitorum made this the standard radio set for all Cadian Infantry regiments in the 39th millenium. If it's good enough for them, it better be good enough for you.</szBRDesc>
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<usItemClass>131072</usItemClass>
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||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>97</ubClassIndex>
|
||||
<ubGraphicType>1</ubGraphicType>
|
||||
<ubGraphicNum>690</ubGraphicNum>
|
||||
<ubWeight>85</ubWeight>
|
||||
<ItemSize>23</ItemSize>
|
||||
<usPrice>1500</usPrice>
|
||||
<ubCoolness>2</ubCoolness>
|
||||
<bRepairEase>-2</bRepairEase>
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||||
<Damageable>1</Damageable>
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||||
<Repairable>1</Repairable>
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||||
<ShowStatus>1</ShowStatus>
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||||
<Electronic>1</Electronic>
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||||
<NeedsBatteries>1</NeedsBatteries>
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||||
<WaterDamages>1</WaterDamages>
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||||
<Metal>1</Metal>
|
||||
<Sinks>1</Sinks>
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||||
<BR_NewInventory>2</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<DefaultAttachment>1698</DefaultAttachment>
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||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<ItemFlag>33554432</ItemFlag>
|
||||
<STAND_MODIFIERS />
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||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
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||||
</ITEM>
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||||
<ITEM>
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||||
<uiIndex>1698</uiIndex>
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||||
<szItemName>Radio battery</szItemName>
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<szLongItemName>Radio Set battery</szLongItemName>
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<szItemDesc>A battery used in standard field equipment. Quite heavy, but can last for weeks if you conserve it.</szItemDesc>
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<szBRName>Radio battery</szBRName>
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<szBRDesc>A standard issue field battery for radio sets.</szBRDesc>
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||||
<usItemClass>268435456</usItemClass>
|
||||
<nasAttachmentClass>1</nasAttachmentClass>
|
||||
<ubGraphicType>1</ubGraphicType>
|
||||
<ubGraphicNum>226</ubGraphicNum>
|
||||
<ubWeight>12</ubWeight>
|
||||
<ubPerPocket>6</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>200</usPrice>
|
||||
<ubCoolness>1</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Attachment>1</Attachment>
|
||||
<Batteries>1</Batteries>
|
||||
<Electronic>1</Electronic>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<ItemFlag>134217728</ItemFlag>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1699</uiIndex>
|
||||
<szItemName>Flare Internal</szItemName>
|
||||
<szLongItemName>Flare Internal</szLongItemName>
|
||||
<szItemDesc>INTERNAL ITEM, DO NOT USE!!!</szItemDesc>
|
||||
<szBRName>Flare Internal</szBRName>
|
||||
<szBRDesc></szBRDesc>
|
||||
<usItemClass>256</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>95</ubClassIndex>
|
||||
<ubCursor>6</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>71</ubGraphicNum>
|
||||
<ubWeight>2</ubWeight>
|
||||
<ubPerPocket>4</ubPerPocket>
|
||||
<ItemSize>20</ItemSize>
|
||||
<usPrice>50</usPrice>
|
||||
<ubCoolness>2</ubCoolness>
|
||||
<Flare>1</Flare>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1700</uiIndex>
|
||||
<szItemName>Mortar Signal Shell</szItemName>
|
||||
<szLongItemName>60mm Mortar Signal Shell</szLongItemName>
|
||||
<szItemDesc>This mortar shell is used to mark an area for further bombardment.</szItemDesc>
|
||||
<szBRName>60mm Mortar Signal Shell</szBRName>
|
||||
<szBRDesc>The red smoke from this signal shell clearly marks an area - visible even at night.</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<AttachmentClass>1024</AttachmentClass>
|
||||
<nasAttachmentClass>1024</nasAttachmentClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>94</ubClassIndex>
|
||||
<ubGraphicType>1</ubGraphicType>
|
||||
<ubGraphicNum>749</ubGraphicNum>
|
||||
<ubWeight>17</ubWeight>
|
||||
<ubPerPocket>2</ubPerPocket>
|
||||
<ItemSize>24</ItemSize>
|
||||
<usPrice>600</usPrice>
|
||||
<ubCoolness>8</ubCoolness>
|
||||
<bRepairEase>-4</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<Sinks>1</Sinks>
|
||||
<Attachment>1</Attachment>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>1</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<ItemFlag>67108864</ItemFlag>
|
||||
<buddyitem>1699</buddyitem>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1701</uiIndex>
|
||||
<szItemName>Signal Flare</szItemName>
|
||||
<szLongItemName>Signal Flare</szLongItemName>
|
||||
<szItemDesc>Mark a target very visibly with this red smoke.</szItemDesc>
|
||||
<szBRName>Signal Flare</szBRName>
|
||||
<szBRDesc>Nothing says ATTACK HERE like a giant column of red smoke.</szBRDesc>
|
||||
<usItemClass>256</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>94</ubClassIndex>
|
||||
<ubCursor>6</ubCursor>
|
||||
<ubGraphicType>1</ubGraphicType>
|
||||
<ubGraphicNum>98</ubGraphicNum>
|
||||
<ubWeight>6</ubWeight>
|
||||
<ubPerPocket>4</ubPerPocket>
|
||||
<ItemSize>18</ItemSize>
|
||||
<usPrice>50</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<bRepairEase>-2</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<Sinks>1</Sinks>
|
||||
<Attachment>1</Attachment>
|
||||
<BR_NewInventory>4</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
</ITEMLIST>
|
||||
@@ -620,4 +620,12 @@
|
||||
<launchableIndex>1376</launchableIndex>
|
||||
<itemIndex>903</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>1700</launchableIndex>
|
||||
<itemIndex>41</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
<LAUNCHABLE>
|
||||
<launchableIndex>1700</launchableIndex>
|
||||
<itemIndex>901</itemIndex>
|
||||
</LAUNCHABLE>
|
||||
</LAUNCHABLELIST>
|
||||
@@ -1940,4 +1940,22 @@
|
||||
<lbePocketIndex11>0</lbePocketIndex11>
|
||||
<lbePocketIndex12>0</lbePocketIndex12>
|
||||
</LOADBEARINGEQUIPMENT>
|
||||
<LOADBEARINGEQUIPMENT>
|
||||
<lbeIndex>97</lbeIndex>
|
||||
<lbeClass>3</lbeClass>
|
||||
<lbeCombo>0</lbeCombo>
|
||||
<lbeFilledSize>30</lbeFilledSize>
|
||||
<lbePocketIndex1>16</lbePocketIndex1>
|
||||
<lbePocketIndex2>16</lbePocketIndex2>
|
||||
<lbePocketIndex3>0</lbePocketIndex3>
|
||||
<lbePocketIndex4>0</lbePocketIndex4>
|
||||
<lbePocketIndex5>0</lbePocketIndex5>
|
||||
<lbePocketIndex6>0</lbePocketIndex6>
|
||||
<lbePocketIndex7>0</lbePocketIndex7>
|
||||
<lbePocketIndex8>0</lbePocketIndex8>
|
||||
<lbePocketIndex9>0</lbePocketIndex9>
|
||||
<lbePocketIndex10>0</lbePocketIndex10>
|
||||
<lbePocketIndex11>0</lbePocketIndex11>
|
||||
<lbePocketIndex12>0</lbePocketIndex12>
|
||||
</LOADBEARINGEQUIPMENT>
|
||||
</LOADBEARINGEQUIPMENTLIST>
|
||||
@@ -263,6 +263,7 @@
|
||||
<szDetailedExploredName>Drassen Airport</szDetailedExploredName>
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>100</usNaturalDirt>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>B14</SectorGrid>
|
||||
@@ -453,6 +454,7 @@
|
||||
<sWaterType>2</sWaterType>
|
||||
<usNaturalDirt>300</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D3</SectorGrid>
|
||||
@@ -574,6 +576,7 @@
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>160</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>D16</SectorGrid>
|
||||
@@ -1142,6 +1145,7 @@
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>100</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>1</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>H14</SectorGrid>
|
||||
@@ -1243,6 +1247,7 @@
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>850</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>I9</SectorGrid>
|
||||
@@ -1411,6 +1416,8 @@
|
||||
<szDetailedExploredName>Tixa</szDetailedExploredName>
|
||||
<sWaterType>0</sWaterType>
|
||||
<usNaturalDirt>1000</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>1</sRadioScanModifier>
|
||||
<usPrisonRoomNumber00>5</usPrisonRoomNumber00>
|
||||
<usPrisonRoomNumber01>6</usPrisonRoomNumber01>
|
||||
<usPrisonRoomNumber02>7</usPrisonRoomNumber02>
|
||||
@@ -1956,6 +1963,7 @@
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>100</usNaturalDirt>
|
||||
<usCurfewValue>1</usCurfewValue>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>N4</SectorGrid>
|
||||
@@ -1966,6 +1974,7 @@
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>100</usNaturalDirt>
|
||||
<usCurfewValue>2</usCurfewValue>
|
||||
<sRadioScanModifier>2</sRadioScanModifier>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
<SectorGrid>N5</SectorGrid>
|
||||
@@ -1995,6 +2004,7 @@
|
||||
<szDetailedExploredName>Coastal, road</szDetailedExploredName>
|
||||
<sWaterType>1</sWaterType>
|
||||
<usNaturalDirt>140</usNaturalDirt>
|
||||
<sRadioScanModifier>1</sRadioScanModifier>
|
||||
<usPrisonRoomNumber00>3</usPrisonRoomNumber00>
|
||||
</SECTOR>
|
||||
<SECTOR>
|
||||
|
||||
@@ -54,17 +54,19 @@
|
||||
<!-- major Skill (7) Deputy/Squadleader -->
|
||||
<!-- major Skill (8) Technician/Engineer -->
|
||||
<!-- major Skill (9) Paramedic/Doctor -->
|
||||
<!-- major Skill (20) Covert Ops -->
|
||||
|
||||
<!-- minor Skill (10) Ambidexterous -->
|
||||
<!-- minor Skill (11) Melee -->
|
||||
<!-- minor Skill (12) Throwing -->
|
||||
<!-- minor Skill (10) Ambidexterous -->
|
||||
<!-- minor Skill (11) Melee -->
|
||||
<!-- minor Skill (12) Throwing -->
|
||||
<!-- minor Skill (13) Night Ops -->
|
||||
<!-- minor Skill (14) Stealthy -->
|
||||
<!-- minor Skill (15) Athletics -->
|
||||
<!-- minor Skill (16) Bodybuilding -->
|
||||
<!-- minor Skill (17) Demolitions -->
|
||||
<!-- minor Skill (16) Bodybuilding -->
|
||||
<!-- minor Skill (17) Demolitions -->
|
||||
<!-- minor Skill (18) Teaching -->
|
||||
<!-- minor Skill (19) Scouting -->
|
||||
<!-- minor Skill (21) Radio Operator -->
|
||||
|
||||
<!-- STOMP Character Traits -->
|
||||
|
||||
@@ -17325,7 +17327,7 @@
|
||||
<bEvolution>0</bEvolution>
|
||||
<bOldSkillTrait>0</bOldSkillTrait>
|
||||
<bOldSkillTrait2>0</bOldSkillTrait2>
|
||||
<bNewSkillTrait1>0</bNewSkillTrait1>
|
||||
<bNewSkillTrait1>21</bNewSkillTrait1>
|
||||
<bNewSkillTrait2>0</bNewSkillTrait2>
|
||||
<bNewSkillTrait3>0</bNewSkillTrait3>
|
||||
<bBuddy1>255</bBuddy1>
|
||||
@@ -22614,7 +22616,7 @@
|
||||
<bOldSkillTrait2>8</bOldSkillTrait2>
|
||||
<bNewSkillTrait1>1</bNewSkillTrait1>
|
||||
<bNewSkillTrait2>18</bNewSkillTrait2>
|
||||
<bNewSkillTrait3>0</bNewSkillTrait3>
|
||||
<bNewSkillTrait3>21</bNewSkillTrait3>
|
||||
<bBuddy1>240</bBuddy1>
|
||||
<bBuddy2>255</bBuddy2>
|
||||
<bBuddy3>255</bBuddy3>
|
||||
@@ -23845,7 +23847,7 @@
|
||||
<bOldSkillTrait>0</bOldSkillTrait>
|
||||
<bOldSkillTrait2>0</bOldSkillTrait2>
|
||||
<bNewSkillTrait1>19</bNewSkillTrait1>
|
||||
<bNewSkillTrait2>0</bNewSkillTrait2>
|
||||
<bNewSkillTrait2>21</bNewSkillTrait2>
|
||||
<bNewSkillTrait3>0</bNewSkillTrait3>
|
||||
<bBuddy1>255</bBuddy1>
|
||||
<bBuddy2>255</bBuddy2>
|
||||
|
||||
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Reference in New Issue
Block a user